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  • ii

  • 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

  • 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

    illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way,

    and transmission or information storage and retrieval, electronic adaptation, computer software, or

    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

    this book are believed to be true and accurate at the date of publication. Neither the publisher nor

    the authors or the editors give a warranty, express or implied, with respect to the material contained

    herein or for any errors or omissions that may have been made. The publisher remains neutral with

    regard to jurisdictional claims in published maps and institutional affiliations.

    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],

    [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.

    Dharmayanti, D., Bachtiar, A., & Wibawa, A. (2018). Analysis of User Interface and User Experience on

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    Díaz-Bossini, J., & Moreno, L. (2013). Accessibility to mobile interfaces for older people. Procedia

    computer science, 27, 57–66.

    Johnson, J., & Finn, K. (2017). Designing user interfaces for an aging population: Towards universal

    design: Morgan Kaufmann.

    Kalimullah, K., & Sushmitha, D. (2017). Influence of design elements in mobile applications on user

    experience of elderly people. Procedia computer science, 113, 352-359.

    Kobayashi, M., Hiyama, A., Miura, T., Asakawa, C., Hirose, M., & Ifukube, T. (2011). Elderly user

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    care about? International Journal of Information Technologies and Systems Approach (IJITSA),

    8(2), 1-12.

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    Sakdulyatham, R., Preeyanont, S., Lipikorn, R., & Watakakosol, R. (2017). User Interface on Smartphone

    for Elderly Users. International Journal of Automation and Smart Technology, 7(4), 147-155.

    Salman, H. M., Ahmad, W. F. W., & Sulaiman, S. (2018). Usability evaluation of the smartphone user

    interface in supporting elderly users from experts’ perspective. IEEE Access, 6, 22578-22591.

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    https://www.statista.com/statistics/494587/smartphone-users-in-malaysia/

    Timmis, M. A., Bijl, H., Turner, K., Basevitch, I., Taylor, M. J., & van Paridon, K. N. (2017). The impact

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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.

    REFERENCES

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    Allaire, J. C., McLaughlin, A. C., Trujillo, A., Whitlock, L. A., LaPorte, L., & Gandy, M. (2013). Successful

    aging through digital games: Socioemotional differences between older adult gamers and non-

    gamers. Computers in Human Behavior, 29(4), 1302-1306.

    Alves, L. R. G. (2019). Digital Games: Learning Spaces for Executive Functions Stimulation. In Handbook

    of Research on Immersive Digital Games in Educational Environments (pp. 89-111): IGI Global.

    Arenaza-Urquijo, E. M., de Flores, R., Gonneaud, J., Wirth, M., Ourry, V., Callewaert, W., . . . Desgranges,

    B. (2017). Distinct effects of late adulthood cognitive and physical activities on gray matter volume.

    Brain imaging and behavior, 11(2), 346-356.

    Birn, T., Holzmann, C., & Stech, W. (2014). MobileQuiz: A serious game for enhancing the physical and

    cognitive abilities of older adults. In International Conference on Universal Access in Human-

    Computer Interaction, 3-14.

    Boj, C., Díaz, D. J., Portalés, C., & Casas, S. (2018). Video games and outdoor physical activity for the

    elderly: Applications of the HybridPLAY technology. Applied Sciences, 8(10), 1912.

    Chad, K. E., Reeder, B. A., Harrison, E. L., Ashworth, N. L., Sheppard, S. M., Schultz, S. L., . . . Lawson,

    J. A. (2005). Profile of physical activity levels in community-dwelling older adults. Medicine &

    Science in Sports & Exercise, 37(10), 1774-1784.

    Cota, T. T., Ishitani, L., & Vieira Jr, N. (2015). Mobile game design for the elderly: A study with focus on

    the motivation to play. Computers in Human Behavior, 51, 96-105.

    ESA. (2019). Essential Facts 2019. Entertainment Software Association, 3. Retrieved from

    https://www.theesa.com/wp-

    content/uploads/2019/05/ESA_Essential_facts_2019_final.pdf%0Ahttps://www.theesa.com/esa-

    research/2019-essential-facts-about-the-computer-and-video-game-industry/

    Gough, C. (2019). Mobile-gaming. Retrieved June 22, 2020, from

    https://www.statista.com/topics/1906/mobile-gaming/

    Hawthorn, D. (2000). Possible implications of aging for interface designers. Interacting with computers,

    12(5), 507-528.

    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

    an Intervention to Enhance the Health-Promoting Effects of Older Adults’ Activity Portfolios: The

    Engaged4Life Program. Journal of gerontological social work, 61(8), 792-816.

    Pappous, A., Cruz, F. Q., De Leseleuc, E., Marcellini, A., Recours, R., & Schmidt Rio-Valle, J. (2006).

    Attitudes of the elderly toward physical activity and exercise. Adaptation of the Older Person’s

    Attitudes Toward Physical Activity and Exercise Questionnaire in Spain. Studies in Physical

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    Paul, L., Brewster, S., Wyke, S., McFadyen, A. K., Sattar, N., Gill, J. M., . . . Gray, C. M. (2017). Increasing

    physical activity in older adults using STARFISH, an interactive smartphone application (app); a

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    Pérez-Mármol, J. M., Ortega-Valdivieso, M. A., Cano-Deltell, E. E., Peralta-Ramírez, M. I., García-Ríos,

    M. C., & Aguilar-Ferrándiz, M. E. (2016). Influence of upper limb disability, manual dexterity and

    fine motor skill on general self-efficacy in institutionalized elderly with osteoarthritis. Journal of

    Hand Therapy, 29(1), 58-65.

    Prensky, M. (2012). Aprendizagem baseada em jogos digitais. São Paulo: SENAC, 575.

    Russoniello, C. V., O’Brien, K., & Parks, J. M. (2009). The effectiveness of casual video games in

    improving mood and decreasing stress. Journal of CyberTherapy & Rehabilitation, 2(1), 53-66.

    Sardinha, L. B., Marques, A., Martins, S., Palmeira, A., & Minderico, C. (2014). Fitness, fatness, and

    academic performance in seventh-grade elementary school students. BMC pediatrics, 14(1), 176.

    Shake, M. C., Crandall, K. J., Mathews, R. P., Falls, D. G., & Dispennette, A. K. (2018). Efficacy of

    Bingocize®: A game-centered mobile application to improve physical and cognitive performance

    in older adults. Games for health journal, 7(4), 253-261.

    Santos, L. H., Okamoto, K., Hiragi, S., Yamamoto, G., Sugiyama, O., Aoyama, T., & Kuroda, T. (2019).

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    Takahashi, M., Kawasaki, H., Maeda, A., & Nakamura, M. (2016). Mobile walking game and group-

    walking program to enhance going out for older adults. In Proceedings of the 2016 ACM

    International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct, 1372-1380.

    Thompson, O., Barrett, S., Patterson, C., & Craig, D. (2012). Examining the neurocognitive validity of

    commercially available, smartphone-based puzzle games. Psychology, 3(7), 525.

    Wankel, L. (1988). Exercise adherence and leisure activity: Patterns of involvement and interventions to

    facilitate regular activity. Exercise adherence: Its impact on public health, 369-396.

    Whitbourne, S. K., Ellenberg, S., & Akimoto, K. (2013). Reasons for playing casual video games and

    perceived benefits among adults 18 to 80 years old. Cyberpsychology, Behavior, and Social

    Networking, 16(12), 892-897.

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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