fusion 2020 - myhci-ux · 2020. 10. 7. · fusion 2020: proceedings of 2nd national symposium on...
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Fusion 2020: Proceedings of 2nd National Symposium on
Human-Computer Interaction 2020
8th October 2020
Virtual Symposium
Editors:
Chui Yin Wong
Siti Rohkmah Mohd Shukri
Meng Chun Lam
Azizi Ab Aziz
Muhammad Haziq Lim Abdullah
Wan Fatimah Wan Ahmad
Organised by
myHCI-UX & Kuala Lumpur ACM SIGCHI Chapter
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Copyright ©2020. myHCI-UX
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or
part of the material is concerned, specifically the rights of translation, reprinting, reuse of
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by similar or dissimilar methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this
publication does not imply, even in the absence of a specific statement, that such names are exempt
from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in
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the authors or the editors give a warranty, express or implied, with respect to the material contained
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eISBN: 978-967-18511-0-4
Published by:
myHCI-UX
C/O MYHCI-UX, UTM IBS,
Level 10, Menara Razak,
Universiti Teknologi Malaysia,
Jalan Sultan Yahya Petra,
54100 Kuala Lumpur,
Malaysia.
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Foreword from Fusion 2020 Conference Chair
On behalf of the Organizing and Program Committee, it is my great pleasure to
welcome you all to the National Symposium on Human-Computer Interaction
2020 (Fusion 2020) on 8th October 2020. The Fusion 2020 is organized by the
Association of Human-Computer Interaction Malaysia (myHCI-UX).
The conference particularly encourages the interaction of research students and
developing academics with the more established HCI interaction academic
community in an informal setting to present and to discuss new and current work. Their
contribution has helped to make the symposium as outstanding as it has been. The papers
contributed the most recent scientific knowledge known in the field of human-computer
interaction, user experiences and technologies in various user domains.
The technical program of the symposium consists of five tracks and one forum which involve an
industry from BETA Foundation with an academia. The tracks are 1) Agieng and Technology 2)
Children and Technology 3) AR and VR Immersive Technology 4) Mobile and Web Technology
and 5) HCI Methodology. The symposium received 24 papers from research students as well as
academia from Malaysia, out of which, 17 papers have been accepted (acceptance rate is 70%).
All papers have undergone a meticulous peer-review process based on their significance, novelty,
and technical quality. Every paper was reviewed by at least two independent experts, with many
experiencing even more reviews. The accepted papers will be proposed to be gathered and
published with e-ISBN from The National Library of Malaysia.
Due to the COVID19 outbreak, the organising committee has changed the mode from physical or
face-to-face presentation to virtual presentation. The actual plan was to be conducted in April 2020
but has been postponed to 8th October 2020. Despite the pandemic situation, we are blessed
because the committee has more time to prepare the symposium. In conjunction to the symposium,
we have also managed to create a pre-Fusion where we organised an online student poster
competition on the 6th October 2020. The competition was targeted to all bachelor and diploma
students from public and private institutions in Malaysia. We received 28 participants from the
pre-fusion 2020 symposium. The objective was to create awareness among undergraduate students
about the HCI area.
I would like to congratulate and thank the organising committee for their endless efforts, time and
commitment to make this event a success. I pray that all of you will gain experiences and
networking opportunities through this event. Interestingly, we only meet via online and never have
a face-to-face meeting throughout the Fusion2020 process. We come from local public and private
universities working hand-in-hand to make this happen. Thank you from the bottom of my heart.
I would like to thank BETA Foundation Sdn. Bhd for the collaboration as a speaker to share their
insights from the industry perspectives in the forum. Thank you to myHCI-UX Kuala Lumpur
committee for trusting me to chair this event this year. I am not perfect but with the trust, some
experiences and support from all of you, what more could I ask for. Thank you.
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Last, but certainly not least, my thanks go to all the authors who had submitted papers and all the
attendees. I hope that you found the program to have been encouraging and a source of brilliant
ideas for future research. I thank you for virtually attending the National Symposium of Human
Computer Interaction (FUSION2020). I extend my warmest congratulations and wish the
FUSION2020 to be a great success.
Azrina Kamaruddin, PhD | General Chair of FUSION 2020
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Foreword from the President of myHCI-UX
It is my pleasure to welcome you to the second proceeding of Fusion
Symposium, which this year, the conference takes place fully online due to the
pandemic that hit the world. And the theme this year reflects this perfectly,
“Inclusivity and Diversity: Digital Interaction towards Digital Society.”
When we had our first Fusion Symposium last year, we aimed for the
symposium series to provide a venue or platform to gather both researchers
and students, as well practitioners from industry, that aimed to learn from one another to improve
the ways we build usable and useful systems and provide digital services that enrich user
experiences of users. Building and providing these systems in the context of HCI can be
challenging at times, where it involves different set of users and roles. It even requires a new set
of processes, tools and methods to suit the context, especially coming from country such as ours,
Malaysia, who is rich in its culture and diversity.
As an ACM local chapter, our efforts in contributing, disseminating and working collaboratively
with many disciplines and entities are highly encouraged and supported by the ACM. I hope Fusion
Symposium 2020 this year marks another remarkable event organised by myHCI-UX.
Let’s make the difference towards Digital Society and be the one who change!
Masitah Ghazali, PhD
President of myHCI-UX
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Organisation
Fusion 2020 was organised by myHCI-UX and Kuala Lumpur ACM Chapter, and collaborated
with industrial partner, Beta Foundation. We thank the organizing committee and reviewers for
their contributions to make Fusion 2020 a success. Here are the organizing committee and list of
reviewers.
Organising Committee
Name Position Affiliation
Azrina Kamaruddin Chair Universiti Putra Malaysia
Masitah Ghazali Vice Chair Universiti Teknologi Malaysia
Aida Zamnah Zainal Abidin Secretary Asia Pacific University of
Technology & Innovation
Noris Mohd Norowi Treasurer Universiti Putra Malaysia
Wong Chui Yin Publication Lead Multimedia University
Wan Fatimah Wan Ahmad Publication Member Universiti Teknologi PETRONAS
Azizi Ab Aziz Publication Member Universiti Utara Malaysia
Muhammad Haziq Lim
Abdullah
Publication Member Universiti Teknikal Malaysia
Melaka
Siti Rohkmah Mohd Shukri Publication Member Monash University Malaysia
Lam Meng Chun Publication Member Universiti Kebangsaan Malaysia
Haslinda Rasip Promotion Lead Universiti Teknologi Malaysia
Haliyana Khalid Promotion Member Universiti Teknologi Malaysia
Nadia Abdul Wahab Promotion Member Universiti Teknologi MARA
Hanif Baharin Promotion Member Universiti Kebangsaan Malaysia
Fariza Hanis Abdul Razak Promotion Member Universiti Teknologi MARA
Elin Eliana Abdul Rahim Registration Lead Universiti Teknologi MARA
Hazlifah Mohd Rusli Registration Member Universiti Teknologi MARA
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Nur Zuraifah Syazrah binti
Othman
Registration Member Universiti Teknologi Malaysia
Murni Mahmud Special Task Universiti Islam Antarabangsa
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List of Reviewer
Name Affiliation
Aida Zamnah Zainal Abidin Asia Pacific University of Technology & Innovation
Aslina Baharum Universiti Malaysia Sabah
Azizi Ab Aziz Universiti Utara Malaysia
Azrina Kamaruddin Universiti Putra Malaysia
Azrul Hazri Jantan Universiti Putra Malaysia
Husniza Husni Universiti Utara Malaysia
Ellya Zulaikha Institut Teknologi Sepuluh Nopember
Emma Nuraihan Mior Ibrahim Universiti Teknologi MARA
Hanif Baharin Universiti Kebangsaan Malaysia
Hasimi Sallehuddin Universiti Kebangsaan Malaysia
Hayder Ghanimi University of Warith Al-Anbiyaa
Juliana Aida Abu Bakar Universiti Utara Malaysia
Lam Meng Chun Universiti Kebangsaan Malaysia
Madihah Sheikh Abdul Aziz International Islamic University Malaysia
Marina Ismail Universiti Teknologi MARA
Masitah Ghazali Universiti Teknologi Malaysia
Mohammed Azlan Mohamed Iqba Universiti Tenaga Nasional
Muhammad Haziq Lim Abdullah Universiti Teknikal Malaysia Melaka
Naseer Sanni Ajoge Kaduna Polytechnic
Nassiriah Shaari Universiti Utara Malaysia
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Nazatul Aini Abd Majid Universiti Kebangsaan Malaysia
Nazrita Ibrahim Universiti Tenaga Nasional
Noor Ain Rosli INTI International University & College
Norain Yusoff Multimedia University
Novia Admodisastro Universiti Putra Malaysia
Nurul Husna Mohd Saad Asia Pacific University of Technology & Innovation
Roesnita Ismail Universiti Sains Islam Malaysia
Rogayah Abdul Majid Universiti Teknologi MARA
Shamsul Arrieya Ariffin Universiti Pendidikan Sultan Idris
Siti Azreena Mubin Asia Pacific University of Technology & Innovation
Siti Rohkmah Mohd Shukri Monash University Malaysia
Tan Siok Yee Universiti Kebangsaan Malaysia
Ulka Chandini Pendit Universiti Teknikal Malaysia Melaka
Wan Fatimah Wan Ahmad Universiti Teknologi PETRONAS
Wong Chui Yin Multimedia University
Zan Azma Nasruddin Universiti Teknologi MARA
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Table of Content Pages
Foreword from Fusion 2020 Conference Chair i
Foreword from the President of myHCI-UX iii
Organisation iv
List of Reviewer vi
Ageing and Technology
Designing Digital Interaction for Ageing People: Social and Health Mobile Application User
Interface for Ageing User………………………………………………………………………
1
Siti Azreena Mubin, Annie Toh Mei Yi, Aida Zamnah Zainal Abidin and Matthew Wee Ann
Poh
A Systematic Literature Review Survey of the Use of Mobile Game Applications in
Increasing Physical Activity Among Older Adults……………………………………………
7
Naincie Pindeh, Azrina Kamaruddin, Hasdina Lynn Hashim, Noris Mohd Norowi and
Rahmita Wirza OK Rahmat
Elderly Muslims Perceptions on Grateful and Calm Digital Images…………………………... 13
Raja Nurul Azhani binti Raja Mohd Nordin, Zan Azma binti Nasruddin and Nor Hayati
Abdul Hamid
Children and Technology
Tale-It: A Tangible Storytelling Authoring Toolkit for Malaysian Students………………….. 19
Chia Yi Quah and Kher Hui Ng
Tangible Edutainment Games for Kids using Play-Beyond the Screen Concept……………… 25
Mohd Khalid Mokhtar, Farhan Mohamed, Chan Vie Siang and Nurul Farhana Jumaat
Augmented Reality and Virtual Reality (Immersive) Technology
Human-Robot Interaction Design Requirements for Therapeutic Robots…………………….. 31
Azizi Ab Aziz, Wadhah AbdulHussain and Mohamad Farif Jemili
Welding Training Simulation: Combination of Virtual Reality and Multiple Marker Tracking 38
Muhammad Ismail bin Mat Isham, Farhan bin Mohamed, Habibah @ Norehan Hj Haron,
Chan Vei Siang and Mohd Khalid Mokhtar
Bridging the Gap in The Model of Spatial Presence for Image-Based Virtual Reality in Self-
Therapy………………………………………………………………………………...………..
44
Mohd Fairuz bin Zaiyadi, Ariffin bin Abdul Mutalib and Nadia Diyana binti Mohd
Muhaiyuddin
Smartphone-based Face-to-Face Collaborative Augmented Reality Architecture for Assembly
Training………………………………………………………………………………….……...
50
Nur Asylah Suwadi and Meng Chun Lam
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Mobile and Web Technology
Students and Teachers Perceptions towards Student-Generated Activities in Robotics
Technology Mobile Learning: A Conceptual Study……………………………………………
56
Afif Ali and Shamsul Arrieya Ariffin
Educators’ Requirements for Physics Experiment through Mobile Augmented Reality……… 61
Valarmathie Gopalan, Juliana Aida Abu Bakar and Abdul Nasir Zulkifli
Annoshare: Designing A Web-based Online Learning App with Group Learning Activities
(GLA)…………………………………………………………………………………………..
68
Teo Rhun Ming and Noris Mohd Norowi
Trends in Brain Computer Interfaces: Interaction and User Types……………………………. 75
Abubaker Gaber and Masitah Ghazali
Human-Computer Interaction Methodology
Usability of a Colour Selection Tool on Mobile Devices for Non-
Designers………………………………………………………………………………………..
81
Ashraf Qahman and Chui Yin Wong
Artist-Led Transdisciplinary Research as Opportunities for Design…………………………... 87
Hanif Baharin and Nasir Baharuddin
Construction of the Guidelines for Mobile Learning Design: Hybridizing Signaling Principle
and Nielsen's Design Guidelines……………………………………………………………….
92
Arifah Fasha Rosmani, Ariffin Abdul Mutalib and Siti Mahfuzah Sarif
Improving Visual Learning for Multicultural Visitors in Islamic Museum…………………… 100
Ahdab Hijazi and Hanif Baharin
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Designing Digital Interaction for
Ageing People:
Social and Health Mobile Application User
Interface for Ageing User
Siti Azreena Mubin, Annie Toh Mei Yi, Aida Zamnah Zainal Abidin and Matthew Wee Ann Poh
Asia Pacific University of Technology & Innovation (APU), Malaysia
{[email protected], [email protected], [email protected],
ABSTRACT
Smartphones have impacted almost all walks of human life including business, education, health and social
life. In recent times, people use smartphones to make money, to teach, to check on their health conditions
and to communicate and connect with their friends and family. However, smart devices cannot work without
an interface. User interface allows the device to communicate and connect with the users. Hence, everyone
should be made accessible to the technologies including the ageing people. This concept paper aims to
focus on issues affecting mobile device usage among ageing people and several guidelines to design a
suitable user interface for them. It was conducted based on research papers published by professionals and
experts. Thus, a mobile application with several unique features designed specifically for the ageing users
will be developed and enhanced in terms of its usability and user interface.
KEYWORDS
User Interface, Mobile Application, Social Application, Ageing User, Design, Usability and User Experience
INTRODUCTION
Number of people who own a mobile phone has increased dramatically in the last 30 years (Timmis et al.,
2017). In 2017, the number of smartphone users in Asia Pacific is estimated to number over 1.25 billion.
By 2019, the smartphone penetration rate among mobile phone users will be over 50 percent to reach almost
1.5 billion in the region (Statista, 2019). In the current era, talking on the phone and texting while walking
is a normal phenomenon which can be seen anywhere. People are addicted and obsessed with their mobile
phones. As everything is online nowadays, mobile phones dominate people of all ages including children,
teenagers and ageing people. Smartphones have impacted almost all walks of human life including business,
education, health and social life (Sarwar & Soomro, 2013). In recent times, people use smartphones to make
money, to teach, to check on their health conditions and to communicate and connect with their friends and
family. Smartphones are now considered one of the necessities in our daily life. Many social and health
applications with pleasing interfaces are available on various kinds of online platforms such as App Store
and Play Store. Social media applications such as Facebook, WhatsApp, Instagram and Skype are free to
download for everyone, which made everyone accessible through the Internet.
However, smart devices such as computers, smart phones and smart watches are unable to function
without an interface. Therefore, many interfaces in devices are now designed nicely for the users to interact
with. User interface allows the device to communicate and connect with the users. Thus, everyone should
be made accessible to new technologies including ageing people. This concept paper aims to focus on issues
affecting mobile device usage among ageing people. Additionally, several design guidelines will also be
discussed as to design a suitable user interface for the ageing people. It was conducted based on research
papers published by professionals and experts. Moreover, preliminary research will be held to identify the
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ageing users’ preferences and likings. Mobile applications with user-friendly interface and unique features
specifically for the usage of ageing people will be designed and developed for further research directions.
BACKGROUND
Smartphones were introduced during the middle to late 1990s (Marques, 2016). Usage of smartphones has
become a trend and necessity in today’s life. With the increase of ageing population, it is important to
provide them with facilities that are made accessible through technological innovations (Kalimullah &
Sushmitha, 2017). According to the Malaysian Communications and Multimedia Commission (MCMC),
senior smartphone users ranging from 60-64 years old increased from 1.9% - 2.8% in 2012-2014.
Smartphones allow us to communicate and share new things with our friends and family in our daily lives
by sending them pictures and this will eventually reduce stress (Wilaiwan & Siriwong, 2019). The increase
of senior smartphone users shows that they have an effort to use new technologies if they gain value from
it (Aslina et al., 2017). This also indicates that designing a suitable and user-friendly user interface for the
ageing people is important as everyone will age, and ageing users are increasing.
Ageing users may have problems with smartphones such as limited screen size, texts and small buttons
as senior users do not have the same finger dexterity, hearing sensitivity, and visual memory as younger
people (Wilaiwan & Siriwong, 2019). They also experience a decline in adaptability, which means that the
eye’s ability to adjust to different viewing distances and places with different lighting levels decreases
(Silva, Caravau, Reis, & Almeida, 2017). This also means that ageing people have difficulties in adjusting
to near vision because the lens rigidity increases. Inappropriate user interfaces lead to users easily leaving
the software already built (Dharmayanti, Bachtiar, & Wibawa, 2018)(Series & Science, 2018). An interface
with small fonts, unbalanced colors and ambiguous icons will make the ageing users feel uncomfortable
when using the mobile application (Dharmayanti et al., 2018). They are unable to take too much color in
one application, as it will confuse them. This will affect their user experience and might lead them to delete
the mobile application eventually.
Hence, several attempts were made by the professionals to solve the problem. Many experts have written
articles, conference papers and books regarding the guidelines to design an interface for the seniors. The
experts and professionals do agree that using big and appropriate fonts, labeling icons with text and using
less color schemes are important when designing the interface of an ageing people using mobile
applications. Due to their health problems, slower performance and learning ability, a good and suitable
user interface is needed for them. Provided guidelines enable developers to design a suitable mobile
application user interface for the ageing users (J. Johnson & Finn, 2017).
LITERATURE REVIEW
User Interface
User interface is the point of human-computer interaction and communication in a device (Sakdulyatham,
Preeyanont, Lipikorn, & Watakakosol, 2017). It is a platform designed by people that allows the interaction
between users and devices. User interface appears in various devices such as smartphones, computers and
smart watches. User interface differs for people in different stages of life. For example, user interfaces for
children should be colorful and fun so that they can grab their attention to learn new things. Children tend
to be attracted to the bright block of colors of the color wheel rather than pastels or muted blends (Pancare,
2017). They are more likely to get attracted by colors such as red, yellow, blue and so on compared to beige
and light grey. On the other hand, user interfaces for ageing users should be clear and understandable as
they are at risk of being excluded from the use of information technologies (Díaz-Bossini & Moreno, 2013).
Current availability smartphone user interfaces do not appear to be optimized for ageing users. Research’s
finding indicated that one of the main factors is appearance or user interface (Salman, Ahmad, & Sulaiman,
2018). The results show that ageing users have difficulty in recognizing the user interface element’s layout
such as color, size, label and position. The ageing users also struggle to identify unfamiliar user interface
element design. Based on the finding, it is suggested that the user interface elements should be more color
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visible and noticeable in size. The icons should be distinguishable and consistent across smartphone user
interface screens.
Factors Affecting Mobile Use among Ageing People
As people age, they experience a decline in a wide variety of abilities such as vision, hearing, mobility and
cognition that impact on various aspects of their everyday lives (Díaz-Bossini & Moreno, 2013). They often
need more help to carry out their daily activities as they become harder to read, hear and walk. Several
studies discussed that devices are not properly designed for the ageing users (Díaz-Bossini & Moreno,
2013). The trend is changing very quickly nowadays; more and more advanced technologies are used in
devices, which blocked the accessibility of ageing users to these new technologies.
Ageing people have lack of knowledge of new technologies because they are afraid to try new things,
making mistakes and have many concerns about whether the new technologies are safe and suitable to use
(University, 2018). They like to read newspapers rather than reading news online. Hence, a barrier is then
formed between new technologies and ageing people. Experts (Díaz-Bossini & Moreno, 2013; Timmis et
al., 2017; Wilaiwan & Siriwong, 2019) discussed that mobile phones offer great potential in improving life
quality in the areas of healthcare, independent living, reduced isolation, closer ties to family and friends,
simplified commerce, and more. This type of accessibility of technologies to ageing users allows them to
communicate with their friends and family, which are far away from them. They can communicate with
them through phone calls, messages and sending photos through an application such as WhatsApp.
However, only small percentages of them are using their phone to send pictures and utilize mobile
applications (Díaz-Bossini & Moreno, 2013; Timmis et al., 2017; Wilaiwan & Siriwong, 2019).
There are three main factors affecting computer and mobile use among ageing people, which are
educational level, daily activities and health problems. Education level means the level of education that
the ageing people received when they were young. The results show that the baby boomer generation born
during 1946 to1964 is the most educated generation in American history (Zhou, 2011). The higher the
education, the higher the chances for them to accept and adapt to new technologies. Next, daily activities
include instant messaging, making calls and playing games. Research indicated that 69.7 percent of social
accounts for the phone are used (Zhou, 2011). Moreover, health problems such as vision problems, loss of
hearing and cognition problems appear as people aged, which affect the mobile use among ageing users.
Smartphones increase the social inclusion of the ageing users, improving the quality of their lives and
making a more sustainable society by benefiting from the power of ageing users (M. Kobayashi et al.,
2011). M. Kobayashi et al. (2011) claim that there are some limiting factors that affect mobile use among
ageing users. It includes hard-to-see display, hard-to-press buttons and hard-to-learn procedures. To solve
these, professionals have invented a special mobile phone for older adults such as the Raku-Raku Phone
from the company NTT Docomo. However, limited features in the phone increases the digital divide
between the ageing users and younger generations. This is because the Raku-Raku Phone does not have
access to some more advanced features as it is designed specially for ageing users. Experiments and
observations were carried out in their research among 20 senior citizens participants (M. Kobayashi et al.,
2011).
Performance Differences between Older and Younger Users
Ageing users tend to have slower performance when using new technologies compared to the younger
generation (Johnson & Finn, 2017). They take longer to understand, learn new technologies and complete
tasks. This is because aging is associated with a decline in intellectual skills, which affects the absorption
of new knowledge and information (Zajicek, 2001). Hence, they have low performance in completing tasks
associated with memory. For example, they have difficulty in memorizing the icons and the features of a
specific device or application. On the other hand, it is much easier for the younger generation to learn and
adapt to new technologies due to their better memorization and comprehension skills compared to the
ageing users. Besides that, research shows that older people are less likely to recall and navigate a route
than younger people (Zajicek, 2001). They often make more errors and have trouble in hitting on screen
targets. This may be one of the reasons that they refuse to adapt to new technologies as they are afraid to
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make mistakes (University, 2018). Besides that, human’s vision gets worse as they age. Hence, they often
make mistakes when hitting on screen targets if the icon or the text is too small. Big buttons would be a
better choice when designing for the ageing users.
SOLUTIONS AND RECOMMENDATIONS
Professionals (Aslina et al., 2017) discussed several suitable guidelines and recommendations about
designing a mobile user interface in navigations, interactions and visual designs. Firstly, Panorama and
Pivot Controls should be avoided as experiments showed that they have difficulties when using these
features. Panorama and Pivot Controls are considered as new features and ageing users are not familiar with
those kinds of technologies. Besides that, keyboard usage should be minimized, because it was found to be
a very tedious and error prone task for this user group. Moreover, all icons or buttons should be labeled
with text so that ageing users can understand what those icons or buttons are for. Sometimes, teenagers also
have difficulties in understanding some complicated buttons. Icons can be used to represent visual and
spatial concepts (Rusu, Rusu, Roncagliolo, & González, 2015). However, it may not be user-friendly to
ageing users as they have lack of knowledge in the current trends. Hence, labeling icons with text is
important to avoid misunderstanding. Figure 1 illustrates how the proposed design will be implemented in
the mobile application.
Figure 1. Proposed design of big and clear fonts
Furthermore, big and clear fonts are important when designing user interfaces for ageing users. Besides
that, color usage should be limited, and navigational designs should be reduced as this is to make sure that
the ageing users can understand the application well without being confused and distracted by the
unnecessary features (Aslina et al., 2017). Aslina et al. (2017) claim that font size of 12pt is the major
choice of the respondents. However, according to Wade (2015), 14pt and above is easier to read. Still, the
font size will be varied when the font is changed. Figure 2 depicts a simple menu bar without confusing
features.
Figure 2. Proposed design of big and clear fonts
Ageing users preferred the small phone with the large button (Yusof, Romli, & Yusof, 2014). Yusof et
al. (2014) argued that small buttons cause them to press the wrong number while dialing numbers. It could
be dangerous when they are in an emergency as there will be chances that they dial the number wrongly.
Calendar, alarms, reminder alarms and emergency calls are non-essential functions but desirable. Reminder
alarms are used to organize a schedule and remind the ageing users for some appointments or tasks. Besides
that, too many complex features will make them feel difficult to learn and cause low responses and
performance rates. Hence, including simple features will be better when designing a user interface for the
ageing users.
FUTURE RESEARCH DIRECTIONS
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A mobile application with specific ageing users design user interface will be developed based on the design
guidelines discussed in the previous section. Before hands, a preliminary survey will be conducted on
mobile application usage among ageing users and their design preferences. Thus, in order to validate the
proposed design, an evaluation will be carried out through surveys among ageing users. On top of that,
there are now devices for ageing users that can be used to help them schedule their day, access information,
set alarms for the prescription refills, and contact emergency services using their voice or known as voice
recognition feature (Caranica, Cucu, Burileanu, Portet, & Vacher, 2017). Examples of popular voice
recognition software are Siri, Google Assistant, Cortana and Alexa. Ageing people may be in danger when
they are alone at home. For example, they might fall, forget and experience isolation. Due to these factors,
voice recognition features would be added in the future research work.
CONCLUSION
In this paper, user interface design for ageing users has been discussed in several aspects. Clear and simple
user interface should be designed for ageing users. Furthermore, ageing users are affected by a few factors
in using mobile applications such as educational level, daily activities and health problems. In addition,
ageing people take longer time to process information, to learn new technologies and to complete a task
due to the age factor, which affects the absorption of new knowledge and information. Huge and clear fonts,
easy navigations and large buttons are several solutions to be designed for ageing users. Thus, a mobile
application with ageing user preferences will be developed based on the proposed design guidelines.
ACKNOWLEDGMENT
The authors would like to acknowledge Asia Pacific University of Technology & Innovation (APU) for the
conference funding. The authors would also like to thank the anonymous reviewers for their valuable
feedback and comments.
REFERENCES
Aslina, B., Nurul Hidayah, M., Aryanto, T., Rozita, H., Azali, S., & Rayner, A. (2017). Guidelines of User
Interface Design for Elderly Mobile Applications: A Preliminary Study. Asian Journal of
Information Technology, 16(1), 38-44.
Caranica, A., Cucu, H., Burileanu, C., Portet, F., & Vacher, M. (2017). Speech recognition results for voice-
controlled assistive applications. International Conference on Speech Technology and Human-
Computer Dialogue (SpeD), 1-8.
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A Systematic Literature Review
Survey of the Use of Mobile Game
Applications in Increasing Physical
Activity among Older Adults Naincie Pindeh, Azrina Kamaruddin, Hasdina Lynn Hashim, Noris Mohd Norowi and Rahmita Wirza OK Rahmat
Universiti Putra Malaysia, Malaysia
{[email protected], [email protected], [email protected], [email protected], [email protected]}
ABSTRACT
Evidence from a variety of disciplines, including health, gerontology, and human-computer interaction, has
shown that physical activity (PA) reduces the risk of falls and other causes of disabilities and chronic health
conditions. The advancement of mobile technology has enabled health initiatives to be carried out, in
particular to increase PA. Older adults are a group of users who could benefit from these interventions
because they are more likely to have chronic health conditions. The objective of this article is to summarize
the literature survey on older adult’s use of mobile technology, specifically mobile games app to increase
PA and identify a research gap in this area. Literature survey was conducted using the systematic literature
review. The SLR method provides an in-depth LR gathering and critical analysis. As a result, this paper
reported and evaluated the survey of mobile games app and discussed the potential components in the
development of mobile-game app-based technology.
KEYWORDS
Older Adult; Mobile Games App; Physical Activity
INTRODUCTION
Digital and mobile technologies are a significant element of people's routine and are beneficial in their lives,
such as for communication and security. The use of ICTs and more recently, mobile gaming has been
witnessed in all ages and various sectors, including health and education (Alves, 2019; Prensky, 2012).
Many studies such as Alves (2019) and Prensky (2012) have addressed the potential harms or benefits from
playing mobile games. Games are associated with sedentarism. On the other hand, mobile games have been
explored in terms of cognitive and motor skills. From this, using the games in the recognized spaces has
been a new engagement strategy for various daily activities. In this survey paper, the authors will explore
and summarize the existing relevant research on older adults’ use of mobile games to increase PA.
BACKGROUND
Physical Activity and Older Adults
The term older adult is defined as persons aged 65 years old and above (Pérez-Mármol et al., 2016). Older
adults experience age-related changes in terms of physical and cognitive. Physical changes associated with
aging include decline in vision, hearing, and psychomotor coordination (Hawthorn, 2000). Cognitive
changes may include reduced concentration, memory loss, and spatial changes. In order to maintain
physical, mental and social health in older adults, the World Health Organization (WHO) underlines the
critical importance of physical activity (WHO, 2018). WHO identifies older adults as a population group
with fewer opportunities for access to safe, relevant and affordable programs and places to be physically
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active. Many older adults lead sedentary lifestyles, which reduces their life expectancy. Low levels of
physical activity (PA) and prolonged sedentary lifestyle (SL) are independently associated with a number
of non-communicable diseases (NCDs) in older adults (Arenaza-Urquijo et al., 2017; Sardinha, Marques,
Martins, Palmeira, & Minderico, 2014). For example, lower levels of PA are associated with
musculoskeletal, respiratory, cardiac, circulatory, digestive and kidney/bladder/urinary conditions (Chad et
al., 2005). Old age is not a disease; however, the physical health of the elderly may be influenced by the
activities they do or do not engage in and may have a broader impact on society in terms of the demands
and costs of the health care system. Increasing functionality and PA among older adults can positively
influence overall physical health and prolonged independence, which can reduce both medical and care
services costs and requirements (Sardinha et al., 2014). A healthy and active lifestyle can significantly
improve the well-being and quality of life; however, older adults often struggle to stay motivated and
engaged with any form of exercise (Manaf, 2013).
Mobile Games and Older Adults
A mobile game is a video game that is played on a smartphone, a laptop, a PDA, a tablet, mobile media or
computer. The first known game on a mobile phone was the 1994 version of Tetris on the Hagenuk MT-
2000 device. Mobile games are usually downloaded from app stores, but in some cases, mobile operators
are also preloaded to handheld devices when purchased via infrared, Bluetooth, memory card, or side-
loaded handsets with a cable. The average time spent on mobile telephones went from 152 minutes in 2014
to 215 in 2018 and is expected to rise to 234 minutes in 2021 (Gough, 2019). The widespread use of
smartphones has created new possibilities for creating and commercializing mobile gaming devices. Sales
of more than 188 billion dollars are estimated to hit by 2020 (Statista, 2019). In 10 years’ time, mobile
games are therefore expected to be one of the world's leading platforms. The current slow game market
considers mobile games to be important. In 2019, an ESA (2019) gamer survey in the United States of
America found that 58 per cent female and 66 per cent male gamers were older than 50 years of age. It was
a surprise to find out that there are many older adults playing smartphone casual games. Mobile games are
increasingly popular with older adults over the age of 50 because of the perceived advantages to improve
their cognitive (Thompson, Barrett, Patterson, & Craig, 2012) and (Whitbourne, Ellenberg, & Akimoto,
2013), stress and improve mood (Russoniello, O’Brien, & Parks, 2009) as well as improve their
psychological functioning (Allaire et al., 2013). These benefits show that playing casual mobile games can
help achieve healthy aging. However, the success of a particular game depends very much on player
motivations and the playability of the game (Cota, Ishitani, & Vieira Jr, 2015). In game design, the game
designer must first understand the target audience motivational factors, which make them feel attracted and
want to continue to play the in game design, the game designer must first understand the motivational
factors of the target audience that make them feel attracted and want to continue playing the game. Good
components of a successful game are that it should be easy to play, fun, learnable and reliable game (Abdul
Razak, Sulo, & Wan Adnan, 2012). Therefore, this present literature survey reviews existing components
of mobile games that function as motivational factors for older adults to use the mobile games in increasing
PA.
METHOD
This review was based upon bibliographical searches of SCOPUS and Web of Science conducted with
relevant search terms. Young (2010) suggested that scientists use more databases to carry out their search
method to improve the probability of receiving relevant papers. Therefore, the review also conducted
manual searching efforts on several established sources such as ScienceDirect, Taylor & Francis, Springer,
and Sage, considering that they are reliable databases containing journals related to the recent study. The
string search keywords used was ("mobile device” OR “mobile app*” OR “mobile game*” OR “smartphone
game*” OR "mobile app game*" OR "mobile application game*" AND older OR “older adult*" OR “aging
person" OR elderly OR "senior citizen* OR retiree" AND "physical activity"). The following inclusion
criteria were used to identify the articles: (a) research papers that were searched with key words listed, (b)
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mobile game articles that examined the primary outcome of increased physical activity and (c) interventions
study of older adults. Articles were excluded on the basis of the following exclusion criteria: (a) articles
which focus mainly on non-mobile games, (b) interventions of personal habits other than physical health
and fitness, (c) and PA outcomes as non-primary outcomes. 484 articles were obtained from databases in
the initial search. During the first screening process, duplicate papers were excluded. 297 documents were
omitted during the first process, 187 were reviewed by writers on the basis of multiple inclusion and
exclusion criteria. Publications, reviews, meta-analysis, meta-synthesis, book series, book chapters and
reading processes are ruled out in the current review. The report includes a systematic review. Furthermore,
the review focused exclusively on articles that have been published in English. Nine studies finally met and
were included in this review all inclusion and exclusion criteria.
RESULTS
A number of search engines were reviewed for this literature review survey so that 475 publications
unrelated to this review were not included. Most of the excluded papers refer to various health conditions,
including medical and psychiatric disorders. Many of the articles also related to the assessment of
applications or technological aspects of application development. Research in younger populations was
omitted because the research concentrated on studies concerned with older adults aged 50 years or over.
The search analyses of the use of the mobile games app by older adults are summarized in table 1.
ANALYSIS AND DISCUSSION
The present review provides an overview of the current use of mobile game applications that aim to increase
PA among older adults in their daily life. Nine studies were included, and the studies share the same
objective which is to increase, improve, and promote PA among older adults. The key components
commonly used to increase the motivation of the user to engage with the game are highlighted in our review.
The current review survey shows various key components implemented in mobile games (see Table 1).
However, these components are not sufficient to encourage older adults in enhancing their physical activity
because older adults are usually reluctant to perform traditional exercises due to various reasons like lack
of interest, boredom, negative self-worth, and lack of motivation (Pappous et al., 2006; Wankel, 1988; Yein
& Pal, 2017). Minimal research has focused on the design model for mobile games that can increase
physical activity among older adults. These nine papers have provided an interesting area of research in this
field and provide an insight into what has already been done with mobile games, particularly for older adults
and PA promotion. This study notes that there are still lack studies on mobile game increasing PA among
older adults. There are also few reports defining suitable components for designing mobile games for older
adults. However, to our knowledge, there are still no concrete guidelines on game-based mobile technology
components to increase PA among older adults. Most systems are assessed as a whole and various
application components are then confused. Systematic assessment of the effectiveness and added value of
mobile game components for better understanding their motivational contributions should be an essential
area of research. Most of the assessments of the study examined remain in its infancy. It is therefore hard
to tell if such technology-based mobile games will help promote and increase PA. More research is needed
on the impact on game-based mobile technology applications. While mobile games provide exertion and
encourage older adults to exercise, they can over-exert people because they lack clear details about the level
of exercise of the player. Personalization component is important to solve this as tailoring the experience
and game play of mobile games will lead to healthier sessions, safer sessions, improved participation and
engagement and directed progress towards specific objectives. In addition, personalization in the game
could make a substantial difference in the motivation of older adults to play and practice.
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Table 1: Research studies on Older Adult use of Mobile Games App to increase PA
Author, Year Project Participant Technology Used
(Concept)
Key Components in the Game
Kerwin,
Nunes, and
Silva (2012)
Dance! Don’t
Fall
Healthy
Older Adult
Mobile Device (Mobile
App)
Dance step exercise
Google TV
Birn,
Holzmann,
and Stech
(2014)
MobileQuiz Healthy
Older Adults
Mobile Device
(Exergame with GPS)
Senior-friendly
Physical fitness
Mental fitness (Quiz)
Personalized game
Takahashi,
Kawasaki,
Maeda, and
Nakamura
(2016)
San-Poki Healthy
Older Adults
Mobile Device (Mobile
App)
Walking interventions
Collect stamps game concept
Group walking program
Paul et al.
(2017)
Jawbone Up Overweight
older adults
Mobile and Wearable
Technology
Daily and weekly goals
Monitors idle alert
Counseling
Walk fitness
Machado,
Ferreira, and
Ishitani (2018)
Labuta Batuta Healthy
older adults
Mobile Device (Mobile
App)
Avatar appearance
Simple mini games
Physical activity
Matz-Costa,
Lubben,
Lachman, Lee,
and Choi
(2018)
Engaged4Life Healthy
Inactive
older Adults
Mobile Device Technology-assisted self-monitoring
Psychoeducation + goal-setting
Daily step count
Daily tablet-based survey
Boj, Díaz,
Portalés, and
Casas (2018)
HybridPLAY
Technology
Healthy
Older Adults
Mobile Device (Mini
Video Game and sensing
device)
Collaborative environment
Multiplayer
Outdoor exercises
Mini games
Shake,
Crandall,
Mathews,
Falls, and
Dispennette
(2018)
Bingocize Healthy
Older adults
Mobile Device (Game-
Centered Mobile App)
Social groups
Health education
Exercises
Bingo game
Santos et al.
(2019)
Shinpo Healthy
Older Adults
Mobile Device (Game-
Centered Mobile App)
Location-based game
Social interaction
CONCLUSION
The current survey of the literature review provides an overview of a new research area which is, old adults
use mobile technology specifically in mobile games to increase PA. The reviewed studies show that the key
components for mobile game development are based on a limited theoretical foundation. There are still no
significant evaluations of mobile technology to increase PA in older adults and more efficiency studies are
required to determine the effect of mobile games applications on day-to-day PA in older adults. Further
analysis of older adults should be done to allow further feedback criteria for designing exercise-based
mobile games by means of their motivational factors and combined knowledge of play and exercise.
ACKNOWLEDGEMENT
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We would like to give our gratitude and thankful to Kementerian Pelajaran Malaysia (KPM) for the funding
under Fundamental Research Grant Scheme UPM/800-3/1/FRGS/08-01-18-2018FR.
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Allaire, J. C., McLaughlin, A. C., Trujillo, A., Whitlock, L. A., LaPorte, L., & Gandy, M. (2013). Successful
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Alves, L. R. G. (2019). Digital Games: Learning Spaces for Executive Functions Stimulation. In Handbook
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Arenaza-Urquijo, E. M., de Flores, R., Gonneaud, J., Wirth, M., Ourry, V., Callewaert, W., . . . Desgranges,
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Birn, T., Holzmann, C., & Stech, W. (2014). MobileQuiz: A serious game for enhancing the physical and
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Hawthorn, D. (2000). Possible implications of aging for interface designers. Interacting with computers,
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Kerwin, M., Nunes, F., & Silva, P. A. (2012). Dance! Don’t Fall–preventing falls and promoting exercise
at home. Studies in health technology and informatics, 177, 254-259.
Machado, M. d. C., Ferreira, R. L. R., & Ishitani, L. (2018). Heuristics and Recommendations for the Design
of Mobile Serious Games for Older Adults. International Journal of Computer Games Technology,
2018.
Manaf, H. (2013). Barriers to participation in physical activity and exercise among middle-aged and elderly
individuals. Singapore Med J, 54(10), 581-586.
Matz-Costa, C., Lubben, J., Lachman, M. E., Lee, H., & Choi, Y. J. (2018). A Pilot Randomized Trial of
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Pérez-Mármol, J. M., Ortega-Valdivieso, M. A., Cano-Deltell, E. E., Peralta-Ramírez, M. I., García-Ríos,
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Elderly Muslims Perceptions on
Grateful and Calm Digital Images Raja Nurul Azhani binti Raja Mohd Nordin, Zan Azma binti Nasruddin and Nor Hayati Abdul Hamid
Universiti Teknologi MARA (UiTM), Malaysia {[email protected]}
ABSTRACT
This study is to identify digital images based on theme gratefulness and calmness and also to evaluate
elderly muslims perceptions on the images. There is a lack of findings from the past about it. The methods
used are personas and interviews. The findings indicated most of the personas select nature and text images
for theme grateful, whereas nature and building images for theme calmness. These types of images give
them spiritual emotional impacts which suit what they need at this age. Significant of the study, a muslim
designer should be alert to propose a meaningful and a quality image for the target users. For the future
work, big sample size, different groups of personas and different themes such as happiness and sadness
should be considered in order to analyze the various patterns of perceptions towards the digital images.
KEYWORDS
Elderly Muslim, Emotion Perception, Digital Images, Spiritual Images, Grateful Theme, Calm Theme.
INTRODUCTION
In the rapid development of digital image technology and wide-spread popularity of social networks, people
have become used to sharing their lives and expressing their opinions using images, videos and text. The
explosively growing volume of online social data have greatly motivated and promoted the study on large-
scale multimedia analysis (J.-c. Na, John, Furuta, & Karadkar, 2005).
Huge collection of digital images are available since the development of the internet and availability of
digital devices such as scanner, digital camera, and phone camera growing exponentially (Karim & Hazmi,
2005). The elderly muslims in Malaysia also part of communities that use the technology. Most of them
own smartphones and personal computers.
Emotions for the elderly muslims are various, such as happiness, sadness, gratefulness, calmness and
others. They are increasingly using secondary control strategies, such as emotion regulation, aimed at
changing the self in order to adjust to a given situation, rather than using primary control strategies that
change the situation itself.
Study that has been conducted discovered that they are heavily depending on spiritual activities to
dedicate last years of life to Allah and in order to bring a peace of mind. It is related to the
Gerotranscendence (GT) Theory by (Tornstam, 1997) which states that ageing is characterized by a shift
from a materialistic and rational view of the world to a more infinite and ultimate one, and automatically
will increase in life satisfactions. Based on Tornstam, each individual moving into living the old age will
experience this type of changes or development, including a redefinition of self, relationship with others,
and searching for the meaning of life. Besides that, the elderly muslims will often have a feeling of cosmic
communion with Allah and redefinition of space, time, life and death
This study is focusing on theme gratefulness and calmness because these themes are closely related to
elderly muslims. These themes are achieved through ecstatic communion with Allah and realize that Allah
is formless, omnipresent, omniscient, far above all bodily changes (Yogananda Paramhansa, 2010). Past
research explored on the principles of art based emotion features in order to classify and score image
emotions for understanding the relationship between them, however, there is still lack of past research that
focuses on the elderly muslims perceptions on digital images based on these themes.
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LITERATURE REVIEW
A. Elderly People
Based on the current trend as stated by the Department of Statistics, Malaysian population is expected to
reach 35 million by 2020, with 3.4 million being senior citizens. Malaysia’s population continues to reach
the status of an ageing nation by 2030, at that point people who aged 60 and above make up 15 percent of
the population. Thus, this is important to consider about the need for senior citizens using the technology.
B. Elderly Perception
Perception is the procedure where the mind experiences to comprehend the jolts. Perception is not just the
brain’s response to stimuli, but it is also an interpretation based on memories and various cultural cues; it
relies on signs to indicate certain meanings.
The perceptions are both reflected and influence the thoughts, feelings, and actions. The term that
commonly used interchangeably with term perceptions would be ageism, attitudes, beliefs, discrimination,
prejudice, and stereotypes (Lyons, 2009).
C. Elderly Emotions
Theories of emotional–motivational life-span development propose normative shifts in emotional goals and
strategies across adulthood. Life-span theory of control holds that individuals’ capacity to control their
environment and achieve their developmental goals declines in elderly phase.
Gratitude is a feeling that occurs in interpersonal exchanges. Researchers are beginning to unravel the
biological and developmental underpinnings of gratitude, and they are finding reason to believe it may be
easier to feel grateful as they grow older (Leung Wency, 2015).
As one progresses spiritually, they increasingly harmonize with the experience of gratitude in Islam, and
as one draws nearer to the Divine Presence, he or she more and more realizes that real joy and happiness
are had through expressing gratitude in Islam.
Calmness is more dynamic and more powerful than peace. Calmness gives the devotee power to
overcome all obstacles in life. Even in human affairs, the person who can remain calm under all
circumstances is invincible. The soul, made in the image of the Spirit, is ever calm and eternal. (Yogananda
Paramhansa, 2010). One gets to a certain age in his life, there is a tendency to lie low and finally embrace
that inner peace that has so much eluded one’s grasp through the years (“The Elderly Can Have FUN Too!
| Parentis Health,” 2016).
Four factors that influence users’ emotion perceptions which are visual content, social context, temporal
evaluation and location influence (DeCoster & Dickerson, 2014).
The visual content of an image can directly influence the emotion perception of viewers. Social context
is one viewer’s emotion may be easily and largely affected by the social environment that he lives in.
Temporal evolution gives additional information with respect to emotion prediction. Location influence is
where and when a picture is taken is another factor which may contribute to emotional variation.
D. Psychology of Images
Photography can function as dialogue in a visual language, serving as an alternative form of
communication, which can lower anxiety surrounding verbal communication by using an enjoyable format
for the user.
Images have long been found to be an emotionally powerful means of expressing human experiences
(DeCoster & Dickerson, 2014). In addition, images offer up the possibilities of a slippery surface of
meanings and potential narratives for the viewer, which are the rich veins that phototherapy explores (R.
Martin, 2009). Through the process of art making and creative expression, counsellors can assist in the
reduction of a variety of distressing psychological symptoms (Ginicola, Smith, & Trzaska, 2012).
The process of expression through art media and the products created in an art therapy session engage
and are perceived predominantly through the tactile-haptic and visual sensory and perceptual channels, and
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then are processed for their effect, associations, and meaning through cognitive and verbal channels
(Lusebrink, 2004). The image could be a nonthreatening methodology that may permit the users to convey
that meaning, struggle, and emotions that cannot simply be spoken (Ginicola et al., 2012). Along with
providing a helpful avenue to converse a difficulty and express emotions in an artistic and abstract way, a
picture might offer the simplest way to figure around defence mechanisms (Ginicola et al., 2012). The
image itself can capture the user’s inner world perceptions, and contextual experiences. It is more accurate
and reliable to obtain the meaning as identified by the user to understand the image’s construction, thoughts,
feelings and behavioural significance (Stevens & Spears, 2009).
These actions contain completely different motor, sensory system, visual, emotion, and cognitive aspects
of processing data with the activation of the corresponding neurophysiologic processes and brain structures
(Lusebrink, 2004). It is obviously that art products such as images have helped improve understanding and
perception (Stevens & Spears, 2009) because of the ability to provoke memories and feelings, both positive
and negative (Kopytin, 2004).
E. Persona Method
A persona is a way to model, summarize and communicate research about people who have been observed
or researched in some way. Each persona represents a significant portion of people in the real world
and enables them to focus on a manageable and memorable cast of characters, instead of focusing on
thousands of individuals. Personas aid researchers to create different designs for different kinds of people
and to design for a specific somebody, rather than a generic everybody.
The personas are concrete embodiments of the needs and goals that the team designs for and they are
easier to talk about, remember and get a shared view of than a list of features and an abstract description of
“the user”.
METHODOLOGY
This research explored elderly muslims’ perceptions on digital images. The methods used are personas and
interviews.
A. Participants
An interview was conducted with five personas ages ranging from 60 to 69 years old which are in the Baby
Boomers Generation (M. A. Ahmad & Tarmudi, 2012). There were three males and two female personas
that participated in the interview. The personas are selected based on their name, age, gender, professions
and technology acceptance as shown in Table 1. Basically the personas are familiar with digital images and
also the gadget users. This is to ensure that the personas can easily understand the purpose of this study.
The interview session was conducted at a neighbourhood in Kampung Bonggol Pasir, Taiping Perak. The
interview session was conducted within 30 minutes as suggested by (Zainal, Razak, & Ahmad, 2013).
B. Digital Images
Observation on general selection on 48 images digital images with theme gratefulness and calmness were
performed by searching through web portal Google images. The images are taken from the top images
suggested by Google Image. The images also are filtered based on the suitability of muslims preferences.
Resulting images from the search were further sorted by popularity and the top 24 images were chosen
and incorporated with the interview questions. The images are classified into several elements which are
Nature, Nature and text, Text, People, Text and People, Illustration, Building, Image, and Image and Text.
C. Elderly Muslims Perceptions
For the interview session is conducted within 30 minutes and the questions are divided into three parts
including;
● Questions on socio demographic data and background
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● A display of 24 images for each theme (grateful and calmness) where a respondent needs to score each image using likert scale from one to five, in term of the one with most emotion impact and
appropriate to the themes
● Questions on elderly muslims preference in term of image type, colors and elements
The selected images were categorized into grateful images (A11, A20) and calm images (B3, B6, B20,
B23).
A11 A20
For grateful images, the images labelled A11 and A20 were the images that collected the highest rate
with the average 4.6 for both of the images. The image is rated using likert scale from 1 (strongly disagree)
to 5 strongly agree. These images are successful in portraying gratitude.
B3 B6 B20 B23
The average number for the calmness images that has been rated by the user would be 4.8. Most of the
users selected and rate the images the highest because the user can feel the calmness when they look at the
images in B3, B6, B20 and B23. Based on the interview session, the elderly muslims perceptions on digital
images have been tabulated in Table 1.
Table 1. Elderly Muslims Preferences in Digital Images
Perceptions Theme/Image No
Persona 1:
Noor Affandi bin Ariffin, male, 68
years old, pensioner from
government, technology savvy.
Social Context
“The text and image touch the heart to feel
calm and grateful”
Location Influence
“As for those who experienced going to Mecca
especially would feel very close to the heart
and bring the calmness”
Image and Text.
A11 and A20
Building
B3, B23
Persona 2:
Zamilah binti Ismail, female, 69 years
old, pensioner from government,
technology savvy.
Visual Content and Temporal evolution
“Image and text give direct messages to feel
calm and grateful”
Image and text
A11 and A20
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Persona 3:
Muhammad bin Musa, male, 64 years
old, Teacher pensionaer (Bahasa
Melayu), and technology savvy.
Visual Content
“Nature is some kind of gift from Allah to
increase the feelings of gratefulness and the
calmness.”
Location Influence
“Mosque and Mecca are places that portray
calmness”.
Nature
B6, B20
Building
B3,B23
Persona 4:
Yahya bin Ahmad, male, 60 years
old, general manager, technology
savvy.
Visual Content and Temporal evolution
“The image portrays meaningful feelings for
grateful and calmness”
Image and text
A20
Persona 5:
Puteh Aminah binti Mahmud, female,
60 years old, quality control assistant,
technology savvy.
Visual Content
“words represent its meaning for grateful”
Social Context
“By looking at His Creation is one of the ways
to feel calm and grateful and definitely
strongly believe how powerful Allah is.”
Image and text
A20
Building
B6,B20
DISCUSSION
The key understanding of perceptions from elderly muslims that grateful and calm digital images have
given them a strong connection to their spiritual beliefs. As a result, this study could guide muslims
designers to understand what are the images that the elderly muslims most prefered so that the designer
could in the future provide them with more lively, meaningful and creative digital images.
FUTURE RESEARCH DIRECTION
Some recommendations on the future works include to investigate and to understand the findings patterns
of digital images towards different types of personas, different types of themes such as anger, sadness and
happiness and different types of perceptions such as on auditory.
REFERENCES
Ahmad, M. A., & Tarmudi, S. M. (2012). Generational differences in satisfaction with e-learning among
higher learning institution staff. Procedia-Social and Behavioral Sciences, 67, 304-311.
DeCoster, V. A., & Dickerson, J. (2014). The therapeutic use of photography in clinical social work:
Evidence-based best practices. Social Work in Mental Health, 12(1), 1-19.
Ginicola, M. M., Smith, C., & Trzaska, J. (2012). Counseling through images: Using photography to guide
the counseling process and achieve treatment goals. Journal of Creativity in Mental Health, 7(4),
310-329.
Karim, N. S. A., & Hazmi, N. R. (2005). Assessing Islamic information quality on the Internet: A case of
information about hadith. Malaysian Journal of Library & Information Science, 10(2), 51-66.
Kopytin, A. (2004). Photography and art therapy: An easy partnership. International Journal of Art
Therapy, 9(2), 49-58.
Leung, W. The science of gratitude: As we age, our brains get better at feeling thankful - The Globe and
Mail. The Globe and Mail, 2015. Retrieved from: https://www.theglobeandmail.com/life/health-
and-fitness/health/gratitude-levels-increase-with-age-research-shows/article26751433/
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Lusebrink, V. B. (2004). Art therapy and the brain: An attempt to understand the underlying processes of
art expression in therapy. Art Therapy, 21(3), 125-135.
Lyons, I. (2009). Public perceptions of older people and ageing. Dublin: National Centre for the Protection
of Older People (NCPOP), 14.
Martin, R. (2009). Inhabiting the image: photography, therapy and re-enactment phototherapy. European
Journal of Psychotherapy and Counselling, 11(1), 35-49.
Na, J.-c., John, J. J., Furuta, R., & Karadkar, U. P. (2005). Exploring user perceptions of digital image
similarity. Proceedings of the 5th ACM/IEEE-CS Joint Conference on Digital Libraries (JCDL'05),
89-90.
Paramhansa, Y. (2010). How to Have Courage, Calmness, and Confidence - The Essence of Clarity.
Retrieved from: https://www.ananda.org/clarity/2010/03/yogananda-meditation-yoga-god/
Stevens, R., & Spears, E. H. (2009). Incorporating photography as a therapeutic tool in counseling. Journal
of Creativity in Mental Health, 4(1), 3-16.
The Elderly Can Have FUN Too! | Parentis Health, 2016. Retrieved from: http://parentishealth.com/the-
elderly-can-have-fun-too/
Tornstam, L. (1997)., Journal of Aging Studies, 2(11), 143–154. Retrieved from
http://www.soc.uu.se/research/gerontology/gero3.html
Zainal, A., Razak, F. H. A., & Ahmad, N. A. (2013) Older people and the use of mobile phones: an interview
study. In, 2013 International Conference on Advanced Computer Science Applications and
Technologies (pp. 390-395): IEEE.
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Tale-It:
A Tangible Storytelling Authoring Toolkit for
Malaysian Students
Chia Yi Quah and Kher Hui Ng
University of Nottingham Malaysia Campus
{[email protected], [email protected]}
ABSTRACT
This paper describes an exploration into the design of a tangible storytelling authoring tool to support the
creation of tangible stories. Literature suggests the potential of adopting interactive storytelling in the
classroom to engage both educators and students. The benefits include significant increase in students’
vocabulary acquisition and an improvement in their communication skills. Yet, how interactive storytelling
can be adopted in the everyday teaching and learning context in Malaysian primary schools is still
relatively unexplored. Thus, the paper presents Tale-It, a tangible storytelling authoring toolkit that
supports physical and digital interactions to achieve a high level of engagement and interaction when
students play an active role in these activities. An explorative study was conducted with 25 Malaysian
school teachers to provide ideas of how this digital storytelling and Tale-It can be incorporated in
education, mainly primary students in Malaysia. Here, the paper describes the emerging challenges and
potential for the storytelling toolkit.
KEYWORDS
Storytelling, Tangible User Interface, Literacy, STREAM Education, Maker Pedagogy, Constructivism, Authoring Tool, Primary
School
INTRODUCTION
Narratives are vital in one’s literacy development. Storytelling has been shown to foster the development
of children’s reading, listening, vocabulary, writing skills and other language abilities. (Baker & Greene,
1977). Besides recapturing facts and contents (George & Schaer, 1986), storytelling is able to sustain
children’s attention, improve listening skills and comprehension besides recapturing facts and contents.
Storytelling gives children the opportunity to express themselves through artistic expression, thus fostering
creativity. Furthermore, storytelling is becoming recognised as an important method for encouraging
students to become interested in Science, Technology, Reading, Engineering, Arts and Maths (STREAM)
at a young age and to continue to study STREAM subjects (Tomalin, 2017).
The project seeks to explore the very practical technical and pedagogical issues involved in putting the
Tale-It storytelling authoring platform into the hands of teaching professionals in STREAM disciplines.
This is a necessary first step to realise a new form of everyday embedded part of STREAM curriculum. In
considering how interactive storytelling can be incorporated into Malaysian education, the project
investigates the usability of the toolkit to comprise a usable and re-usable interface by teachers and the
perception of teachers, taking into consideration the reality of using the toolkit in the school context.
Through Tale-It, the concept of tangible storytelling as well as inquiry-based STREAM teaching techniques
are presented to the teachers to revise and enhance their teaching skills and practices. Tale-It is an advanced
storytelling platform enriched with innovative interfaces (e.g. smart objects and augmented objects) to
support students’ creations, where digital images, videos, sound and text and augmented physical models,
objects and landscapes, theatre plays are integrated in storylines. Tale-It aims to facilitate both learning
(students create and learn through digital storytelling) and teaching (educators create lessons through
system and present). The paper begins by reviewing related work to provide necessary background and
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describing the toolkit design, study participants and findings. Then, the paper discusses design implications
and reflects on the challenges and potential of the toolkit before concluding.
BACKGROUND
The art of sharing of a narrative, also known