Usability in the real world: assessing medical information technologies in patient's homes
Journal of Biomedical Informatics - Patient safety
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Framework for Healthcare4Life: a ubiquitous patient-centric telehealth system
Proceedings of the 11th International Conference of the NZ Chapter of the ACM Special Interest Group on Human-Computer Interaction
Evaluation of a web-based telehealth system: a preliminary investigation with seniors in New Zealand
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Leveraging consumer sensing devices for telehealth
Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Leveraging Web 2.0 and consumer devices for improving elderlies' health
HIKM '11 Proceedings of the Fourth Australasian Workshop on Health Informatics and Knowledge Management - Volume 120
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The past decade has seen much progress of computer-based tools for health care management. At the same time, mobile devices have become ubiquitous and offer new and interesting means of interaction. In this project we investigate the use of mobile games for home based elderly care. We concentrate on rehabilitation exercises involving the arm's joints and muscles, employing accelerometers to measure and give feedback to players. We discuss the design and evaluation of two such games, Bowling and Penguin Toss. A pilot study suggests that the two games are an effective means for performing range of motion exercises, but that usability depends a lot on the fluency of the interaction during the game. A purely gesture based gameplay seems to be more natural and more enjoyable for the players.