Iterative Development of a Serious Game for Older Adults: The Usability-Informed Approach

Main Article Content

Karuna Yampray
Songphan Choemprayong
Tatri Taiphapoon

Abstract

This study presents the iterative usability evaluation of The Happy Cruise, a serious game specifically developed for older adults to support lifestyle-based market segmentation. Older adults represent a distinct user group facing usability challenges such as physical limitations, cognitive decline, and reduced digital engagement. To address these issues, the research adopted a problem–solution approach that integrated Nielsen’s Usability Heuristics, Task Analysis, and the Serious Game Design Assessment (SGDA) Framework within an iterative design cycle.  Twelve participants aged 60–75 completed expert reviews, task performance assessments, and user interviews. In the first iteration, eight participants experienced difficulties with navigation and input mechanisms. After implementing design modifications informed by heuristic evaluation and participant feedback, satisfaction improved substantially, with ten reporting positive experiences in the final iteration.


While ensuring data collection for market segmentation, findings highlight the importance of intuitive interfaces, adaptable difficulty levels, engaginggameplay, and social interaction features in developinginclusive gaming experiences for older adults. The study’s novelty lies in demonstrating the rigorous integration of Nielsen’s Heuristics, Task Analysis, and the SGDA Framework for designing serious games tailored to older adults.


 

Article Details

How to Cite
Yampray, K., Choemprayong, S., & Taiphapoon, T. (2026). Iterative Development of a Serious Game for Older Adults: The Usability-Informed Approach. Journal of Advanced Development in Engineering and Science, 15(44), 19–36. retrieved from https://ph03.tci-thaijo.org/index.php/pitjournal/article/view/4205
Section
Research Article

References

Entertainment Software Association. (2024). 2024 essential facts about the U.S. video game industry. Available from https://www.theesa.com/wp-content/uploads/2024/05/ Essential -Facts-2024-FINAL.pdf. Accessed date: 10 July 2025.

Schultheiss, D. (2012). “Entertainment for Retirement?”: Silvergamers and the Internet. Public Communication Review, 2(2). 62-71.

Hardy, S. E., et al. (2009). Missing Data: A Special Challenge in Aging Research. Journal of the American Geriatrics Society, 57(4), 722–729.

Douglas, B. D., et al. (2023). Data Quality in Online Human-Subjects Research: Comparisons Between MTurk, Prolific, CloudResearch, Qualtrics, and SONA. PLOS ONE, 18(3), e0279720

Jager, K. J., et al. (2020). Where to Look for the Most Frequent Biases? Nephrology, 25(6), 435–441.

Baron, S. (2008). An Elder's Reflection on Marketing to the Elderly. The Marketing Review, 8(4), 313–328.

Meiners, N. H., & Seeberger, B. (2010). Marketing to Senior Citizens: Challenges and Opportunities. The Journal of Social, Political, and Economic Studies, 35(3), 293–318.

Henriet, E., et al. (2020). Challenges and Opportunities of Field-Based Data Collection with a Game: Analysis of the Development and Use of a Game to Collect Data on People’s Emotional Experience in their Environment. Bulletin of Sociological Methodology/Bulletin de Méthodologie Sociologique, 149(1), 7–29.

Yanenko, O. & Schlieder, C. (2014). Game Principles for Enhancing the Quality of User-Generated Data Collections. In AGILE 2014 Workshop on Geogames (p. 1–5). 3 June, 2014, Castellón, Spain.

Gundry, D., & Deterding, S. (2018). Validity Threats in Quantitative Data Collection with Games: A Narrative Survey. Simulation & Gaming, 50(3), 302–328.

Ijsselsteijn, W., et al. (2007). Digital Game Design for Elderly Users. In Proceedings of the 2007 Conference on Future Play (p. 17–22). 14–17 November, 2007, Toronto, Canada.

Flood, S., et al. (2018). Adaptive and Interactive Climate Futures: Systematic Review of ‘Serious Games’ for Engagement and Decision-Making. Environmental Research Letters, 13(6), 063005.

Reynaldo, C., et al. (2021). Using Video Games to Improve Capabilities in Decision Making and Cognitive Skill: A Literature Review. Procedia Computer Science, 179, 211–221.

Peppers, D., & Rogers, M. (2016). Managing Customer Experience and Relationships: A Strategic Framework. New Jersey: John Wiley & Sons.

Barnett, N. L. (1969). Beyond Market Segmentation. Harvard Business Review, 47(1), 152–166.

Nielsen, J. (1994). Enhancing the Explanatory Power of Usability Heuristics. In CHI94: ACM Conference on Human Factors in Computer Systems (p. 152–158). 24–28 April, 1994, Boston, Massachusetts, USA.

Wang, J.-Y. (2016). Designing Brain Training Games and Evaluating the Usability between Young and Elderly. In 2016 3rd International Conference on Information Science and Control Engineering (ICISCE) (p. 308–312). 8–10 July, 2016, Beijing, China.

Pyae, A., et al. (2015). Investigating the Usability of Interactive Physical Activity Games for Elderly: A Pilot Study. In 2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom) (p. 185–193). 19–21 October 2015, Gyor, Hungary.

Kirwan, B., & Ainsworth, L. K. (1992). A Guide to Task Analysis: The Task Analysis Working Group. London: CRC press.

Gallagher, P. S., et al. (2013). Cognitive Task Analysis: Analyzing the Cognition of Gameplay & Game Design. In The 2013 Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) (p. 1–10). 2–6 December 2013, Orlando, Florida, USA.

Vallejo, V., et al. (2017). Evaluation of a New Serious Game-Based Multitasking Assessment Tool for Cognition and Activities of Daily Living: Comparison with a Real Cooking Task. Computers in Human Behavior, 70, 500-506.

Mitgutsch, K. & Alvarado, N. (2012). Purposeful by Design? A Serious Game Design Assessment Framework. In FDG'12: International Conference on the Foundations of Digital Games (p. 121–128). 29 May–1 June 2012, Raleigh, North Carolina, USA.

Fu, Y., et al. (2023). User Experience of a Serious Game for Physical Rehabilitation Using Wearable Motion Capture Technology. IEEE Access, 11, 108407–108417.

Zhao, D., et al. (2022). Game-Based Learning: Enhancing Student Experience, Knowledge Gain, and Usability in Higher Education Programming Courses. IEEE Transactions on Education, 65(4), 502–513.

Moosa, A. M., et al. (2020). Designing a Mobile Serious Game for Raising Awareness of Diabetic Children. IEEE Access, 8, 222876–222889.

Nakagawa, F. Y., et al. (2013). Inclusion of Teaching Slides in Games: Analysis of the Efficiency, Effectiveness and Satisfaction. IEEE Latin America Transactions, 11(6), 1372–1377.

Wang, Y., et al. (2016). Let Them Play: The Impact of Mechanics and Dynamics of a Serious Game on Student Perceptions of Learning Engagement. IEEE Transactions on Learning Technologies, 10(4), 514–525.

Shoukry, L., & Göbel, S. (2017). Reasons and Responses: A Multimodal Serious Games Evaluation Framework. IEEE Transactions on Emerging Topics in Computing, 8(1), 245–255.

Almuhanna, N., et al. (2019). UMSG: An Extended Model to Investigate the Use of Mobile Social Games. IEEE Access, 7, 80277–80286.

Criollo-C, S., et al. (2024). Usability and Workload Evaluation of a Cybersecurity Educational Game Application: A Case Study. IEEE Access, 12, 12771–12784.

Howes, S. C., et al. (2019). User-Centred Design of an Active Computer Gaming System for Strength and Balance Exercises for Older Adults. Journal of Enabling Technologies, 13(2), 101–111.

Nielsen, J. (2005). Ten Usability Heuristics. Available from https://www.nngroup.com/ articles/ten-usability-heuristics/. Accessed date: 3 July 2025.

Eisapour, M., et al. (2018). Game Design for Users with Constraint: Exergame for Older Adults with Cognitive Impairment. In Adjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology (p. 128–130). 14–17 October, 2018, Berlin, Germany.

Fua, K. C., et al. (2013). Designing Serious Games for Elders. In Proceedings of the International Conference on the Foundations of Digital Games (FDG 2013) (p. 291–297). 14–17 May, 2013, Chania, Crete, Greece.

Saari, J. & Hynninen, T. (2021). Game Development for the Elderly: Experiences from Usability Tests in the Wild. In 2021 44th International Convention on Information, Communication and Electronic Technology (MIPRO) (p. 1613–1617). 27 September–1 October, 2021, Opatija, Croatia.

McLaughlin, A. C., et al. (2013). Usability an important goal for the design of therapeutic games for older adults. In 10th International Conference, EPCE 2013, held as part of HCI International 2013 (p. 358–364). 21-26 July, 2013, Las Vegas, USA.