Ather Nawaz
Norwegian University of Science and Technology
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Publication
Featured researches published by Ather Nawaz.
Health Informatics Journal | 2016
Ather Nawaz; Nina Skjæret; Jorunn L. Helbostad; Beatrix Vereijken; Elisabeth Boulton; Dag Svanæs
Serious games (exergames) have the potential to be effective for postural balance and increasing muscle strength. Several games have been developed to increase physical fitness and balance among older adults. However, it is unclear to which degree usability and acceptability of exergames for older adults have been evaluated. The aim of this study was to summarize usability evaluation and acceptability of studies in older adults. We conducted a scoping review on studies focusing on usability of exergames for older adults. The result shows that older adults consider usability and acceptability of exercise video games good. The review shows that longitudinal studies mainly use off-the-shelf exergame and evaluated game effectiveness and acceptability, whereas cross-sectional studies focus on interactional experience. Studies varied in their approaches to measure usability and acceptability of exergames for older adults. There is a need for a systematic developmental approach to involve older adults in development of exergames for longitudinal studies.
Interacting with Computers | 2016
Yngve Dahl; Babak A. Farshchian; Thomas Vilarinho; Jorunn L. Helbostad; Ather Nawaz; Arnhild J. Nygård; Per Bendik Wik
This paper provides an empirical understanding of concerns that the application of a sensorenhanced medical alert system, or personal emergency response (PER) system, raises from the perspective of care receivers (users) and care providers. Data were gathered in the context of a field trial of a PER system supporting both user-initiated alerts and automatic fall detection alerts. The system was tested at two residential care facilities for 3 weeks. Drawing on data primarily from post-trial group and pair interviews, we describe and compare care receivers’ and providers’ views on the following emerging concerns: (i) form factor and ergonomics, (ii) system feedback and user control and (iii) sensor precision and trust. Based on feedback from stakeholder groups, we discuss potential value biases, or discriminating factors, embedded in the evaluated PER system. We also discuss the implications of our findings for a value-driven design agenda for future PER systems.
International Journal of Human-computer Interaction | 2013
Ather Nawaz; Torkil Clemmensen
As the number of website users in Asia grows, there is an increasing need to gain an overview of human–computer interaction (HCI) research about users and websites in that context. This article presents an overview of HCI research on website usability in Asia “from within,” which outlines the articles written by researchers with affiliations to universities in that part of the world. Based on a key word approach to major HCI research outlets, 60 articles from 2001 to 2011 were identified and analyzed. Results indicate that academic websites, e-commerce websites, and tourism websites were the most studied website domains in Asia. Typically, university graduates were used as participants in a laboratory setup and asked to navigate and find information on a website. No systematic use of cultural variables or theories to code, analyze, and interpret data and findings was found. The article discusses the results and the need for a greater sensitivity to what is “local” and “from within” in HCI research and what this can add to the existing literature on website usability.
international conference on human-computer interaction | 2014
Ather Nawaz; Jorunn L. Helbostad; Nina Skjæret; Beatrix Vereijken; A. Bourke; Yngve Dahl; Sabato Mellone
Falls in older people constitute one of the major challenges in healthcare. It is important to design technologies that can help prevent falls and improve falls management. Smart home technology could be of importance in this context, but the technology has to be user-centred or adapted to be useful in this particular context. This study assessed usability of paper and interactive prototypes of a smart home touch screen panel. The study implemented five scenarios related to fall risk, fall assessment and exercise guidance, designing a smart home interface for independent living in general and fall management in particular. A usability evaluation showed that older people had positive experiences when using the touch screen interface. The study demonstrated the need for user-centred interfaces for older people in the context of falls prevention.
BIOSYSTEMS & BIOROBOTICS | 2015
Sabato Mellone; A. Ferrari; Carlo Tacconi; E. Valtolina; Reynold Greenlaw; Ather Nawaz; A. Bourke; P. Ferriol; E. Farella; Laura Rocchi; H. Hawley-Hague; Lorenzo Chiari
Home Control and Automation systems are often modular and offer the flexibility and dependability to make life easier. Wearable sensor systems for health monitoring are an emerging trend and are expected to enable proactive personal health management. Using home-based technology and personal devices the aim is to motivate and support healthier lifestyle; this is a challenge which has been addressed in the framework of FARSEEING and CuPiD EU projects. Contrary to visions that consider home automation and personal health systems as a mean to replace or to simplify the subject control and actions, in the FARSEEING and CuPiD approach smartphones, wearable devices, and home based technology are used to stimulate the user by making life mentally and physically more challenging but without losing comfort.
NeuroRehabilitation | 2014
Ather Nawaz; Mathilde Waerstad; Kine Omholt; Jorunn L. Helbostad; Beatrix Vereijken; Nina Skjæret; Lill Kristiansen
Video exercise games (exergames) are becoming increasingly popular among elderly people. Many elderly experience reduced balance and muscle strength which make them at increased risk of falling. Muscle strength and balance training are the key components for preventing function decline and falls at old age. Exergames that are to be used among elderly users should be specifically designed for this group of people. This study aims to design and evaluate an exergame concept developed to fit the need and preferences of elderly users. First, seven elderly people tested three commercially available exergames. Feedback from focus group interviews revealed that the design of the existing exergames should be simplified and more closely related to activities that can be associated with older people’s daily life. Based on the feedback a new exergame concept “in nature” was designed. The new exergame concept had a simple design, and included balance and muscle strengthening exercises related to real life activities. In the results of the workshop, the study provides eight design recommendations for exergame design for seniors.
International Journal of Medical Informatics | 2016
Nina Skjæret; Ather Nawaz; Tobias Morat; Daniel Schoene; Jorunn L. Helbostad; Beatrix Vereijken
Gerontology | 2014
Nina Skjæret; Ather Nawaz; Kristine Ystmark; Yngve Dahl; Jorunn L. Helbostad; Dag Svanæs; Beatrix Vereijken
Archive | 2012
Ather Nawaz
nordic conference on human-computer interaction | 2014
Ather Nawaz; Nina Skjæret; Kristine Ystmark; Jorunn L. Helbostad; Beatrix Vereijken; Dag Svanæs