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ALEX©: a mobile adult literacy experiential learning application.

, , , and . Int. J. Mob. Learn. Organisation, 4 (2): 172-191 (2010)

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Age-related differences in the initial usability of mobile device icons., , and . Behav. Inf. Technol., 30 (5): 629-642 (2011)ALEX©: a mobile adult literacy experiential learning application., , , and . Int. J. Mob. Learn. Organisation, 4 (2): 172-191 (2010)ALEX: mobile language assistant for low-literacy adults., , , , , , and . Mobile HCI, page 427-430. ACM, (2010)Improving the learnability of mobile device applications for older adults.. CHI Extended Abstracts, page 3125-3128. ACM, (2009)Supporting Older Adults in the Use of Smart Devices for Personal Health Management., , , , and . ASSETS, page 615-617. ACM, (2019)Hidden in plain sight: low-literacy adults in a developed country overcoming social and educational challenges through mobile learning support tools., , , , , , and . Pers. Ubiquitous Comput., 18 (6): 1455-1469 (2014)How Older Adults Learn to Use Mobile Devices: Survey and Field Investigations., , , , , and . ACM Trans. Access. Comput., 4 (3): 11:1-11:33 (2012)Involving domain experts in assistive technology research., , , and . Universal Access in the Information Society, 7 (3): 145-154 (2008)GPLOM: The Generalized Plot Matrix for Visualizing Multidimensional Multivariate Data., , and . IEEE Trans. Vis. Comput. Graph., 19 (12): 2606-2614 (2013)Cooperative Games and Their Effect on Group Collaboration., , , and . DESRIST, volume 7939 of Lecture Notes in Computer Science, page 502-510. Springer, (2013)