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Learning to Drag: The Effects of Social Interactions in Touch Gestures Learnability for Older Adults.

, , and . ISS, page 205-215. ACM, (2019)

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The Effect of Dyadic Interactions on Learning Rotate Gesture for Technology-Naïve Older Adults., , and . ITAP, page 99-108. ACM, (2016)A card-sorting probe of e-banking trust perceptions., , and . BCS HCI (1), page 45-53. BCS, (2007)An analysis of social interaction between novice older adults when learning gesture-based skills through simple digital games., , , , , , , , and . Univers. Access Inf. Soc., 21 (3): 639-655 (2022)Evaluating cause and effect in user experience.. Digit. Creativity, 20 (3): 197-204 (2009)Learning to Drag: The Effects of Social Interactions in Touch Gestures Learnability for Older Adults., , and . ISS, page 205-215. ACM, (2019)Towards inclusive digital television., , and . Universal Access in the Information Society, 12 (1): 1-3 (2013)A Model of User Processing and Knowledge Deployment During Display-Based Learning.. DSV-IS (2), 2, page 17-33. Eurographics Association, (1998)Innovation for an Inclusive Future., , , and . INTERACT (2), volume 5727 of Lecture Notes in Computer Science, page 967-968. Springer, (2009)Towards the Maturation of IT Usability Evaluation (MAUSE)., , , , , , , and . INTERACT, volume 3585 of Lecture Notes in Computer Science, page 1134-1137. Springer, (2005)Fit for Purpose Evaluation: The Case of a Public Information Kiosk for the Socially Disadvantaged., , and . BCS HCI, page 149-165. Springer, (2005)