top of page
Untitled (1400 x 150 px) (750 x 300 px) (1080 x 1000 px).png
Connecting Seniors and Tech

"In this project, I learnt about biases; while some assumptions were confirmed, others, like the belief that seniors dislike technology or refused to learn, proved incorrect"

Executive Summary

This case study focuses on exploring the design process for an AR tool for seniors. Acknowledging the unique needs of this demographic, I chose to conduct both contextual inquiries and user interviews, assuming their interaction with technology would differ. This approach, along with secondary research into emerging technologies, allowed for thorough research synthesis and ideation guided by valuable insights.

Introduction​

​

In response to the growing need for technology tailored to seniors, a UX project was initiated to develop an AR tool aimed at improving their digital experience. With a keen understanding of the challenges faced by this demographic, the project prioritised research-driven design to create a user-centric solution.

Deep Dive into the World of Seniors
​

The project started with an extensive research phase, employing a combination of qualitative research methods. Contextual inquiries were conducted to observe seniors' technology usage in their natural environment, providing valuable insights into their behaviors and preferences. Additionally, user interviews were carried out to gain deeper understanding of their needs and pain points when interacting with technology.

​

  • In Their Space: Observing seniors in their homes, I saw firsthand their battles with modern devices. The frustration that came from the complexity of technology but most importantly, a sense of feeling left behind.

​

  • Hearing Their Voices: Each interview was more than a conversation. Carlos’s story, in particular, struck a chord. Battling Parkinson's, his struggle to remember what he read from one day to the next was a reminder of the unique challenges faced by seniors in the digital age.

From Stories to Strategy: Synthesising Insights

​

By way of affinity mapping, I pieced together these experiences and tried to find the heart of the problem. It became clear that the issue was deeper than just usability—several key insights were uncovered. Seniors expressed a desire for technology that is intuitive, easy to navigate, and addresses their specific needs. They also emphasised the importance of features that promote independence and enhance their daily activities. Additionally, the research revealed misconceptions about seniors' technology capabilities, highlighting the need for solutions that are inclusive and accommodating.​

Wisdom Presentation (1).png
The Birth of "Wisdom"

​

The ideation phase started with the creation of sketches and brainstorming sessions to explore potential features.

​

  • Conceptualising "Wisdom": The app was envisioned as an experience. Using AR technology, "Wisdom" would open doors to activities seniors loved but found hard to engage in due to physical or cognitive limitations.

​

  • Designing with Empathy: For Carlos and many others, a ‘reminder’ feature was integrated to gently stimulate their memory. Navigation was made intuitive, with clear, large text and simple menus. Safety features like a discreet fall detector and an easy 'Click Here for Help' button were thoughtfully added for quick assistance and to encourage independence.

​

  • A Digital Companion: "Wisdom" functions as a directory, seamlessly linking seniors to their preferred applications without the inconvenience of navigating through various screens.

Prototyping: Bringing "Wisdom" to Life

​

​

User testing provided invaluable feedback. Adjustments like adding shadow to the menu and left-aligning columns were made, all aimed at making "Wisdom" as senior-friendly as possible.

Conclusion
​

Our design process for the seniors' AR tool used diverse research methods, acknowledging their unique needs and different tech interactions. This strategic approach prioritises usability, accessibility, and innovation, aiming for further refinement through iterative prototyping and user testing

Next Steps

​

  • Develop a mid-fidelity digital prototype on Figma based on the research findings and design ideas

  • Conduct usability testing with target demographic to gather feedback on the prototype

  • Iterate on the design based on the usability testing results

  • Further explore emerging technologies that could enhance the AR tool's functionality and usability for seniors.

“Wisdom” is a testament to the power of empathetic design. It's about giving seniors like Carlos a tool that empowers them to rediscover the digital world, to learn and explore without fear.

I cannot recommend Barbara highly enough. Her UX expertise, diligent approach and leadership made her an invaluable member of our team. Her work directly contributed to positioning EduCompass for successful adoption and impact within schools. Barbara is a superb UX professional, project leader, and would be an asset to any team."

Scott Neil, EduCompass Founder

© 2024 by Barbara Ameli

bottom of page