- Technology Use by Older Adults
- Aging, Elder Care, and Social Issues
- Mobile Health and mHealth Applications
- Dementia and Cognitive Impairment Research
- Innovative Approaches in Technology and Social Development
- Geriatric Care and Nursing Homes
- Palliative Care and End-of-Life Issues
- Intergenerational Family Dynamics and Caregiving
- Mental Health and Patient Involvement
- Sexuality, Behavior, and Technology
- Childhood Cancer Survivors' Quality of Life
- Grief, Bereavement, and Mental Health
- Augmented Reality Applications
- Health disparities and outcomes
- Frailty in Older Adults
- Delphi Technique in Research
- Digital Mental Health Interventions
- Nutrition and Health in Aging
- Child Development and Digital Technology
- Aging and Gerontology Research
- Virtual Reality Applications and Impacts
- Privacy, Security, and Data Protection
- Balance, Gait, and Falls Prevention
University of Sheffield
2015-2024
Trust and accessibility are vital to adoption of health wellness apps. This research scoped three elements cognitive app privacy policies: availability, ease navigation, readability.For this cross-sectional study, quantitative data collected in the Netherlands, Sweden, United Kingdom included: whether information was a country's official language (availability); number distracting visual (ease navigation); word count Common European Framework Reference (CEFR) reading level (readability)....
Objective: Preserving clients’ quality of life (QoL) has become increasingly important in dementia care. Engagement pleasant and meaningful activities may influence this QoL. We studied people with dementia’s experiences views independent tablet games a practice-based study, conducted at two day-care centres five small-scale living facilities for the city Rotterdam. Method: The participants were 54 clients (24 men, 30 women; mean age 83 years) who participated total 177 game-playing...
<b><i>Background:</i></b> Accessibility options within apps can enable customisation and improve usability. The consideration of accessibility for people living with dementia has not been explored but is necessary to prevent a “digital divide” in our society. This study set out examine whether the introduction settings two mainstream gaming (Solitaire Bubble Explode) could user experience. <b><i>Objectives:</i></b> To evaluate effectiveness...
Enabling independent activity can be beneficial for people living with dementia to promote autonomy, reduce boredom and avoid dependence on caregivers. There is growing evidence that are able successfully use touchscreen tablet devices, this technology increasingly available affordable. In an earlier study, two existing applications (apps) were tested dementia. It was established these apps enjoyable them, but design issues identified population. The developers of the approached...
BACKGROUND: Walking speed predicts important clinical outcomes in older adults and is one of the most significant indicators frailty. OBJECTIVE: To test whether it feasible to measure walking frequently unobtrusively home. METHODS: A longitudinal feasibility study was conducted comprising installation monitoring continuous measurement sensors twenty frail adults’ homes for a period twelve weeks (eighteen participants completed study). Manual speed, frailty level health status were measured...
With rapid growth of Internet accessibility over recent years, the way in which we engage with healthcare services and make decisions about our own has changed. One form engagement is through use mobile applications (apps) via devices such as smartphones tablets. As a result this, many apps have been developed to target people varying long term conditions. These may aim help educate individuals their condition or them manage it. Assessing quality these crucial especially when considering...
Lack of activity is a problem reported for people with dementia both living at home and in care services. Facilitating independent can be beneficial to promote autonomy, avoid dependence on caregivers and, through the selection appropriate activities, should possible all stages progression. Touchscreen tablet devices are increasingly available, affordable accessible there growing evidence that able use them. Consequently, these have potential provide engaging enjoyable activities this...
Objectives: This article reports on the implementation and evaluation of an established technology-enabled collaborative learning programme (Project ECHO) at independent UK hospice in North England over a 6-year period. Methods: An audit collated, anonymised data from is used to report attendance patterns session evaluations. Results: The results show gradual increase attendances, programmes, sessions hours education, coupled with consistently positive reports. Conclusion: supports existing...
Conclusions were synthesised from recent reviews on (touchscreen)technologies and people with dementia lessons learnt, using these devices in projects the UK, Netherlands Canada. The combined findings provide a strong basis for defining new strategies exploiting touchscreen technology dementia.
Affordable solutions are needed to offer the growing population of people diagnosed with dementia support maintain independence. Assistive technology has potential address this issue but devices should be tailored needs population. Previous work focused on design such technologies and in new evaluation (trial) guidelines proposed consistency amongst researchers looking test completed products intended users. The implemented as trial protocol guidance applied an existing a case example how...
The need for meaningful activity is reported as a priority people with dementia both living at home and in care services. Technology commonly used to facilitate the general population, yet its application mostly provide an 'assistive' function, often where person not intended user. Devices featuring touchscreen interfaces, such tablet computers, are considered be intuitive there growing evidence that able use them. challenge identifying suitable accessible activities on these devices....
This article reflects on the process of incorporating an evidence base into clinical practice. What began as arbitrary comment from a staff member developed multi-level piece work with lasting impression procedures our organisation.
Prompts are used in digital tasks to focus or regain the attention of users. Various prompt designs have been created for people with dementia but there is inconsistent evidence on efficacy and it likely that different will suit tasks. The AcTo Dementia project accessibility settings specifically living within two mainstream gaming apps - Solitaire Bubble Explode. Eye-tracking technology was examine effectiveness prompts their mechanism action when playing apps. Six were recruited from local...
In digital tasks, prompts are used to focus or regain the attention of users. Variations prompt design for people with dementia exist, but outcomes efficacy inconsistent, and it is likely that different designs suit tasks. Through AcTo Dementia project, accessibility settings specifically living were introduced within two mainstream gaming apps, including redesigned prompts. Eye-tracking technology was examine impact in these apps. An exploratory study conducted involving six recruited from...
Background • Prompts are used in digital tasks to focus or regain the attention of users. Various prompt designs have been created for people with dementia but there is inconsistent evidence on efficacy and it likely that different will suit tasks. The AcTo Dementia project accessibility settings specifically living within two mainstream gaming apps - Solitaire (see Fig. 1)and Bubble Explode. Eye-tracking technology was examine effectiveness prompts their mechanism action when playing...
Background • Facilitating independent activities would benefit people living with dementia and their caregivers (Almet al. 2009) Touchscreen tablet computers are accessible for (Joddrell& Astell2016), but identification of suitable apps is required to maximise potential Original study (Astellet 2016) identified problematic design features within two commercially available gaming Developers these worked in collaboration the research team implement dementia-enabling accessibility...