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Older people's production and appropriation of digital videos: an ethnographic study.

, , and . Behav. Inf. Technol., 36 (6): 557-574 (2017)

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About the relevance of accessibility barriers in the everyday interactions of older people with the web., and . W4A, page 104-113. ACM, (2009)Publishing accessible proceedings: the DSAI 2016 case study., , and . Univers. Access Inf. Soc., 19 (3): 557-569 (2020)On the evocative power and play value of a wearable movement-to-sound interaction accessory in the free-play of schoolchildren., , , and . J. Ambient Intell. Smart Environ., 6 (3): 313-330 (2014)Urban ageing: technology, agency and community in smarter cities for older people., , and . C&T, page 119-128. ACM, (2015)Alexa, Tell Me a Joke!: "Voice Interfaces are Truly Inclusive"., , , , , , and . CHI Extended Abstracts, page 148:1-148:3. ACM, (2022)Supporting Usability and Reusability Based on eLearning Standards., , , , , and . ICALT, IEEE Computer Society, (2004)Towards designing more accessible interactions of older people with digital TV., , , and . ACM SIGACCESS Access. Comput., (2011)Selective attention in web forms: an exploratory case study with older people., , and . Behav. Inf. Technol., 31 (2): 171-184 (2012)On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People., , , , , and . Games Cult., 11 (1-2): 53-80 (2016)Exploring the first experiences of computer programming of older people with low levels of formal education: A participant observational case study., and . Int. J. Hum. Comput. Stud., (2021)