Hybrid Ludo: Combination of a Tangible UI for Seniors and a
Web-based Ludo Game
Bernhard Wohlmacher
a
, Fabian Mertl
b
, Holger Klapperich
c
and Alina Huldtgren
d
Hochschule Düsseldorf, Münsterstr. 156, 40476 Düsseldorf, Germany
Keywords: Tangible User Interfaces, Games for Seniors, Intergenerational.
Abstract: During the ongoing pandemic, the need for senior-friendly remote communication systems became more than
apparent. While communication could be switched with little effort from face-2-face to online video
conferencing in many areas of life, these systems still provide barriers for a broad range of older people. In
addition, the simple provision of a digital communication tool does not inherently provide opportunities for
meaningful interactions and the creation of new memories. However, especially in times of (physical) contact
limitations, it is not sufficient to do video telephony but also to engage in remote activities that are meaningful,
playful, and lead to shared memories. We posit that a hybrid system offering tangible and web-based
interactions, while each being adapted to the living situations of particular users (e.g. seniors and their younger
relatives), can overcome the lack of meaningful engagement in existing video telephony systems. This paper
provides a new interaction concept based on hybrid user interfaces and describes the development of a proof-
of-concept prototype of a digital game of Ludo that comprises a senior-friendly tangible interface, a web-
based interface, and an integrated video conferencing function.
1 INTRODUCTION
Loneliness is a central problem of old age (Armitage
& Nellums, 2020; Brooks S K et al., 2020; Cudjoe &
Kotwal, 2020) that intensified during the last two
years of the Covid-19 pandemic. Already before the
pandemic, old citizens, who were less mobile, lived in
rural areas and/or had relatives living far away
suffered from loneliness and relied on communication
technologies, foremost the telephone, to stay in touch
with their social network. They rarely used video
telephony or social media to connect (Sacco et al.,
2020), among other reasons due to fear of making a
mistake or because they perceived technologies to be
too complicated.
However, during the pandemic, loneliness
increased exponentially due to additional limitations
of physical contact. In our country, we experienced
times of complete lockdown; visitors were not
allowed into care homes, and only people from two
households could meet at home. Whereas companies
a
https://orcid.org/0000-0001-6069-5666
b
https://orcid.org/0000-0002-6923-2526
c
https://orcid.org/0000-0002-0321-6187
d
https://orcid.org/0000-0002-0542-8626
and universities quickly transitioned to home office or
remote teaching settings, using collaboration and
communication software including video telephony
(e.g. Zoom, MS Teams), seniors coped less easily.
Many seniors are not familiar with these tools or do
not have access to computers or mobile devices (e.g.
in care homes). Especially people with mild cognitive
impairments or dementia have problems getting
accustomed to digital technologies.
Furthermore, even if older adults connect to their
relatives through communication technologies,
conversational difficulties arise due to a lack of recent
shared experiences to talk about (due to immobility or
lockdown) as well as a lack of meaningful interactions
with each other at the time of the call. Especially in
intergenerational communication, e.g. between an
older and younger relative or caregiver,
conversational hurdles may include different living
circumstances and foci as well as a lack of knowledge
about the others’ backgrounds. Some research has
suggested providing so-called ‘Tickets-to-Talk’ to
Wohlmacher, B., Mertl, F., Klapperich, H. and Huldtgren, A.
Hybrid Ludo: Combination of a Tangible UI for Seniors and a Web-based Ludo Game.
DOI: 10.5220/0011069500003188
In Proceedings of the 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2022), pages 283-290
ISBN: 978-989-758-566-1; ISSN: 2184-4984
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
283
trigger intergenerational conversations in the context
of dementia, providing young carers with an app
(Welsh et al., 2018). “Ticket to Talk” provides
inspiration in the form of generic suggestions,
personalised with information from the older person’s
profile. These prompts typically invite the young
person to find out a bit of information about the life
history of the person they are creating tickets for, and
to create media related to this. For example: “Steven
was 18 in 1940, can you find a picture of London at
that time?” (ibid, p.375). While this approach can lead
to more meaningful conversations, it does not solve
the problem of fostering significant interactions and
creating new memories. In our view, video telephony
is an important technology to connect humans, but it
is only a means to an end. We need to create a
meaningful social practice as a reason to feel
connected, satisfying the psychological need for
relatedness (Hassenzahl et al., 2012).
New concepts and systems are needed to allow for
more meaningful engagement between remote
people. For technology-savvy people, online gaming
platforms or shared TV watching tools provide
solutions to engage in a shared activity while remote.
However, these tools are often not used by seniors
who are not technology-savvy.
Thus, the central research question in our work is
“How can we provide a system for intergenerational
engagement over a distance?” Subquestions include
“How can we allow seniors with little or no digital
experience to engage with others remotely?” and
“Through which activity can we trigger engaging,
affective and meaningful interactions that provide
memorable experiences?”
The goal of the work presented in this paper is to
provide a novel approach to online communication
and interactions by employing hybrid user interfaces
in the context of traditional gameplay and a technical
proof-of-concept in the form of a running prototype.
2 RELATED WORK
2.1 Closeness at a Distance and
Wellbeing
In general, closeness at a distance is essential for
humans because it can satisfy the psychological need
for relatedness and thereby increase subjective
wellbeing. Also, Ryan and Deci’s Self Determination
Theory identifies relatedness in addition to autonomy
and competence as the primary needs motivating
human behaviour (Ryan & Deci, 2000). Hassenzahl
and colleagues (Hassenzahl et al., 2012) introduced
technology-based concepts for partners in long-
distance relationships, which enable closeness at a
distance, but also create a social practice by inscribing
the meaning of relatedness. For instance, the concept
of awareness is based on devices (e.g. a digital picture
frame), which show a moment with someone you feel
related to. Another idea is to give a gift to a related
person, which could be an individual recipe for a
shared lunch, or to keep memories alive by collecting
sounds of a shared moment. All those strategies could
be used in a close relationship, but also over a
distance. The authors argue, “besides the challenge to
point out the benefits of alternative, less explicit forms
of communication, we require more profound insights
into people’s acceptance and willingness to use such
devices.” (Hassenzahl et al., 2012, p.15).
2.2 HCI for Intergenerational
Communication
In their literature review, Reis and colleagues (2021)
identified that technology for intergenerational
connectivity is an emerging field, while interventions
are mainly game-focused. They argued for a more
multidisciplinary approach to balance the lack of
methods and consistent vocabulary. Moreover, they
state that “[t]he increasingly ubiquitous and flexible
nature of technology is enabling innovative and
exciting approaches to connect youth and older adults
in many ways” (Reis et al., 2021, p.17)
A central problem leading to conversational
difficulties across generations is the generational gap
that can form barriers and unfamiliarity with an older
person’s experiences (Powell & Arquitt, 1978). In a
study about the use of information and
communication technology (ICT) with focus-groups
of young and old people, Pieri and Diamantinir found
out that “[…] while elderly use the cell phone almost
exclusively to make calls, young people make a more
intensive use of it, since they also exchange text
messages, use it as a personal agenda, listen to music,
take pictures and so on. The relationship with the cell
phone can become almost symbiotic” (Pieri &
Diamantinir, 2010, p. 2424).
Especially for people with dementia, a condition
affecting older people more often, digital
communication technology is hard to approach due to
cognitive impairments and difficulties to learn new
things. Systems need to be designed to promote
acceptance and enable the usage in an everyday
context, not only for people with dementia but also for
people who want to communicate with them.
The concept “Ticket-To-Talk” (Welsh et al.,
2018) is an interesting example, which shows how
ICT4AWE 2022 - 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health
284
communication technology for intergenerational use
could offer an occasion to talk. It suggests
communication topics through a digital application,
based on the life story of the person with dementia.
By introducing individual bibliographic data, the
person with dementia could easier remember the
personal conversation topic, and the communication
partner does not need to search for an appropriate
subject.
2.3 Older People and (Digital) Gaming
Previous studies found that a higher frequency of
gameplay in old age was associated with a higher
cognitive function. Playing more games was also
associated with less general cognitive decline from
age 70 to 79, and particularly less decline in memory
ability. Also, playing games frequently between 70
and 76 was associated with less decline in cognitive
speed (Altschul & Deary, 2020).
In addition, playing digital games with
educational elements can lead to an improvement of
the quality of life for older people by helping them to
strengthen ties with friends and thus decreasing
loneliness. The digital online bingo game “Live Well,
Live Healthy!” uses a bingo game to ask users
questions about different aspects of well-being
(nutrition, physical activities, psychological issues
and social environment). The results of the user test
showed that playing the game could increase the
quality of life significantly (Sauvé et al, 2016).
Based on an analysis of different game designs,
Soldati et al. (2020) described how social interaction
between older people and players from another
generation could be positively triggered and thereby
increase subjective wellbeing. Just like the ‘Ticket-
To-Talk’ principle, games could create an occasion
for communication or “[…] motivate relatives to visit
older people more often, so that the elderly are not
forgotten” (Soldati et al., 2020, p.1).
The authors also refer to Ryan and Deci’s self-
determining theory in the context of playing games.
Intergenerational players can be competent and
autonomous in the game while feeling connected to
other players through the game.
2.4 Tangible UIs for Older People
Tangible user interfaces (TUI) have a high potential
to bridge the gap between the digital and the physical
world. In particular for older people or people with
dementia, it matters if digital technology could also be
experienced physically. Especially physical everyday
artefacts, which hold meaning for the older people’s
generation, help trigger a person’s memories and
mitigate barriers of acceptance (Spreicer, 2011). Bong
et al. (2018) describe in a literature review that TUIs
make digital technology more accessible because they
“[…] can be a more natural, intuitive, and easier
interaction for older people, which might also result
in less cognitive and physical efforts required of
them” (Bong et al., 2018).
In the following we outline three recent works in
the area of tangible interfaces for gaming and for
communicating over a distance.
An excellent example of gaming is the tangible
serious chess game by Eichhorn and colleagues
(2021). The tangible uses a tablet as user interface as
well as a game board. Pieces are printed with
conductive material to recognize the players
movements on the tablet. It is highly adapted to the
needs of people with dementia. The authors provide
different considerations for design aspects, like
feedback, assistance or color themes. For example, the
pieces are designed in a way that users can distinguish
the figures from each other. Additionally, the game
uses fewer pieces so that game complexity is low.
Players can choose between three scenarios: the
tutorial, training and play scenario, where as in the last
scenario, one plays with a virtual opponent. This
opponent adjusts to the cognitive skills of the user.
The authors also implemented auditory feedback
when players try to perform illegal or impossible
moves. In all three levels, a companion supports the
user through providing useful information and tasks.
Last, the interface is highly customizable with
different color themes and a 2D- or 3D-view and the
design is very detailed for older people. Nevertheless,
it lacks in initiating social interaction.
Another playful, but not game-based tangible user
interface that fosters building up social closeness is
the Story-Me system, a slot-machine-like device (Li
et al., 2019). It focuses on playful “intergenerational
story-sharing regarding life story and family memento
story, between older adults living in nursing home and
their children” (Li et al., 2019, p.245). The system
consists of a tangible device for the older adults
looking like a slot machine connected to a remote
mobile application used by their children. Children
can send photos and questions to the Story-Me system
and the older adults use the slot-machine-like
mechanic to switch between these trigger images or
questions. If they want to reply and tell stories around
them, they can record and send audio with two
hardware buttons. The positive aspects of this work
related to our research is the self-determined usage
and the provision of means to establish playful rituals
in intergenerational and social exchange.
Hybrid Ludo: Combination of a Tangible UI for Seniors and a Web-based Ludo Game
285
Another system similar to the previous examples, is
the “Grandtotem” (Butzer et al., 2020). It combines a
remote mobile app used by family members, in this
case, grandchildren studying abroad, with a tangible
object for older people. Grandtotem functions in
several ways as focal point for social rituals, including
a photo frame and a relationship media album. (Butzer
et al., 2020). The wooden rectangular device is
equipped with touch screens at two sides, an analog
photo frame on the third side and a hinge at the top to
flip up a webcam. The tangible enables the older
people to receive and send video messages in an easy
way as well as browse through a gallery or enjoy a
slide show. “The grandparent can also send a
lightweight touch’, by physically touching the base
of the totem” (Butzer et al., 2020, p. 230) to the mobile
app, which has been evaluated positively. It was found
that users on both sides happily received video
messages but were less keen on sending their own.
Recommendations include that notifications need to
be more visible and persistent. Last, the authors
emphasized that other researchers should take into
account that older users have to adapt to the
technology first, that there might be physical barriers
and that roles can change during interactions.
Summarizing, all prototypes reveal the necessity
to understand how older people can adapt their
individual ways to technology and design systems
carefully with social rituals in mind. TUIs seem to
work best if they keep focus on one or two primary
functions.
3 HYBRID GAMING OVER A
DISTANCE: CONCEPT DESIGN
We need to create a meaningful social practice as a
reason for feeling connected to satisfy the
psychological need for relatedness (Hassenzahl et al.,
2012). Shove et al. (Shove et al., 2012) define social
practice based on the three elements ‘meaning’,
‘competencies’ and ‘material’. As designers and
developers, we often design the material first. In the
case at hand, the material needs to introduce a
common topic to connect people over a distance. For
example, a topic could be the weather, introduced
through a weather station. Or a conversation about
relatives, introduced through a digital photo book,
showing the latest family event. We chose to use a
board game as a trigger for engagement. Shared
gameplay can be considered a meaningful activity
across generations. While children naturally engage in
play and start playing games more strategically
around age 5, traditional board games are still a key
social activity for older people (at home, in care
homes, or in community centres). Even people with
mild cognitive impairments or early-stage dementia
often remember the rules of games played throughout
their lives. In addition to the fun, playing known
games also provides the players with the sense of
competence and therefore self-determination.
However, when playing remotely using a web
interface this feeling of older adult’s competence can
be undermined by the difficulties of interacting with
the technology.
To address this problem, we created the concept of
hybrid gaming over a distance. Hybrid’ refers to the
combination of using a physical playfield that is
technologically enhanced on the one side and a
completely digital, web-based playfield on the other
side. Both connect players with different
competencies in using technology and different
lifestyles. While the tangible UI provides a low
threshold game experience for people who are not
technology-savvy, the web interface allows people
familiar with technology to use it wherever they want,
even while on the go. Both UIs are connected via a
network connection (e.g. a webserver). The artefacts
are also paired with video communication technology,
helping users communicate reasonably natural while
engaging with the material in a meaningful and
competence-based interaction. Thereby, it has the
potential to create a new social practice in terms of
Shove et al.’s (2012) theory.
In the following we provide a detailed technical
description of our proof-of-concept prototype.
4 CASE: HYBRID LUDO
4.1 Design Concept
We implemented a hybrid version of the traditional
board game Ludo, as it is a game that has been played
by many generations and is still popular. Thus, it can
be expected that most people know the rules, whether
young or old. We created a physical interactive board
game for older participants, including video
conferencing functionality. A screen could be pulled
out of the wooden game case. The case holds the
interactive LED-based playfield. The physical figures
and dice are in a drawer that can be opened on the side
of the case. The tangible UI allows older people to
play Ludo in the same way that one would do with the
traditional board game. The only exception is that the
player needs to confirm their move to transmit the
information via the network to the digital game UI.
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The (younger) relatives can use the web interface
anywhere they want by simply accessing it through a
computer, laptop, or smartphone. The web UI uses
animations of the game figures to show their
movements, while the tangible UI shows the online
player’s moves through LED lights. When a piece is
“thrown out”, the figure/light moves back into the
starting circles. Rolling the dice on the web UI is done
by clicking the corresponding button. The user of the
tangible UI uses a real dice. In the following, we
describe the implementation in detail.
4.2 UI Design Considerations for Older
People
When designing for older people, some guidelines
must be respected. The contrast vision and the hearing
ability decrease. The decrease of color vision most of
the time happens due to previous illness (Lord et al.,
1991, Berninger et al., 1999). Hearing loss can be as
high as 20db in the frequency spectrum most
important for speech, between 500 Hz and 4 kHz
(Hesse et al., 2014;
Meyer-Eppler, 1950). To avoid
frustration, interactions should be designed intuitively
and directly (Burchardt & Uszkoreit, 2018). We tried
to implement the guidelines by developing a tangible
user interface with natural input and using bright, high
contrast colors on the playfield as well as volume-
adjustable sound output.
4.3 Implementation of the Tangible
Ludo Game
4.3.1 General Hardware
We chose oiled oak wood for the outer case for the
prototype unit, giving it a pleasant and valuable look
and keeping it robust. To lower the weight, we milled
off the inner parts of the case. We used MDF wood
for the base plate. The inside (Figure 1) offers enough
space for arranging electronic hardware like the pull-
out display or the drawer. Facing the prototype from
the front (Figure 2), two rotary knobs can be used to
adjust the game’s brightness and the system volume.
In addition, three buttons are provided for further
interaction, such as confirming a move.
4.3.2 Electronic Components
One of the critical components the player interacts
with is the interactive playing field. It provides visual
feedback of the opponent’s position and the player’s
pieces using LEDs and recognizes their moves using
hall sensors.
A classic ludo field can be represented by an
11x11 matrix, deriving a need of 121 LEDs and
sensors. Accordingly, we designed a custom PCB
Figure 1.
1: Raspberry Pi 4B Mainboard
2: Pull-out display unit with microphone and webcam
3: ESP8266 SoC for discrete control of the matrix
4: 5W speaker
5: PAM8403 audio amplifier
6: 5V step-down converter
7: Drawer for playing pieces and dice
Figure 2: Front view showing controls.
Figure 3: Single row PCB design.
Hybrid Ludo: Combination of a Tangible UI for Seniors and a Web-based Ludo Game
287
Figure 4: LED and sensor Matrix.
Figure 5: Diffusor array.
containing 11 WS2812b RGB LEDs, 11 AH3503
linear hall sensors, and a CD74HC4067 analog
multiplexer (Figure 3). 11 PCBs are combined to a
complete game matrix (Figure 4). In addition, the use
of analog hall sensors, determining a higher
sensitivity in magnetic field strengths and polarity,
enables several playing pieces to be differentiated.
The PCBs are designed to connect the
multiplexer’s address inputs in parallel, and the LEDs
are daisy-chained. Each row’s multiplexer output is
fed into a column multiplexer, generating one analog
output for all hall sensors. At the same time, eight
address pins are required for the multiplexers. As the
AH3503 sensors can draw up to 11mA each, we
included a ULN2803 Darlington array to switch off
the sensors if not in use. Splitting the multiplexing
into rows and columns by only using 11 of the
16 inputs enables direct addressing rather than
1
https://www.felix-riesterer.de/self/maedn/
Figure 6: Game canvas of the web interface.
calculating the position of a sensor in the matrix. An
ESP8266 SoC does the processing to simplify testing
and programming. The connection is established via
USB Serial, and simple commands can be used to
control the matrix and retrieve the current positions of
the play pieces. To diffuse the LEDs, we 3D printed a
lens array that also serves as a playing field (Figure
5). Besides the matrix, we also integrated a 5-inch
touchscreen that can be pulled out of the case’s back
and flipped up to present a video call with the
opponent. The screen is attached with a standard full
HD USB webcam and microphone. A 5W speaker
powered by a PAM8403 amplifier inside the case
provides an adequate audio output.
The prototype is based on a Raspberry PI 4B with
4GB of RAM running Raspbian, winning with a small
footprint and sufficient CPU performance to host the
web interface and manage video calls. The PI handles
both communications with the electronic components,
like the LED-matrix, and hosts a web application for
logic and interfaces. We established the
communication between the Raspberry and the matrix
using the NodeJS based serial port library. A simple
set of commands helps to minimize the serial port’s
traffic. For example, one character and three integers
(function, row, column, colour) are sent to control one
LED. A changed position of a piece can be requested
from the sensor matrix, or the ESP8266 can auto-sent
new coordinates as soon as a change occurs.
4.3.3 Web Interface
An Apache web server provides the web interface and
the game logic written in JavaScript, based on the
implementation by Felix Riesterer
1
. We modified the
input routine to add interface compatibility with the
prototype and chose a web interface to ensure a non-
specific OS use on the opponent’s device. The web
interface contains an interactive ludo playing field in
wood design, showing both the online player’s and the
opponent’s positions (Figure 6).
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5 DISCUSSION
We successfully implemented a proof-of-concept
prototype for the described concept of ‘hybrid gaming
over a distance’, thereby showing the technological
feasibility of the introduced concept. The concept is
based on our own experiences in designing solutions
for technologically mediated socio-emotional
communication of older adults and intergenerational
and insights from the literature on creating closeness
over a distance. The reason to choose a hybrid form
of a tangible interface and a digital application is the
multigenerational context. The combination lowers
barriers for both target groups and potentially raises
their acceptance. Each user might easily integrate this
new social gaming practice over a distance in his or
her individual’s everyday routine.
The main limitation of the work presented is lack
of involvement of the target audience throughout the
project. At the beginning a participatory approach was
envisioning with regular involvement of seniors
recruited by a social senior care worker of the Caritas.
However, due to the covid-19 pandemic, restrictions
in meeting people placed a barrier to interact with the
target group (i.e. people who are not used to digital
devices or online video calling) and also to meet
physically within the project team. Therefore, the
development was done over a distance, and it was not
possible to iteratively evaluate the concept in the wild
with possible users. The social care worker was
involved throughout the project giving valuable
insights and feedback. We were finally able to test the
prototype at the university with him representing the
needs of the older adults and a younger employee who
was not involved during the design and development.
While an in-situ evaluation is still essential to
validate the concept and to improve the design, this
first prototype test of the care worker already led to
research questions, which will be answered in the
ongoing course of the project. For instance, ‘how
important are the audio and video communication
during the gameplay for both sides?’ Especially since
the prototype leaves some room for cheating on the
game (e.g., when the older user does not move
according to the pips on the dice), the video may
support the other users to reveal the cheat. This can
lead to emotional but also joyful interactions. We also
hypothesize that just the gameplay does not have the
power to create relatedness over a distance, but it
could be reached in combination with at least audio
and ideally video transmission. However, other hybrid
activities over a distance, e.g., music-making, could
satisfy the need for relatedness without conversation.
More research needs to investigate the social practices
around hybrid interactions and the resulting technical
ecology. As soon as the pandemic situation allows, we
will conduct user testing with the target group.
6 CONCLUSIONS
To sum up, we introduced the concept of hybrid
gaming over a distance to mitigate the lack of
meaningful, intergenerational communication in
online video communication. We implemented a
hybrid ludo game, which consists of a tangible board
game for seniors connected to a digital application for
younger people who would like to play and
communicate with the older person. In addition, we
proved the technical feasibility of the concept. Future
work will focus on iterative testing and improvements
towards a stable system.
ACKNOWLEDGEMENTS
We thank the Caritas Düsseldorf e.V. for support as
well as our students for the development of the game
In addition, we thank Felix Riesterer for providing the
underlying game logic open source.
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