Cristian Moral

Dr. Cristian Moral

Universidad Politécnica de Madrid
+1
orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
21 September 2023 in JMIR mHealth and uHealth
Verified
Journal Article
Open access
MGMiguel Gomez-Hernandez
Miguel Gomez-Hernandez
XFXavier Ferre
Xavier Ferre
CMCristian Moral
Cristian Moral
Elena Villalba MoraElena Villalba Mora
Elena Villalba Mora
Background: Mobile apps are fundamental tools in today’s society for practical and social endeavors. However, these technologies are often not usable for older users. Given the increased use of mobile apps by this group of users and the impact that certain services may have on their quality of life, such as mobile health, personal finance, or online administrative procedures, a clear set of guidelines for mobile app designers is needed. Existing recommendations for older adults focus on investigations with certain groups of older adults or have not been extracted from experimental results. Objective: In this research work, we systematically reviewed the scientific literature that provided recommendations for the design of mobile apps based on usability testing with older adults and organized such recommendations into a meaningful set of design guidelines. Methods: We conducted a systematic literature review of journal and conference articles from 2010 to 2021. We included articles that carried out usability tests with populations aged >60 years and presented transferable guidelines on mobile software design, resulting in a final set of 40 articles. We then carried out a thematic analysis with 3 rounds of analysis to provide meaning to an otherwise diverse set of recommendations. At this stage, we discarded recommendations that were made by just 1 article, were based on a specific mobile app and were therefore nontransferrable, were based on other authors’ literature (as opposed to recommendations based on the results of usability tests), or were not sufficiently argued. With the remaining recommendations, we identified commonalities, wrote a faithful statement for each guideline, used a common language for the entire set, and organized the guidelines into categories, thereby giving shape to an otherwise diverse set of recommendations. Results: Among the 27 resulting guidelines, the rules Simplify and Increase the size and distance between interactive controls were transversal and of the greatest significance. The rest of the guidelines were divided into 5 categories (Help & Training, Navigation, Visual Design, Cognitive Load, and Interaction) and consequent subcategories in Visual Design (Layout, Icons, and Appearance) and Interaction (Input and Output). The recommendations were structured, explained in detail, and illustrated with applied examples extracted from the selected studies, where appropriate. We discussed the design implications of applying these guidelines, contextualized with relevant studies. We also discussed the limitations of the approach followed, stressing the need for further experimentation to gain a better understanding of how older adults use mobile apps and how to better design such apps with these users in mind. Conclusions: The compiled guidelines support the design of mobile apps that cater to the needs of older adults because they are based on the results of actual usability tests with users aged >60 years.

8 April 2024 in IEEE Transactions on Learning Technologies
Verified
Journal Article
Open access
JBJose Barambones
Jose Barambones
CMCristian Moral
Cristian Moral
AJAngélica Jiménez
Angélica Jiménez
RIRicardo Imbert
Ricardo Imbert
LMLoïc Martínez-Normand
Loïc Martínez-Normand
Elena Villalba MoraElena Villalba Mora
Elena Villalba Mora
Before interacting with real users, developers must be proficient in human–computer interaction (HCI) so as not to exhaust user patience and availability. For that, substantial training and practice are required, but it is costly to create a variety of high-quality HCI training materials. In this context, chat generative pretrained transformer (ChatGPT) and other chatbots based on large language models (LLMs) offer an opportunity to generate training materials of acceptable quality without foregoing specific human characteristics present in real-world scenarios. Personas is a user-centered design method that encompasses fictitious but believable user archetypes to help designers understand and empathize with their target audience during product design. We conducted an exploratory study on the Personas technique, addressing the validity and believability of interviews designed by HCI trainers and answered by ChatGPT-simulated users, which can be used as training material for persona creation. Specifically, we employed ChatGPT to respond to interviews designed by user experience (UX) experts. Two groups, HCI professors and professionals, then evaluated the validity of the generated materials considering quality, usefulness, UX, and ethics. The results show that both groups rated the interviews as believable and helpful for Personas training. However, some concerns about response repetition and low response variability suggested the need for further research on improved prompt design in order to generate more diverse and well-developed responses. The findings of this study provide insight into how HCI trainers can use ChatGPT to help their students master persona creation skills before working with real users in real-world scenarios for the first time.

14 October 2020 in Sensors
Verified
Journal Article
Open access
PDF file
ACAntonio Cobo
Antonio Cobo
Elena Villalba MoraElena Villalba Mora
Elena Villalba Mora
RRRodrigo Pérez Rodríguez
Rodrigo Pérez Rodríguez
XFXavier Ferre
Xavier Ferre
Walter Escalante Puente De La VegaWalter Escalante Puente De La Vega
Walter Escalante Puente De La Vega
LMLeocadio Rodríguez Mañas
Leocadio Rodríguez Mañas
The present paper describes a system for older people to self-administer the 30-s chair stand test (CST) at home without supervision. The system comprises a low-cost sensor to count sit-to-stand (SiSt) transitions, and an Android application to guide older people through the procedure. Two observational studies were conducted to test (i) the sensor in a supervised environment (n = 7; m = 83.29 years old, sd = 4.19; 5 female), and (ii) the complete system in an unsupervised one (n = 7; age 64–74 years old; 3 female). The participants in the supervised test were asked to perform a 30-s CST with the sensor, while a member of the research team manually counted valid transitions. Automatic and manual counts were perfectly correlated (Pearson’s r = 1, p = 0.00). Even though the sample was small, none of the signals around the critical score were affected by harmful noise; p (harmless noise) = 1, 95% CI = (0.98, 1). The participants in the unsupervised test used the system in their homes for a month. None of them dropped out, and they reported it to be easy to use, comfortable, and easy to understand. Thus, the system is suitable to be used by older adults in their homes without professional supervision.

1 January 2023 in Digital Health
Verified
Journal Article
Open access
CMCristian Moral
Cristian Moral
RPRodrigo Pérez-Rodríguez
Rodrigo Pérez-Rodríguez
Elena Villalba MoraElena Villalba Mora
Elena Villalba Mora
JBJaime Barrio-Cortes
Jaime Barrio-Cortes
XFXavier Ferre
Xavier Ferre
LRLeocadio Rodríguez-Mañas
Leocadio Rodríguez-Mañas
Objective: We aimed to co-create and evaluate an integrated system to follow-up frailty in a community dwelling environment and provide a multi-modal tailored intervention. Frailty and dependency among the older population are a major challenge to the sustainability of healthcare systems. Special attention must be paid to the needs and particularities of frail older persons as a vulnerable group. Methods: To ensure the solution fits all the stakeholders’ needs, we performed several participatory design activities with them, such as pluralistic usability walkthroughs, design workshops, usability tests and a pre-pilot. The participants in the activities were older people; their informal carers; and specialized and community care professionals. In total, 48 stakeholders participated. Results: We created and evaluated an integrated system consisting of four mobile applications and a cloud server, which has been evaluated through a 6-months clinical trial, where secondary endpoints were both usability and user experience evaluation. In total, 10 older adults and 12 healthcare professionals participated in the intervention group using the technological system. Both patients and professionals have positively evaluated their applications. Conclusion: Both older adults and healthcare professionals have considered the resulted system easy to use and learn, consistent and secure. In general terms, they also would like to keep using it in the future.

27 September 2021 in Sensors
Verified
Journal Article
Open access
PDF file
RRRodrigo Pérez Rodríguez
Rodrigo Pérez Rodríguez
Elena Villalba MoraElena Villalba Mora
Elena Villalba Mora
MVMyriam Valdés-Aragonés
Myriam Valdés-Aragonés
XFXavier Ferre
Xavier Ferre
CMCristian Moral
Cristian Moral
LMLeocadio Rodríguez Mañas
Leocadio Rodríguez Mañas
Frailty predisposes older persons to adverse events, and information and communication technologies can play a crucial role to prevent them. CAPACITY provides a means to remotely monitor variables with high predictive power for adverse events, enabling preventative personalized early interventions. This study aims at evaluating the usability, user experience, and acceptance of a novel mobile system to prevent disability. Usability was assessed using the system usability scale (SUS); user experience using the user experience questionnaire (UEQ); and acceptance with the technology acceptance model (TAM) and a customized quantitative questionnaire. Data were collected at baseline (recruitment), and after three and six months of use. Forty-six participants used CAPACITY for six months; nine dropped out, leaving a final sample of 37 subjects. SUS reached a maximum averaged value of 83.68 after six months of use; no statistically significant values have been found to demonstrate that usability improves with use, probably because of a ceiling effect. UEQ, obtained averages scores higher or very close to 2 in all categories. TAM reached a maximum of 51.54 points, showing an improvement trend. Results indicate the success of the participatory methodology, and support user centered design as a key methodology to design technologies for frail older persons. Involving potential end users and giving them voice during the design stage maximizes usability and acceptance.

18 September 2018 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
Diego RiofríoDiego Riofrío
Diego Riofrío
JRJ. Ramírez
J. Ramírez
CMCristian Moral
Cristian Moral
AJAngélica Jiménez
Angélica Jiménez
MBMarta Berrocal-Lobo
Marta Berrocal-Lobo