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1. How to Help Older Adults Navigate Through VR? Effects in Outdoor–Indoor Transition Environments.

2. Handwriting on Touch Screens through Fingers and Stylus: Investigating the Optimal Size of the Input Box for Younger and Older Adults.

3. Reducing Younger and Older Adults' Engagement with COVID-19 Misinformation: The Effects of Accuracy Nudge and Exogenous Cues.

4. Older adults' prevention and communication to beat anxiety: the diminishing utility of proactive coping actions.

5. Better safe than sorry: a study on older adults' credibility judgments and spreading of health misinformation.

6. Gender-Specific Association of Handgrip Strength with Type 2 Diabetes Mellitus in Chinese Han Older Adults.

7. Older People as Early Adopters and Their Unexpected and Innovative Use of New Technologies: Deviating from Technology Companies’ Scripts

8. Influence of intergenerational relationships on depressive symptoms in ageing Chinese adults in Hong Kong: Mediating effects of sense of loneliness.

9. Fewer Steps the Better? Instructing Older Adults' Learning and Searching in Smartphone Apps.

10. Smart Technology-Supported Independent Living for Older Adults: An Editorial.

11. Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review

12. Screen Mirroring is not as Easy as it Seems: A Closer Look at Older Adults' Cross-Device Experience Through Touch Gestures.

13. Using academic work places to involve older people in the design of digital applications: Presentation of a methodological framework to advance co-design in later life

14. Reducing younger and older adults' spatial disorientation during indoor-outdoor transitions: Effects of route alignment and visual access on wayfinding.

15. How to Help Older Adults Move the Focus on a Smart TV? Exploring the Effects of Arrow Hints and Element Size Consistency.

16. Asking ChatGPT How to Fight Visual Ageism on Websites: Pitfall or Opportunity?

17. ''It's Fake.’ ‘No, It's not.’ ‘How is It Fake?’. It Happened to Me and My Grandparents Several Times': Portuguese Generations’ Dialogues on Fake News

18. Game-Based Learning for Fostering Digital Literacy in Older Adults: An Intergenerational Approach

19. Developing an Online Learning Tool to Improve Financial Literacy in Older Adults: An Intergenerational Co-design Case Study

20. ICTs in Later Life and Post-pandemic Challenges

21. Engagement as a Goal and Process for Improving Support for Informal Caregivers: The Cremona Beside Caregiver Project

26. The Role of Information and Communication Technologies in Researching Older People During the Covid-19 Pandemic : The Case of the Italian Longitudinal Study on Older People’s Quality of Life During the Covid-19 Pandemic (ILQA-19)

28. Smartphone Overuse in the Old Age: A Qualitative Exploration on Actual Smartphone Use and Perceptions Among Italian Older Heavy Users

29. Design for Ageing in Place in Isolated Contexts: A Methods Literature Review

30. Technology Development with Older People: The Role of 'Unfettered Design'

32. Older People as Digital Newcomers: From Evidence to Intervention Proposal

34. Age and the City: The Case of Smart Mobility

35. Expectations and Sensemaking: Older People and Care Robots

36. Technologies and Images of Older Women

37. Older People and Technology Acceptance

38. Long-Term Appropriation of Smartwatches Among a Group of Older People

39. Understanding the Motivations of Online Community Users - A Comparison Between Younger and Older People

40. Mobile Technology Adoption Among Older People - An Exploratory Study in the UK

41. Skeuomorphic or flat icons for an efficient visual search by younger and older adults?

42. Older People’s Use and Learning of New Media: A Case Study on Remote Rural Villages in Finnish Lapland

43. Tests of Cognitive Training as Archetypes in Elderly People : Identifying Design Categories for Cognitive and Communicative Interaction

44. Experiencing Computer Anxiety Later in Life: The Role of Stereotype Threat

45. The Role of Technology Self-efficiency on Technology Product Acceptance and Usage: A Study on Chinese Older People

46. Designing Poker Time: Older People as Fixpartners in a Co-design Process

47. Understanding the Critical Needs of Older People: An Aging Perspective

48. Towards Characteristics of Accessibility and Usability Issues for Older People - A Brazilian Case Study

49. Why Age Is Not that Important? An Ageing Perspective on Computer Anxiety

50. Older People’s Attitude Towards Mobile Communication in Everyday Life: Digital Literacy and Domestication Processes

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