As I realized that the problem might lie in the mental models of older people, I wanted to research this topic more deeply to understand what’s really behind it.
The mental models of technology held by elderly individuals differ significantly from those used by younger generations and software designers, largely due to their unique past experiences, cognitive capabilities and learning processes. [1]
Conceptual Models of Interaction and Interfaces
Older adults’ conceptual models of user interfaces and human-computer interaction, are generally influenced by their accumulated knowledge, skills and past experiences. This results in models that often diverge from modern application design:
- Linear, Text-Based Prototypes (Storytelling Approach): Participants, particularly in the beginners group but also evident in the advanced group, demonstrated a tendency to produce linear, text-based prototypes resembling the transcription of a storytelling session rather than screen-based, UI-oriented solutions. [1]
- Difficulty Separating Frontend from Backend: Seniors struggled with the abstract concept of application design by finding it difficult to separate the frontend from the backend (technical implementation) and the possibility of designing them separately.[1]
- Focus on Detailed Wording and Politeness: When discussing UI elements, seniors often paid immense attention to the wording used in the interface and thoroughly debated it.[1]
Conceptualizing System Functionality
When interacting with or designing technology, the elderly’s mental models reveal specific patterns regarding scope and detail:
- Over-Generalization and Scope Limitation Issues: Both groups found it challenging to prioritize usage scenarios and limit the scope of their solutions to address only the most important use cases.[1]
- Focus on External Familiarity: Novice technology users, when designing an ATM interface, first attempted to recreate the interface based on the limited knowledge they had about real ATMs (e.g., from observing younger people use them) and only later tried to design their own solutions.[1]
- bsence of Error Handling in Models: While focusing heavily on wording and usability issues they deemed relevant (like card insertion direction), seniors generally did not consciously look for corner cases or pay much attention to error handling (e.g., providing a way for the user to undo an action) in their prototypes.[1]
Understanding Abstract Concepts and Tools
- Struggles with Abstract Design Concepts: When learning UI design, seniors often struggled with abstract concepts.[1] (What are abstract concepts?)
- Confusing Similar UI Elements: Older adults may not grasp different contexts and thus confuse similar UI elements (e.g., the search and address fields in a web browser). [1]
- Viewing Prototyping Tools as Graphic Editors: Even after instruction, at least one senior viewed the prototyping tool (Adobe XD) as a graphics editor rather than a prototyping tool that connects interactive screens.[1]
Sources
[1] D. Orzeszek et al., ‘Beyond Participatory Design: Towards a Model for Teaching Seniors Application Design’, arXiv [cs.CY]. 2017.
[2] L. Kane, “Usability for Seniors: Challenges and Changes,” Nielsen Norman Group, Sep. 08, 2019. https://www.nngroup.com/articles/usability-for-senior-citizens/
[3] G. A. Wildenbos, L. Peute, and M. Jaspers, ‘Aging barriers influencing mobile health usability for older adults: A literature based framework (MOLD-US)’, International Journal of Medical Informatics, vol. 114, pp. 66–75, 2018.
[4] J. Nielsen, “Usability for Senior Citizens: Improved, But Still Lacking,” Nielsen Norman Group, May 28, 2013. https://www.nngroup.com/articles/usability-seniors-improvements/
[5] Thefinchdesignagency, “Building User Trust in UX Design: Proven Strategies for Better Engagement,” Medium, Feb. 05, 2025. https://medium.com/@thefinchdesignagency/building-user-trust-in-ux-design-proven-strategies-for-better-engagement-c975aa381516

