Orange Alerts- Behaviour Modeling and Health of older people in their homes

Research Article

Design of a Mobile Brain-Training Tool for Seniors: Motivational Requirements

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  • @INPROCEEDINGS{10.4108/icst.pervasivehealth.2011.246148,
        author={Donal O'Brien and Benjamin Knapp and Oonagh Thompson and David Craig and Suzanne Barrett},
        title={Design of a Mobile Brain-Training Tool for Seniors: Motivational Requirements},
        proceedings={Orange Alerts- Behaviour Modeling and Health of older people in their homes},
        publisher={IEEE},
        proceedings_a={AAL},
        year={2012},
        month={4},
        keywords={User-centred design brain-training technology acceptance},
        doi={10.4108/icst.pervasivehealth.2011.246148}
    }
    
  • Donal O'Brien
    Benjamin Knapp
    Oonagh Thompson
    David Craig
    Suzanne Barrett
    Year: 2012
    Design of a Mobile Brain-Training Tool for Seniors: Motivational Requirements
    AAL
    IEEE
    DOI: 10.4108/icst.pervasivehealth.2011.246148
Donal O'Brien1,*, Benjamin Knapp1, Oonagh Thompson1, David Craig1, Suzanne Barrett1
  • 1: Queen’s University Belfast
*Contact email: ob.donal@gmail.com

Abstract

The overall goal of this project is to design, develop, and validate a mobile phone-based ‘brain training’ software suite targeted at senior users, using iterative person-centered design methodologies, that will permit a subsequent clinical trial of cognitive stimulation efficacy known as the SONIC2S Study (Stirling-Oregon-Northern Ireland-Chicago Cognitive Stimulation Study). The SONIC2S Study will represent a long term (c. 15 year), very large scale (n=12,000), embedded clinical trial that aims to definitively establish whether or not brain training acts to prevent dementia or cognitive decline. It is anticipated that participant compliance in such a study will be a significant concern. This study reports on a series of focus groups, usability studies and field trials which sought to identify the key motivational factors influencing seniors’ engagement with mobile brain-training technology in order to inform the design of a bespoke tool which is acceptable / enjoyable to target users.