Case Study: Designing for the Elderly
Introduction
Despite longer life expectancy, seniors face health issues a decade early. Tech solutions could help, but many aren’t elderly-friendly. COVID-19 intensifies isolation, especially for seniors with specific needs, highlighting the pressing issue. We believe that elderly people deserve accessible tech solutions to address these challenges.
The Problem
Nowadays, a Canadian can expect to live up to 82.8 years, which represents an increase of 10 years since the 1960s. Despite this surprising longevity, chronic diseases or degenerative conditions arrive 10 years before this lifespan. Pervasive technologies have the potential to help elderly people be more self-reliant, socially engaged, and confident in pursuing a more active and healthy life, and consequently increase their lifespan. Unfortunately, the acceptance of these technologies is limited partly because of applications that are not adapted to have elder friendly design. Another challenge, even more pressing, exacerbates this already existing problem. We are beginning to realize the isolation that COVID has caused millions of people to suffer. Especially for elderly people with specific needs who cannot face this pandemic as easily. An urgent solution has never been as apparent as before. As a result, a significant portion of the elderly population is left behind, unable to tap into the benefits of digital advancements that could support their independence, health, and social engagement.
The Solution
Addressing this, we propose a solution designed to bridge the technology gap for the elderly, focusing on creating an application that is as welcoming as it is functional. Our application will cater specifically to the diverse needs of the elderly community. One notable feature is Storytelling, allowing users to recount their life experiences, share cherished memories, and visually immerse themselves in the moment by sharing pictures.
Additionally, our app will offer online activities, providing a platform for seniors to engage with one another. Through collaborative gaming, individuals can become “buddies,” creating new connections and friendships. This interactive feature serves as both a social outlet and a source of distraction, particularly beneficial during the challenging times of the ongoing COVID pandemic. The intention is to create a space where seniors can not only adapt to technology but also find joy, companionship, and meaningful connections.
Research
Market analysis
In our extensive research, we have found that existing apps in the market primarily focus on “generalizing” the audience but lack the exclusive design and features tailored specifically for the elderly. While games like Candy Crush and social platforms like Facebook are popular among various age groups, none of them provides exclusively to the unique needs and preferences of the elderly population. Our proposed solution aims to fill this gap by creating an application that goes beyond mere entertainment. Our app is designed to be a dedicated space for seniors, offering not only engaging games but also promoting connections through features like storytelling and collaborative gaming. By providing a platform where seniors can become “buddies” and play virtual games together, such as poker, chess, or other preferences, we aim to create a one-of-a-kind experience that promotes social interaction and addresses the specific needs of the elderly community. This distinction sets our solution apart, making it unique in enhancing the well-being and connectivity of the elderly through technology.
Survey
Our survey aimed to understand the preferences and comfort levels of the elderly when engaging with mobile devices and social media platforms, especially in the context of the ongoing social distancing measures.
Social Media Engagement — From the survey results, we discovered a significant amount of elderly that use social media platforms for sharing life updates and personal milestones, with 17 respondents expressing this preference. This was closely followed by 18 respondents each who favored using these platforms for meeting and connecting with new people and to pass the time, suggesting a strong desire for social engagement and community building.
Comfort with Technology — Regarding comfort levels with mobile technology, a majority of 14 respondents reported feeling “somewhat uncomfortable” with using mobile devices and applications. This insight reveals a significant opportunity area for our design process. It emphasizes the need for an application interface that prioritizes simplicity and ease of use to improve the technology adoption rate among elderly users.
Need for Guidance — The necessity for guidance and tutorials was overwhelmingly acknowledged, with 71.4% affirming that step-by-step tutorials would be beneficial when learning to navigate a social media platform. This insight is important for designing user interfaces that are not only intuitive but also supported by clear instructions.
Visual Preferences — When it came to visual preferences, there was a clear winner. For fonts, ‘Row 1’ (Poppins) was favored by a majority of 57.1%, highlighting the importance of choosing a font that is legible and comfortable for the elderly user base. Similarly, for color palettes, ‘Row 5’ stood out as the preferred choice for 66.7% of the respondents, indicating a preference for certain color schemes that are likely perceived as more readable or aesthetically pleasing.
User Personas
From the outcomes of our survey, we developed three personas that we believe accurately represent specific archetypes within the broader demographic.
Persona 1:
Mary Claire is an 82-year-old retired college English professor with a deep love for literature. Prior to the pandemic, she was actively engaged in academic circles, conducting literary workshops and seminars. However, the pandemic’s impact on universities has left her searching for alternatives to her academic pursuits. She struggles with using remote calling applications like Zoom, which has hindered her ability to continue her involvement in literary and academic activities.
Mary’s needs & goals
- Need 1: Mary feels very lonely since the death of her husband and needs new relations in her life to curb loneliness.
- Goal 1: Mary is very interested in using video calls and chat rooms to maintain her relationships and share important life events, thus reducing the feelings of loneliness.
- Need 2: Since Mary is somewhat uncomfortable with technology, she requires an app with a user-friendly interface and easily accessible customer support to navigate the digital space confidently.
- Goal 2: Mary wants to confidently navigate the app without needing assistance after some time, relying on built-in tutorials and help features that empower her to use the app independently.
Persona 2:
Arthur James is a 76-year-old retired civil engineer with a passion for model trains and gardening. He used to actively participate in hobby-related conferences, showcasing his detailed train models to fellow enthusiasts. However, the pandemic has made it challenging for him to engage with social circles that share his interests, as most online forums do not accommodate his accessibility requirements.
Arthur’s needs & goals
- Need 1: Arthur wants to use social media to meet new people and engage in community groups, as this is a popular activity among their peers, fostering a sense of belonging.
- Goal 1: Arthur intends to participate in online forums and virtual events to broaden his social network and find like-minded individuals, thereby expanding his social circle.
- Need 2: While comfortable with technology because of his background in engineering, Arthur is frustrated with applications that seem to disregard accessibility features necessary for elderly people, such as large legible fonts.
- Goal 2: Arthur aims to use the font selection, making him more comfortable and willing to explore and use additional app functionalities, ultimately enhancing their user experience.
Persona 3:
Helen Rodriguez is a 79-year-old retired music teacher and grandmother of six, with a passion for classical music, painting, and art. Following the loss of her husband, she has been living mostly alone for the past three years. To cope, she engaged in book clubs and art classes, but the pandemic has halted these activities, exacerbating her feelings of loneliness. Additionally, Helen struggles with distinguishing similar shades of color due to difficulty with light and dark color schemes.
Helen’s needs & goals
- Need 1: Helen enjoys using social media for entertainment, such as playing games, listening to music, and watching movies, indicating a high preference for these activities and their role in improving mental health.
- Goal 1: Helen searches for an app that offers a variety of entertainment options to keep her engaged and entertained during periods of social isolation, contributing to her overall well-being.
- Need 2: While Helen is not fully comfortable with technology, the ease of reading is crucial for her, ensuring that the user experience is not hindered by readability issues.
- Goal 2: Helen prioritizes finding an application that uses nice looking high contrast color schemes, making the content more pleasing to her eyes and the experience enjoyable, thereby encouraging longer and more frequent use of the app.
User Flow & Journey
After understanding the users’ needs, our next step was to determine how to fulfill them. To clarify the process, we created a simple diagram outlining the primary steps for utilizing our app. Subsequently, we chose to illustrate the user journey for each candidate.
The following journey formalizes Mary Claire’s experience through the app reflects her evolution from exploring literary resources to actively participating in storytelling and video calls, culminating in her endorsement of the app within her literary circles.
Arthur James’s journey with the app encapsulates his progression from discovering a digital platform for his model train and gardening hobbies to actively contributing to and advocating for the app’s community features.
Helen Rodriguez’s experience with the app as she transitions from seeking creative fulfillment and companionship to becoming an active advocate for the app in her artistic and social circles.
Sketch & Wireframe
The objective was to design an application aimed at supporting the mental and physical well-being of the elderly, while also boosting their productivity. To align with this objective, multiple features of the app were made to allow simultaneous use with a friend, fostering social interaction and engagement. Additionally, users accumulate points for their activities, which they can use to improve their character in a similar manner of a traditional role-playing games. This concept has been brought to life through the sketches and wireframes, ensuring that the app is both elderly-friendly and conducive to their lifestyle needs!
Sketch
Wireframe
DESIGN
Inspiration & color palette
Our goal was to select a color palette that emanates positivity and boosts optimism. After thorough research and many trials, we have determined that the most effective color for this purpose leans towards yellow. In psychology, yellow is defined as a color that symbolizes warmth, energy, and happiness. Yellow is often associated with feelings of joy, positivity, and enthusiasm. It is known to evoke a sense of optimism, making it an ideal choice for creating a positive and uplifting user experience.
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In addition to its psychological impact, yellow is a vibrant and attention-grabbing color that can enhance visual appeal. It is easily distinguishable and can draw users’ attention to important elements within the application, creating a cheerful and engaging atmosphere.
By incorporating a yellow color palette, we aim to create an environment that not only pleases the eye but also uplifts the user’s mood. Whether navigating through the dashboard, playing online activities, or interacting with various features, users will be surrounded by a color that radiates positivity and fosters a sense of well-being.
Choosing the Hex #F7CE4D orange/yellow color for the entire platform was the final decision. This specific shade is not only visually appealing but also provides a smooth and calming sensation to users. The warm tones of this orange/yellow color contribute to a welcoming and comfortable user interface.
Furthermore, the Hex #F7CE4D color is known for its balance between vibrancy and subtlety, making it easy on the eyes during extended periods of platform use. This choice aligns with our goal to create a positive and optimistic atmosphere, enhancing the overall user experience.
Typography
For the typography, we have opted to use Poppins as the main font. Created by Jonny Pinhorn and Ninad Kale from Google, Poppins is widely recognized for its simplicity, cleanliness, and readability. Its popularity extends to millions of websites and applications, showcasing its acceptance in the design community. The fact that the majority of survey participants preferred the Poppins font further validates its suitability for the platform.
Naming & logo
We think that picking the right brand name shapes the app’s purpose and creates a first impression. To convey positivity, we chose to name our app “THE HAPPY SUN.” This aligns perfectly with our yellow color palette, and the sun symbol spreads positive vibes. Going a step further, we added a smile to the sun for an even more positive touch. Now, our appealing logo captures the essence of summer, sunshine, and the joy of being outdoors. This resonates well with individuals staying indoors during COVID, offering a cheerful experience.
Final Prototype
Onboarding
The initial step involves creating an account and logging in, which is mandatory. While most elderly individuals can easily complete this process, there might be some users who face challenges due to limited technology knowledge. To assist them, we have added a small pop-up icon that provides information about getting help with creating an account.
After signing up, users will be directed to a straightforward and user-friendly dashboard featuring two main categories: “Story Time” and “Online Activities.” Upon the initial visit to the dashboard, a helpful pop-up will guide the user on navigating the application. The user can easily explore different sections using the hamburger menu for a seamless experience.
Telling a story…
Users can share their stories by going to their dashboard and selecting “Story Time.” This takes them to a range of story categories, and they can choose the one they want. Clicking on a category leads them to a form where they can enter the story title, the story itself, and include images for more context.
Online activities
Users can engage in online activities to make new connections by navigating to their dashboard and selecting “Online Activities.” This directs them to a category of games and online activities they’d like to play. Upon selecting their preferred activities, the system will initiate a search for a suitable opponent and prompt the user to choose their desired opponent, whom they can later add as a friend.
Once the opponent is selected, their profile is presented to the user, and the game begins. Upon completing the game, the user has the option to add the opponent as a buddy, fostering the opportunity to play together in various games or engage in conversation.
Conclusion
Understanding the needs of our elderly users and creating a new idea for them was challenging but rewarding. The main obstacle was ensuring that older individuals, who might not be tech-savvy, can easily use the app. To overcome this, we conducted surveys and gathered valuable feedback to shape a user friendly interface. The focus shifted towards simplicity, making sure navigation is easy and features are accessible. By prioritizing the elderly users comfort and preferences, we aim to provide an easy and enjoyable experience, increasing a sense of connection and engagement within the elderly community.
Note
Raw data from the survey will only be accessible to the permitted people upon the consent form signed by all parties.





