Week 1 – Scope of HCI and brief history

Weekly Task:

I have chosen ‘Interactive exhibitions in museums‘ as my topic. Through my research, I discovered that HCI in museums or galleries has gained significant traction in recent years (Mery Keitel, 2012), redefining the visitor experience. These exhibitions are not just limited to touch screens or audio guides. Instead, they encompass a broad spectrum of technologies, ranging from augmented reality (AR) to virtual reality (VR) and from gesture-based controls to responsive environments. By using those technologies, museums can offer visitors more interactive, educational, and immersive experiences(Morse et al., 2023).

In my finding, the Cleveland Museum of Art has departed from the traditional museum mode of directly viewing art pieces. Instead, museums adopted an interactive exhibition approach. The museum has established the largest multi-touch screen in the United States, presenting 4,100 significant art pieces from its collection on a 12.2-meter-long electronic screen, much like postcards. Detailed information about that piece is displayed when you touch the screen to select an artwork. Simultaneously, similar pieces also automatically appear around it. The images on the screen can be freely zoomed in and out, allowing viewers to see the minute details of the artwork. Through interactions between viewers and the collection, as well as interactions among viewers, the museum emphasizes interactivity as a key concept in modern museology. By integrating the latest technology, they promote effective dissemination and promotion of the museum’s exhibition and educational functions.

https://www.smithsonianmag.com/innovation/cleveland-museum-art-wants-you-to-play-with-its-art-180968007/

References:

Mery Keitel, A.S., 2012. Human computer interaction in museums as public spaces: A research of the impact of interactive technologies on visitors’ experience (Doctoral dissertation).

Morse, C., Niess, J., Bongard-Blanchy, K., Rivas, S., Lallemand, C. and Koenig, V., 2023. Impressions that last: representing the meaningful museum experience. Behaviour & Information Technology42(8), pp.1127-1154.

Improvement and Iterating for MuseumMate Features

During the evaluation process, I recognised some possible improvements for my project:

  1. Customizable AR Experience: Allow elderly users to adjust the complexity of the AR experience (such as the level of detail in 3D models) to decide on their personal comfort levels and prevent sensory overload.
  2. Feedback on Emergency Alerts: Provide immediate audio or haptic feedback to confirm that an emergency alert has been successfully sent to the museum staff.
  3. Battery Life Optimization: Since museum visits can be lengthy, ensuring the device has sufficient battery life or providing a power-saving mode will be beneficial for elderly visitors.

After considering on above, I added some features to my design:

1. Iterating MuseumMate smartwatch UI and functionality design :

I add the Low Battery mode and SOS notification setting to my Smartwatch Design. The SOS notification design aimed at elderly users typically involves confirming that the distress signal has been successfully sent.

Iterating the Feedback on Emergency Alerts:

  • Clear Confirmation: Once the SOS is activated, the smartwatch should provide a clear indication, like vibration and audible notification, to confirm that the signal has been sent.
  • Feedback on Status: The watch can show ongoing status updates, such as “Help is on the way” on smartwatch screens

Iterating the Battery Life Optimization:

Adding a Low Battery mode and SOS notification setting to a smartwatch interface design, especially for elderly users in a museum setting, offers several benefits:

  • Energy Efficiency: A Low Battery mode ensures that the smartwatch remains operational for longer periods, which is crucial for day-long museum visits.
  • Better Experience: With these features, elderly visitors can focus on enjoying the museum without worrying about their device battery life.

Overall, these features enhance the usability and safety of smartwatches for elderly museum visitors, enriching their experience.

Iterating Smartwatch Interface Design Final Outcome:

2. Iterating MuseumMate App interface design

In my MuseumMate App design, I incorporate a Customizable AR Experience button into the left top, This switch button can alter the AR 3D display of artefacts in a museum setting is a thoughtful and innovative approach. This switch models feature can switch between cartoon-like 3D representations and painted 3D styles, allowing elderly visitors to adjust according to their personal comfort levels and prevent sensory overload.

  • Personalization: It caters to individual preferences, allowing the elderly to choose the display style that appeals to them the most.
  • Enhanced Accessibility: This feature can make the museum experience more inclusive, especially for elderly visitors who may find certain visual styles overwhelming or difficult to process.
  • Improved Engagement: Providing different visual representations, can make learning and exploring more engaging and enjoyable for elderly people.
  • Educational Value: Different visual styles can highlight various aspects of the artefacts, offering educational insights in a manner that resonates with kids and students, especially for elderly people, different styles of the artefacts could help the elderly people learn more about the artefacts, it can also give the inspiration and teaching the drawing style when elderly people drawing the artefact through the MuseumMate Drawing feature.

Overall, this switch models button can enhance the interactive and visual experience for elderly museum visitors to view the artefacts in the museum.

Improve the Customizable AR Experience:

Re-evaluation and Re-testing process

Re-testing: I have redesigned and retested my MuseumMate design, as it’s important to test my MuseumMate product again, as it is to ensure that I have effectively resolved the issues. As a result of this stage, the result of re-design and testing appears that the improvement I made has solved all the problems above.

Re-evaluation and testing of the MuseumMate Design

Re-evaluation and testing of the MuseumMate smartwatch Design

For future iterating and improvement: I would like to continuously collect feedback from users to guide further iterations and make changes to my MuseumMate product.

Smartwatch -search

In my design for MuseumMate, my idea is to enhance the museum viewing experience for elderly people by integrating a smartwatch. In designing this watch, there are several aspects I need to consider:

1. To detect the gestures and muscle nerve movements of elderly people when interacting with artefacts.

2. To monitor the heart rate of the elderly to ensure safety during interactions and while browsing the museum.

3. To ensure that in case of emergencies, signals for help or assistance can be promptly communicated to museum staff.

4. Also consider whether the addition of these hardware features will increase the weight of the watch for elderly users.

5. To ensure that the addition of hardware components does not compromise the smartwatch aesthetics.

6:In a noisy museum environment, need ensure that voice commands from elderly users are detected by the device, allowing them to control its functions

Through these steps and research I can determine the feasibility and practicality of this approach. Additionally, by analyzing videos of existing hardware tests, I can better understand the implementability of my design ideas

Electromyography (EMG) control LED Board

Smartwatch with EMG sensor

https://www.semanticscholar.org/paper/EMG-Sensor-based-Two-Hand-Smart-Watch-Interaction-Yang-Chae/bd097689d5755eec3f6b5358b33556d9d116410d

EMG SENSORY CONTROL AR GLASSES

https://www.ns-businesshub.com/technology/facebook-wristband-ar-smart-glasses/

Myo Armband control the mouse cursor on the computer screen

https://medium.com/@sumgr0/myo-armband-gesture-based-wearable-f6b52ca5782f

Advanced Voice Recognition Algorithms:
Machine Learning Models: Implementing sophisticated algorithms that can learn and adapt to differentiate between the user’s voice and background noise.
Contextual Awareness: Algorithms that understand the context of the museum environment may better filter out irrelevant sounds.

Evaluation Process: Cognitive Walkthrough and Heuristic Evaluation methods

Users List — Who is Using This?

  • Primary Users: Mainly elderly individuals.
  • Secondary Users: Includes those with special needs and general visitors interested in museum tours.

Place — Where is it Used?

  • Primary Usage Location: Inside and around museum areas.

Situation — Why and How is it Used?

  • Purpose of Use: To enhance the museum visiting experience, specifically offering more convenience and safety for elderly visitors.
  • Mode of Interaction: Interaction with the watch through voice control and gesture operation.

Sample Tasks — What Might They Be Doing?

  • Using AR technology to view and learn about artefacts.
  • Using the navigation system to find specific exhibition areas and get information about them.
  • Creating personal art pieces through gesture drawing.
  • Using the watch to monitor health data and for emergency contact purposes.
  • Using AR technology to view and learn about artefacts.
  • Using the navigation system to find specific exhibition areas and get information about them.
  • Creating personal art pieces through gesture drawing.
  • Using the watch to monitor health data and for emergency contact purposes.

Paper prototype Testing

In the evaluation and testing process, I also decided to print out the prototype of my MuseumMate and smartwatch UI design for assessment. The reason for choosing to print my designs is to gain a more intuitive understanding of the appearance and layout of the applications and to assist in identifying any design flaws or functional omissions. This approach significantly aided in pinpointing areas where the MuseumMate interface and smartwatch design fell short, facilitating iterative improvements. Consequently, this strategy enhanced the quality of the human-computer interaction interface

MuseumMate paper prototype

Smartwatch paper prototype

Some of the issues I have found

After all this testing and evaluation I have found some possible improvements to my MuseumMate and smartwatch design:

  • Customizable AR Experience: Allow elderly users to adjust the complexity of the AR experience (such as the level of detail in 3D models) to decide on their personal comfort levels and prevent sensory overload.
  • Feedback on Emergency Alerts: Provide immediate audio or haptic feedback to confirm that an emergency alert has been successfully sent to the museum staff.
  • Battery Life Optimization: Since museum visits can be lengthy, ensuring the device has sufficient battery life or providing a power-saving mode will be beneficial for elderly visitors.

By addressing the issues I identified in the MuseumMate and smartwatch interfaces, I can enhance their usability, functionality, and overall user experience. Therefore, I have redesigned my product to make the necessary modifications.

My re-design changes in this blog:

SmartWatch Design Process

Smartwatch User Interface Design

When designing the interface for my smartwatch, I started with sketches and then moved on to designing the final user interface.

  1. The watch needs to display time and date, just like a regular watch.
  2. The interface requires larger fonts and clearer icons to explain functions.
  3. A taller interface, as opposed to a wider one, is better for elderly users as it allows them to wear the watch without covering the screen.
  4. Medication reminder feature: Since museum visits tend to be lengthy, timely medication reminders are crucial to prevent elderly users from feeling unwell due to missed medication, thus enabling them to enjoy the full range of exhibits and enhancing their visiting experience.
  5. Heart rate monitoring feature: Continuous walking and interactive experiences in a museum may affect heart rate. Monitoring this can inform elderly users when to rest and adjust their physical condition during the visit.
  6. Voice command control of the device: This feature facilitates ease of use for elderly users, making it more convenient for them to utilize the device’s functions.

1. First Sketch by drawing

2. Smartwatch User Interface Design

Link to my Project : https://www.figma.com/file/tk94kbCJJSpE5DHwOAZ9cS/smartwatch?type=design&mode=design&t=Zpij33hze7b6XyNP-1

Smartwatch Product outlook

When designing my smartwatch device, I used Rhino for sketching and considered several functional factors.

  1. Based on previous research, the wristband incorporates muscle nerve detection technology to enhance the interaction of elderly users with artifacts.
  2. The weight of the watch: Considering the material, a combination of rubber and space-grade aluminum for the casing effectively reduces the weight of the device. This also ensures that the smartwatch is less prone to damage from falls (similar to the casing used in the Apple iPhone 15 Pro).
  3. The emergency call button on the watch is brightly colored for easy recognition by elderly users. Given the different usability of the left and right hand, as per my personal experience, there are emergency call buttons on both sides of the watch for convenience and ease of use during emergencies.

1. watch Sketch

Drawing on paper

2. start creating by using 3D software

3. Adding my render color and exporting files using Photoshop adding more realistic effect

Video For my smartwatch project

Software I used to create:

  1. Rhino 3D Blender tool : https://www.rhino3d.com/
  2. Photoshop
  3. Fignma

MuseumMate APP design process

Inspiration and research:

When designing the interface for the MeseumMate App, I started with sketches and then moved on to designing the final design interface.

I have considered the MuseumMate Feature and adding into my design:

  1. AR for viewing 3D texts and combined with a smartwatch for visual control.
  2. Voice playback of artefact texts, with options to expand and large texts.

Byrne (2012) claims that: “Defining the place of the voice in translating museum artefacts led to reflections on more complex issues about how meaning is ascribed to objects, since the way people engage with objects goes well beyond their materiality. There is a part of human history that depends on orality and that cannot be found through objects or texts: the voice translates issues of identity, memory, language, gender and creates discourse in specific ways

3. Ability to draw using the smartwatch, along with recommendations of similar artefacts based on the line and colour of the elderly drawing.

4. Navigation to desired exhibition areas with personalized route generation, and integration with the smartwatch for enhanced safety while navigating stairs

5. Ability to check the smartwatch’s battery level, and set up emergency contacts and medication reminders

6. Voice control capabilities for the software’s functions, making it more convenient for elderly visitors to operate.

7. Facial recognition login allows elderly visitors to access the system without needing to remember a password

8. Personalized adjustments of privacy and security settings, such as camera activation and location tracking, to ensure the data safety of the elderly user

1. Wireframe

My Project Link

2.UI design for my MuseumMate app

link to my design

https://www.figma.com/file/FYsU79Ce73hkN5b0tfbjY0/Ui_design?type=design&node-id=0%3A1&mode=design&t=XLs513jIOvrON4rO-1

3. Testing for my UI design

The tools I used:

Wireframe: Uizard https://uizard.io/

UI design: Fignma https://www.figma.com/login?is_not_gen_0=true

Research:

https://www.tiqets.com/venues/blog/augmented-reality-for-museums-and-attractions/

Byrne, S., 2012. Voicing the museum artefact. Journal of conservation and museum studies10(1).

Policy protect for my design

  • Encrypted Data Transmission: Employ advanced encryption standards (like AES encryption) to secure data transmission between the watch and the phone, ensuring data cannot be intercepted or tampered with during transit.
  • Secure Authentication: Implement multi-factor authentication in the watch and associated app, such as passwords, fingerprint recognition, or facial recognition, to ensure only authorized users can access the data.
  • Minimize Data Collection: Collect only the minimum necessary data required to fulfill the functionality, and clearly inform users about what data is being collected and for what purpose.
  • User Data Control: Allow users to manage their personal data, including the ability to view, modify, and delete information stored on the device and in the cloud.
  • Regular Software Updates: Regularly release software updates to patch potential security vulnerabilities, protecting the device against emerging threats.
  • Transparent Privacy Policy: Provide a clear and understandable privacy policy, informing users how their data is collected, used, and stored.
  • Server-side Security: If cloud services are used for data storage and processing, ensure servers have robust security measures like firewalls, intrusion detection systems, and data backup.
  • Restricted Access Permissions: Implement strict access controls to ensure that only authorized personnel can access sensitive data.
  • Privacy Impact Assessments: Regularly conduct privacy impact assessments to identify and mitigate potential risks to user privacy.
  1. Digital advancements, including in the health and care sectors, need to be designed in a way that creates ethical, transparent and safe digital environments and services and protect the human rights of older persons, including to dignity, autonomy, privacy, and free and informed consent to the use of digital technology, including by the most vulnerable.
  2. Ensure the protection of human rights of older persons in the digital era  

https://unece.org/digitalization/press/ageing-digital-era-unece-highlights-key-actions-ensure-digital-inclusion-older

Design Interface

  • Need Easy to understand

Museum guiding facilities are diverse and functional, effectively enhancing the dimension and depth of the museum visit experience, but there is still the problem of insufficient inclusiveness for the elderly in the process of interaction between the guiding facilities and the elderly. For example, in the process of using intelligent devices, the lack of clear interface content and operational feedback has caused such phenomena as operational errors, inability to operate, and inefficient operation, which are essentially the result of designers ignoring the interaction problems of the elderly during the design process. Therefore, when designing museum guiding facilities, the interaction of products for the elderly should be considered to simplify the operation process, improve the recognition of operation buttons, provide multi-channel interaction, and clarify the operation process. Enhancing the experience of the elderly visiting museums is one of the key points to be considered in the design of museum guide facilities for the elderly.

  • Enhance the synergy in the system

In the museum guide system, with the continuous updating of technology, the guide facilities have a high frequency of updating iteration. Emerging facilities in the application of the same time, the old facilities due to still have the effectiveness and stability, in the guide system still plays an important role. Therefore, the phenomenon of coexistence of old and new facilities is common in the current guided tour system. New facilities and old facilities together constitute the whole museum guide system, they are complementary in function, but also some overlap. However, there is also a lack of unity among the facilities, which not only increases the cost of learning but also reduces the visitor experience.

Increase the caring nature of the browsing experience

Essentially, the point of a museum guide system is to provide the visitor with a good experience along with the museum exhibits, the museum environment, and other museum facilities. Therefore, the design of museum guide system is the experience design for the viewers. The purpose of experience design is to make the designed products or services more humane, which is mainly reflected in:

(1) the applicability of the products or services, which should be convenient for users to use, but also in line with their usage habits;

(2) the emotionality of the products or services, to achieve the communication between the object and the person, and then resonate the effect, creating a surprise experience for the user

[3].How to increase, for example, the use of gesture/sensory interaction devices

https://design-thinking.in/synergy-model-1

Research: This is an analysis of the elderly age group and a consideration of the HCI technological aspect in museum

The target audience is the elderly(45-75+ years old), so their health issues are important. This analysis has helped me design a user interface that takes into account the sensory, cognitive, and physical conditions of elderly individuals

It is a natural biological process for various functions of the human body to gradually decline as we age.

  • Cardiovascular System: With ageing, the heart’s ability to pump blood may diminish, and blood vessels may become less elastic. Consequently, the risk of hypertension, coronary heart disease, and other cardiovascular diseases increases.
  • Neurological System: Aging can slow the conduction speed of the nervous system, affecting cognitive functions and reaction time.
  • Sensory Systems: Vision and hearing typically decline with age. Aging may also affect the senses of taste, smell, and touch.
  • Respiratory System: The elasticity of the lungs decreases with age, leading to a decline in lung function, which can affect breathing ability.
  • Cognitive Function: With age, memory, the ability to learn new things, and the ability to perform complex tasks may diminish.

My ideas — Museum APP design with AR systems / watch product design

Smartphone App with AR Features

  • AR Artifact Interpretation: Utilize AR technology to display detailed information and historical context of artefacts, including 3D reconstructions of historical scenes.
  • Font Enlargement and Easy-to-Read Guides: Offer a font enlargement feature and visual aids to ensure that even those with poor vision can easily read the information.
  • Smart Route Planning: Provide detailed maps of the museum, allowing older adults to select their areas of interest for which the app will automatically plan the optimal visiting route.
  • Location Tracking and Emergency Response: Use the phone’s GPS feature to ensure that, in case of an emergency, museum medical staff can quickly locate the individual.
  • Crowd Information in Exhibition Areas: Display real-time crowd levels in different exhibition areas (e.g., via a visual bar chart) to help visitors choose less crowded routes.
  • Convenient Facility Locator: Quickly locate amenities like restrooms and rest areas.

Smartwatch:

  • Health Monitoring: Continuously monitor vital signs such as heart rate and blood pressure, providing timely warnings of potential health issues.
  • SOS Signal: Include an easy-to-use emergency button for immediate assistance in case of trouble.

Connection between Watch and Smartphone

The watch is connected to a smartphone application, allowing the watch to function as an input device, similar to the controller functionality in Google VR.

Simple Navigation Display: Show simple navigation instructions (e.g., arrows indicating direction and distance) on the watch face, with large and clear symbols for easy recognition by older adults.

Air Drawing Feature: Users can draw lines or shapes in the air by waving the watch. This gesture drawing feature is particularly suited for demonstrating and simulating the shapes or contours of artifacts.

Smart Recommendation System: The application can analyze shapes drawn by the user through the watch. Based on the drawn shapes, the smart recommendation system searches and suggests artifacts from the museum collection that have similar shapes.

Save and Share Feature: Users can save their drawings and related artifact recommendations on the smartphone app. This not only enhances the interactivity of the visit but also makes it convenient for users to review and share their experience later.

3D Display Control: Through the watch, users can control the 3D display of artifacts in the smartphone application. For example, users can rotate, zoom in/out, or move the 3D model with gestures, allowing them to view the artifact from different angles.

My idea was to design products that could help enhance the museum visit experience for older people, as well as ensure their wellbeing

The proposed AR-enabled smartphone app and smartwatch system can be tailored to address the specific age-related challenges in the cardiovascular, neurological, sensory, respiratory systems, and cognitive functions:

Cardiovascular System:

  • Health Monitoring: The smartwatch can continuously monitor heart rate and blood pressure, alerting the user to potential cardiovascular issues. This real-time monitoring can help in early detection and response to conditions like hypertension.
  • Stress Reduction: The AR app can provide a relaxed, stress-free visiting experience, reducing the strain on the cardiovascular system.


Neurological System:

  • Cognitive Engagement: The AR app can offer engaging, interactive learning experiences, stimulating the brain and potentially aiding in maintaining neurological health.
  • User-friendly Interface: Designed with simplicity and ease of use in mind, reducing cognitive load and making the technology accessible even for those with slower reaction times.


Sensory Systems:

  • Visual and Auditory Assistance: The AR app can enhance visuals, enlarge text, and provide clear audio guides, catering to those with declining vision and hearing.
  • Sensory Engagement: Through interactive and immersive AR experiences, the app can stimulate senses like sight and hearing, possibly aiding in maintaining their function.


Respiratory System:

  • Environmental Alerts: The smartwatch can monitor environmental factors like air quality, advising users to avoid areas that might be difficult for those with compromised lung function.


Cognitive Function:

  • Memory and Learning Aids: The AR app can offer virtual tours and storytelling to assist with memory and understanding. By presenting information in an engaging and interactive manner, it can aid in learning and memory retention.
  • Simplified Tasks: The user interface of both the app and watch is simplified, minimizing the need for complex interactions and making it easier for those with diminished cognitive abilities to navigate and use.

Week 6(2)Target Group and Age Research

To address their challenges, an increasing number of elderly individuals are now opting to engage in outdoor activities and socialization. One popular choice among these is visiting museums. This activity not only provides them with a chance to exercise but also facilitates interactions with younger people, thereby enhancing the vibrancy of their lives and improving their overall well-being (Retcho, 2017). Additionally, museum visits keep elderly people updated with contemporary times. while also presenting avenues for them to reconnect with their own and collective cultural histories, facilitating a process of reminiscence and enhancing cognition(Bagnall, 2003).

Age group:45-75+

The proportion of respondents who have visited a museum or gallery in the United Kingdom for the last 12 months by age group, 2019/20

2018 Research Data

Museums Audience Report In the UK

BETWEEN AGE 45-75+ THE ISSUES MAY FACED

Problems encountered by older people in museums:

Considerate of using app interface design to solve these problems

  • Lack of Legibility: Older adults, who may have diminished vision and reading capabilities, often struggle with reading display labels or interpretive text. Illegible labels or those in excessively small fonts can prevent them from accurately accessing the information.
    • HOW TO SOLVE:
      1. using AR Camera/VR to show the larger size of artefact information text, and with the sound play button, to read the text for elderly people.
      2. Subtitling options: For audio or video content, provide subtitling options so that older adults with hearing impairments can understand the content.
  • Lack of Adequate Seating and Resting Areas: Museums typically involve prolonged periods of walking and standing, posing challenges for less fit older adults. Insufficient seating and resting spaces can lead to fatigue and discomfort.
    • HOW TO SOLVE :
      1. Map feature to help find the nearest seating and lounge areas
  • Inadequate Guided Tours: Older adults may have a keen interest in the history and background of displayed objects but often require additional explanation and assistance. A lack of adequate guided tour services, or insufficient help and guidance from staff, can leave them feeling confused and frustrated.
    • HOW TO SOLVE:
      1. Virtual Tour Assistant: A virtual interactive assistant that helps seniors understand the exhibits and answers their questions.
      2. Video commentary: For some key exhibits, video commentary is provided to help the elderly better understand and appreciate the exhibits through the combination of visual and auditory senses.
  • Lack of Accessibility: For older individuals with mobility issues or those using assistive devices like wheelchairs and walkers, museum accessibility is crucial. The absence of accessible routes, elevators, escalators, and accessible restrooms can hinder their ability to enter and navigate through exhibits.
    • HOW TO SOLVE:
      1. Map feature: Easy-to-navigate interactive maps to help older people find nearby lifts/ escalators and find staff to help.
  • Overcrowded and Noisy Environments: Older adults may find overcrowded and noisy settings problematic. They often prefer quieter, more comfortable environments for viewing exhibits, as noise and crowding can adversely affect their experience.
    • HOW TO SOLVE:
      1. Map feature: help older people know if it’s crowded in the area they want to visit, suggesting the best routes to avoid noisy and crowded areas, including a reminder to go to the area if it’s less crowded

Reference:

Retcho, D.E., 2017. Accessibility to Art Museums and Museum Education Programs for an Elderly Population with Dementia.

Bagnall, G., 2003. Performance and performativity at heritage sites. Museum and society1(2), pp.87-103

https://www.theaudienceagency.org/asset/1995#:~:text=Older%20learners%20are%20well%20represented,a%20third%20of%20the%20population.&text=The%20majority%20of%20museum%20visitors%20are%20medium%20or%20high%20cultural%20engagers.

https://www.theaudienceagency.org/asset/1995#:~:text=Museums%20attract%20higher%20proportions%20of,year%20olds%20than%20other%20artforms.&text=Middle%2Daged%20audiences%20are%20slightly,audiences%20than%20for%20other%20artforms.&text=Older%20learners%20are%20well%20represented,a%20third%20of%20the%20population.

https://www.gov.uk/government/statistics/taking-part-201920-museums/museums-taking-part-survey-201920

Week 6 – Accessibility and Universal Design for elderly user

Background Research

Seniors can have numerous problems when visiting museums, which will result in them not being able to have an enjoyable time having a museum visit. Still, museums can be a great place for retired seniors to relax and have fun. The care of older people in museums is currently lacking, so improving the experience of older people in museums is very necessary.

Target Group: Elderly people

The main problems older people can face in life, which is why it is important to want to enhance the experience of older people in museum venues

Major obstacles for elderly people

  • physical barrier
  • psychological disorder
  • social barrier
  • Resource scarcity

Types of disorders in the elderly

  • Loneliness of widows and orphans
  • Multiple chronic diseases
  • Alzheimer’s disease
  • suffer from insomnia

Status of older persons

Mental health issues: Growing older can have a wide range of effects on people’s mental health. In addition to the common problems of anxiety, depression and stress, there are other issues. Social disconnection is one of them. Busy cities can make people feel disconnected from others, leading to loneliness and social anxiety.

Physical health problems: Environmental pollution and poor lifestyle habits in urban life can lead to physical health problems. These physical health problems extend to include depression and other mental health disorders. It may lead to low mood, loss of interest and motivation, development of depression

Social relationship problems: Urban life and fast-paced lifestyles can lead to difficulties establishing and maintaining social relationships. Extensions of these relationship problems include loneliness, social anxiety and interpersonal tension.

Social problems of older persons

  1. Physica Health Issues:
    1. Cardiovascular disease
    2. Obesity
    3. Diabetes
    4. Sleep disorders
  2. Mental Health Issues:
    1. Depression
    2. Anxiety disorders
    3. Social anxiety
    4. Stress-related illnesses

Reference:

https://www.griswoldhomecare.com/blog/2022/december/what-are-the-problems-faced-by-elderly-in-our-so/