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. 2025 Aug 14;37(1):248. doi: 10.1007/s40520-025-03157-7

Optimizing mobile app design for older adults: systematic review of age-friendly design

Elahe Amouzadeh 1, Iman Dianat 2, Javad Faradmal 3,4, Mohammad Babamiri 1,
PMCID: PMC12350549  PMID: 40804492

Abstract

Background

With the rapid growth of mobile technology, ensuring accessibility and usability for older adults has become a critical concern. This systematic review evaluates existing age-friendly mobile app design research, identifying key usability barriers and effective strategies for improving accessibility.

Methods

This study reviews English-language research (Published between Jun. 2014 and Mar. 2025) on mobile applications for adults aged 60 + , focusing on user-centered design, usability testing, and age-friendly adaptations. It compares different levels of accessibility features and evaluates their impact on usability, satisfaction, and engagement across various settings. Studies were retrieved from four online databases (PubMed, Scopus, Web of Science, and IEEE Xplore).

Results

This systematic review initially reviewed 1,556 records. From these, 132 articles met the inclusion criteria. The findings highlight several essential design elements, including simplified navigation, enlarged text and touch targets, voice interaction, and error-tolerant interfaces. Participatory design methods enhanced usability and satisfaction, demonstrating the importance of co-designing applications with older users. However, challenges like cognitive overload, lack of digital literacy, and accessibility barriers persist.

Conclusion

The review emphasizes the need for future research on Artificial Intelligence-driven personalization, long-term usability studies, and culturally inclusive mobile applications. By integrating age-friendly design principles, developers can enhance digital inclusion, promote independence, and improve the overall well-being of older adults in an increasingly digital world.

Supplementary Information

The online version contains supplementary material available at 10.1007/s40520-025-03157-7.

Keywords: HCI, Age-friendly design, Usability, Elderly, Mobile applications

Introduction

With the rapid development of mobile technology and its integration into daily life, mobile applications have become essential tools for communication, information access, and health management [14]. Given the prominent role of smartphones in everyday life, they must be designed to meet the diverse needs of users, especially groups with different abilities [1, 4]. However, older adults often face challenges in using mobile apps due to age-related declines in vision, motor skills, and cognitive function [1, 5]. With the aging population expected to double to over 2 billion by 2050 [6], designing mobile technology that accommodates this demographic is becoming increasingly important. designing mobile technology that accommodates this demographic is becoming increasingly important. While mobile apps offer older adults numerous benefits, such as health monitoring, social engagement, and convenient access to services, literature shows that they are often excluded from the design process[36]. This results in poor usability and low adoption rates [36]. Studies indicate that many mobile interfaces do not consider common age-related problems such as sensory limitations, reduced contrast sensitivity, or hearing impairments [3, 5]. Additionally, complex navigation systems and small touch targets can lead to frustration and abandonment of technology [5].

Experts in human–computer interaction, gerontology, and user experience design have proposed age-friendly design principles to address these barriers. Key recommendations include simplified navigation, larger fonts, voice-activated features, and error-tolerant interfaces [5]. However, there is no universally accepted framework for designing mobile apps optimized for older users. In this context, Mazuz and Biswas) emphasized the importance of co-designing apps with older users to understand their needs and preferences better, demonstrating how participatory design can help bridge usability gaps [7].

Given the lack of a standardized framework, it is essential to systematically examine the existing research to identify the most effective strategies for improving mobile app usability for older adults. Systematic reviews are crucial in consolidating findings from diverse studies and establishing clear, actionable guidelines for designers, developers, and policymakers. These guidelines can promote digital inclusion and enhance older adults' quality of life by fostering greater independence and participation in the digital world.

This systematic review aims to assess the current research on mobile app design for older adults, identify key challenges, and summarize effective strategies for improving usability and accessibility. Drawing from the latest literature, the findings will provide valuable insights for advancing the development of age-friendly mobile apps, ultimately promoting greater digital inclusion and improving well-being among older populations.

Methods

Study Design

This systematic review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines to answer the following question: “How can user experience for older adults in mobile applications be improved by integrating age-friendly features?”.

Search Strategy

A comprehensive search was conducted using the following electronic databases: PubMed, Scopus, Web of Science, and IEEE Xplore. Additional searches were performed in conference proceedings and relevant grey literature sources to reduce publication bias. Searches were limited to English-language articles published between 2014 and 2025. The search terms and Boolean operators used included:

Search Terms:

The search terms and Boolean operators used included:

  • Search Terms:
    • o
      ("Design, User-Centered" OR "Designs, User-Centered" OR "User Centered Design" OR "User-Centered Designs" OR "Usability Testing" OR "Testing, Usability")
    • o
      AND ("elderly" OR "older adult" OR "aged" OR "aging")
    • o
      AND ("Application" OR "App" OR "Apps" OR "Mobile App" OR "Smartphone App").

To identify additional relevant publications, we manually screened the reference lists of selected studies. The complete search strategy is available in Supplementary Materials.

Eligibility Criteria

The study's eligibility criteria were established in advance using the PICO (population, intervention, comparisons, outcomes) framework, and the content validity was reviewed and confirmed by the research team members (EA, MB, JF):

Population: Studies investigating mobile applications targeting older adults aged 60 years and above.

Intervention: Studies focusing on user-centered design, usability testing, or age-friendly technological adaptations.

Comparison: Mobile applications with varying age-friendly features or those without age-friendly features.

Outcomes: Improved user experience metrics such as accessibility, ease of use, satisfaction, engagement, and overall usability.

Time/language: English-language articles published between January 2014 and January 2025.

Setting: There were no limitations based on the type of settings.

Studies that focused on technologies or applications unrelated to mobile apps, research that included general populations without specific segmentation for older adults, non-peer-reviewed studies, editorials, and opinion pieces were excluded.

Study Selection

Titles and abstracts of identified records were screened for relevance using Rayyan. Articles not meeting inclusion criteria were excluded. Full texts of potentially relevant studies were retrieved and assessed for eligibility based on predefined criteria by two independent reviewers (EA and MB). Any disagreements between reviewers were resolved through discussion, and, if necessary, a third reviewer (ID) was consulted. Studies that met all inclusion criteria after full-text review were included in the final analysis.

Quality assessment

The methodological quality of included studies was assessed using the Mixed Methods Appraisal Tool (MMAT, version 2018). The results of the quality assessment are provided in Supplementary Table 1. Studies with high risk of bias (21.2%, scoring 1/5 or 2/5) were noted but included in the narrative synthesis.

Data Extraction

  • Data extraction was carried out using a data extraction form, which included: study characteristics: author(s), publication year, country, study design, sample size, age range, and gender distribution.

  • Technology and design features: name of the mobile app, Artificial Intelligence (AI)/Technology used, UX evaluation tools, technology experience of participants, key age-friendly features.

  • User experience and outcomes: accessibility, usability metrics, engagement, satisfaction, and perceived barriers.

  • Challenges and future directions: barriers faced by older adults, the impact of design features, and recommendations for future studies.

Data Synthesis

The findings were synthesized qualitatively to identify recurring themes, common approaches, and potential gaps in integrating age-friendly features in mobile applications for older adults. Quantitative synthesis (e.g., meta-analysis) was not performed due to anticipated study design and outcome heterogeneity.

Results

The systematic review identified 1556 articles through the initial database search. After deduplications were removed, title and abstract screening, 154 included full-text reviews. Ultimately, 132 studies met the inclusion criteria and were included in the analysis (see PRISMA flow diagram in Appendix 1).

Quality assessment

The methodological quality of the 132 included studies was assessed using the Mixed Methods Appraisal Tool (MMAT). MMAT scores ranged from 1/5 to 5/5, with 51 studies (38.6%) achieving a perfect score of 5/5 due to the robustness of their study designs and the strong integration of qualitative and quantitative data. Mixed-methods studies (39.4% of total) generally exhibited higher quality, reflecting effective integration of data collection and analysis methods. Descriptive studies with unspecified sampling strategies (20.5%) scored lower, often receiving 1/5 or 2/5 due to a lack of details on sampling and representativeness. Common weaknesses included unreported response rates in descriptive studies and a lack of reporting on the influence of researchers in qualitative studies. The variability in methodological quality should be taken into account when interpreting the findings of this review.

Characteristics of included studies

4.4% of the studies were conducted in China. The included studies comprised experimental studies (18.2%), mixed-methods research (39.4%), usability testing (27.3%), and intervention studies (15.1%). Sample sizes varied across studies, ranging from N = 10 to N = 200, with participants aged 60 to 99 years. The gender distribution was balanced in some studies, while others had a higher representation of either male or female participants. A summary of the included studies is presented in Table 1.

Table 1.

Summary of Included Studies on Age-Friendly Mobile App Design

S. no. Authors Sample size and age rang Gender distribution Study type Prototype name AI/technology used UX evaluation tools Technology experience Intervention (age-friendly features) | Age-friendly design features Main challenges for older users | Impact of design features Suggestions for future research country
1. Al-khomsan, et al. [96]

N = 30

60-75 ys

50% male, 50% female experimental Not specified Not specified Morae evaluation software Not specified Not specified Not specified Not specified Improved satisfaction, reduced errors, faster task completion, higher ease of use scores Not specified Saudi Arabia
2. Ahmed, A., et al. [20]

N = 100

55–75 + ys

64% male, 37% female Mixed-method Not specified iOS (iPhone 3GS, 4S) and Android (Samsung Galaxy 2, Note 2) Novice, intermediate, and experienced older adults Usability testing, surveys, and post-test questionnaires Proposed design with pictorial gestures to reduce cognitive load Gesture-based interfaces tailored to older users; focus on icon-based navigation Issues with small screen size, text readability, functional complexity, and error tolerance Enhanced usability; reduced cognitive stress; increased user satisfaction and efficiency Not specified Pakistan
3. Al-Shaher, and Abdul-wahed (2020) [97] Not specified Not specified Design and implementation research Not specified Android development using Java programming, SQLite, and Eclipse IDE Usability testing Not specified Medication adherence tracking, heart rate monitoring, online doctor appointment booking User-centered design, Material Design, easy navigation, health monitoring, and appointment scheduling Difficulty with medication adherence, health data tracking, and navigating small mobile interfaces Improved usability for health management, better patient-doctor interaction, time-saving features for appointment booking Iraq
4. Ali, Z., et al. (2024) [22]

N = 45 primary care providers

Age range = Not specified

Mixed-methods (qualitative and quantitative) CareMOBI mHealth app (CareMOBI) for dementia care, no specific AI mentioned Interviews, surveys, usability testing Dementia-focused features like reminders, communication aids, and tracking tools Simple navigation, user-friendly interface, health monitoring for dementia Cognitive decline, app usability, health data accessibility Increased usability among providers, better dementia care coordination Further exploration of mobile health interventions, user-centered design, and testing with broader healthcare providers. Singapore
5. Aljedaani, and Alnanih (2023) [98]

N = 20

Age range = Not specified

Not specified, but participants were older adults (including those with Alzheimer's) Usability testing, experimental Spaced Retrieval Therapy Mobile Application (SRT App) Mobile application for spaced retrieval therapy (SRT) Usability testing, post-task questionnaires Participants included both healthy elderly adults and those with Alzheimer's, all with varying levels of familiarity with mobile applications wo interfaces were tested: a default interface for elderly people and an adapted interface for those with cognitive impairments Simplified interface for general elderly users and an adapted interface for Alzheimer’s patients, focusing on ease of navigation and cognitive support Difficulty in completing tasks, especially for Alzheimer’s patients, and complexity in using the mobile app Alzheimer’s patients performed better and faster with the adapted interface, while healthy elderly participants preferred the default interface Further optimization of mobile interfaces for elderly users, especially those with cognitive impairments, and additional usability testing across different stages of Alzheimer's disease​ Saudi Arabia,
6. Alkhomsan, M. N., et al. (2023) [1]

N = 20

Age range = Not specified

Not specified Usability evaluation, qualitative interviews, heuristic evaluation, cognitive walkthrough m-government application with two interfaces (default and adapted Not specified; m-government mobile application designed with cultural and cognitive considerations Usability testing, cognitive walkthrough, heuristics evaluation, interviews with elderly users Elderly users with varying levels of technology experience, including cognitive impairments Two interfaces designed for elderly users, one standard and one adapted for cognitive impairments Simplified navigation, cognitive load reduction, culturally sensitive design for Saudi elderly users Cognitive impairments, physical limitations, unfamiliarity with technology, challenges in using m-government applications Adapted interface better suited for Alzheimer's patients, simpler default interface preferred by healthy elderly users further research on the usability of mobile applications for elderly users, considering cognitive and cultural factors, and testing across different government services Saudi Arabia
7. Alsaqer, M. and S. Chatterjee (2017) [23] Not specified Not specified Usability testing, persuasive mobile intervention development AdBo (Adherence Booster)Exercise app Mobile app, health tracking, memory games, reminders Usability testing, feedback from elderly users, memory testing, performance tracking Varies among elderly participants; designed to address cognitive decline and limited technological familiarity Push notifications, video instructions, memory games, daily performance reports Simple interface, motivational videos, easy-to-understand instructions, progress tracking, memory improvement games Cognitive decline, difficulty adhering to exercises, physical limitations, memory loss ncreased adherence to physical exercises, improved cognitive tracking, motivation through peer stories and feedback Further development and evaluation with real-user feedback, assessing the long-term impact on adherence and cognitive improvemen USA
8. Alvarez, et al. (2017) [24] Not specified Mostly female caregivers, as is typical in caregiving populations (from studies in similar contexts) ntervention study, usability testing, and mobile app evaluation apps such as STAV (Support to Family Caregivers) and others like Caring Village, Lotsa Helping Hands Mobile applications designed for caregiver coordination, stress management, and physical health monitoring User feedback, usability testing, interviews, data analysis of caregiver app usage Caregivers of elderly patients, varying levels of experience with technology Features like reminders, caregiver coordination, stress management tools (e.g., breathing exercises), and easy communication channels Simple user interface, easy navigation, stress management tools, and progress tracking Cognitive decline, physical strain, lack of technological literacy, and difficulty in coordinating caregiving tasks Improved caregiving coordination, reduction in caregiver stress, better health management, and improved communication among caregivers Further evaluation of specific needs of elderly caregivers, the role of community support through apps, and long-term impact of mobile interventions uk
9. Anastasiadou and Lanitis (2022) [25] Not specified Not specified Mixed-methods VR Application Not specified Usability Testing, Surveys Social interaction, virtual community engagement Not specified Social isolation, user experience complexity Reduced social isolation, increased engagement Exploration of virtual reality interventions for elder well-being USA
10. Ariza-Vega, et al. (2024) [26] Not specified Mixed Qualitative mHealth intervention Not specified Interviews, Focus groups Moderate Physical therapy, social support User-centered design, caregiver collaboration Complexity, usability Enhanced rehabilitation, emotional support Scalability, longitudinal studies UK
11. Arruda, et al. (2018) [99]

N = Not specified

Age range = 65

Mixed Framework Mobile device framework Not specified Usability Testing, Surveys Varies Simplified UI, training modules Accessibility, ease of use Increased device adoption, user satisfaction Expansion to other technologies, usability refinement Further research on cross-cultural usability aspects and testing across diverse aging populations Brazil
12. Azam, W. A. I. W. A., et al. (2021) [83]

N = Not specified

Age range = 70

Mixed User preference study eText interface Not specified Focus groups, Surveys High Adjustable text settings, voice options Enhanced readability, high contrast Improved reading experience, independence Assistive technology integration, accessibility Further research on AI-assisted interfaces and personalization for elderly users Malaysia
13. Bhattacharyya, O., et al. (2019) [82]

N = Not specified

Age range = 60

Mixed Human-centered design Digital health advisor Personalized recommendations, analytics Persona development, Testing Varied Care management, real-time health monitoring Customizable interfaces, intuitive navigation Enhanced patient engagement, holistic care Enhanced usability, improved adherence to health programs, increased digital engagement Further exploration of AI-driven personalization and long-term user engagement strategies Canada
14. Bhayana, R., et al. (2020) [100]

N = Not specified

Age range = 72

Mixed Application Sahayak application Not specified Surveys, Observations Moderate Community engagement, physical activity tracking Social connectivity, health monitoring Increased social interactions, improved health outcomes Expanding social features, integrating AI Colombia
15. Boccardi, A., et al. (2022) [101] 10 participants; aged 60-83 years Mixed Mixed Methods Wheelchair Maintenance App Not specified Surveys, Observations Moderate Simplified navigation, assistive features Accessibility, ease of use Enhanced maintenance, user satisfaction Improved usability and acceptance among older users Further usability testing post-revision, larger sample size studies USA
16. Calderón-Gómez, et al. [102] 32 PD patients (5, 5074) + 25 healthy controls 18 M, 14F (PD); 13 M, 12F (Control) Cross-sectional observational study Telemonitoring System Machine Learning Predictive modeling, alerts High Real-time monitoring, predictive analytics Data privacy, system reliability Early detection of diseases, improved outcomes Expansion to more diseases, patient-centric feedback Longitudinal studies on auditory deficits in PD spain
17. Calyam, et al. (2017) [78]

N = Not specified

Age range = 70

Mixed Living Lab ElderCare Living Lab Sensor Technology Health Assessment, Therapy Moderate User-focused design and feedback Multi-sensory feedback, real-time data analysis Integration challenges, privacy concerns

Comprehensive health monitoring, personalized care.

Proactive health monitoring and remote therapy

Expansion to other health domains, AI integration usa
18. Carrisa, et al. (2022) [28]

N = Not specified

Age range = 60

Mixed Case Study Mobile Chat Room Interface Not specified Automated Testing, Usability Testing High Simplified navigation, clear communication Age-related impairments, usability issues Improved interaction, reduced errors Continuous testing, feedback loops Indonesia
19. Casciaro, S., et al. (2020) [29]

N = 12

Age range = 65

Mixed

Smart Device

User study and preliminary evaluation

Smart Pill Dispenser Medication Management Observation, interviews, usability testing Moderate Medication reminders, monitoring intake, caregiver alerts Simple display, light and sound notifications, companion mobile app

Forgetfulness, health monitoring

Difficulty interacting with the device, forgetting medication, need for a simpler UI

Increased adherence, safety featuresImproved medication adherence, reduced medication errors

Expansion to telemedicine, AI insights

Enhancing device design, long-term evaluation with larger groups

Italy
20. Chang, A. S. Y., et al. (2022) [73]

N = Not specified

Age range = 70

Mixed Mobile App Meal BentoGo! APPDelivery App GPS positioning, delivery confirmation, emergency notification, batch mode non-real-time data transfer User-Centered Design (UCD) methodology, observation, standardized interviews

Moderate

Delivery workers previously relied on pen-and-paper methods

App designed to improve meal delivery efficiency for rural seniors living alone

Easy access, real-time updates

GPS tracking, meal information display, emergency contact notification, offline batch mode data transfer

Food insecurity, inefficiency due to paper-based methods, poor mobile data transmission Improved meal delivery, social inclusion

Expansion to other rural services, IoT integration

Evaluating workflow efficiency improvement, assessing delivery worker satisfaction

Taiwan
21. Iterative design, regular updates korea
22. Charissis, et al. (2024) [31]

N = Not specified

Age range = 65

Mixed XR Design Virtual Rehabilitation XR Technology Exergaming, Physical Therapy High Immersive experiences, adaptive feedback

Limited mobility, cognitive strain

Ensuring safety, maintaining motivation, considering social factors

Increased engagement, physical improvement

Improved rehabilitation efficiency, increased motivation, ease of use at home

Expansion to other therapeutic areas, AI feedback

Developing design recommendations for XR-based exergames for motor rehabilitation

Norway
23. Chen, and Gao (2021) [32] Not specified Not specified Not specified Not specified Image features, pedestrian gait rerecognition Not specified High Community activity space update Environmental perception Behavioral needs, usability Positive role in self-management Symbiosis and sustainable development china
24. Chen, et al. (2022) [33] 2,270 Android apps (not focused on age range) Not specified Empirical Investigation

Android apps accessibility

xbot

Accessibility testing

Automated accessibility testing, static program analysis

Usability metrics Not specified Not specified

Accessibility features

Lack of proper UI labeling, missing accessibility features

Usability barriers

Poor accessibility in Android apps

Enhanced accessibility

Identified 86,767 accessibility issues affecting usability

Encouraging developers to integrate accessibility in design China
25. Chien (2024) [35] 18 patients with COPD; age range not specified Usability Study Mobile app for COPD Health tracking, exercise guidance Not specified High Exercise adherence Home-based pulmonary rehabilitation monitoring Personalized feedback, simplicity

Breathability, symptom tracking

Difficulties with touch screens and scroll menus

Improved health outcomes

High satisfaction; no critical errors; patients took longer to complete tasks

Incorporate intuitive design aids like auditory support and visual health progress indicators Taiwan
26. Chirayus, and Nanthaamornphong (2020) [36] Not specified Preliminary Study Cognitive mobile design Accessibility features, simplicity Not specified High Cognitive support Compilation and analysis of mobile design guidelines for elderly users

Large fonts, simple navigation

Cognitive-based improvements in mobile UI/UX

Understanding complexity

Design flaws affecting cognitive abilities of elderly users

Enhanced usability

Improved usability and accessibility

Empirical studies with elderly participants to refine guidelines Thailand
27. Choi, J., et al. (2021) [74] 15 older adults (Phase I: 5, Phase II: 10); Age range not specified Not specified Descriptive exploratory study using qualitative methods Tab-CBI (Tablet-Based Cognitive Behavioral Intervention) Tablet-based application incorporating cognitive behavioral therapy (CBT) principles Cognitive walkthrough with a think-aloud technique Not specified

Walking support

Multimedia CBT-based educational modules, videoconferencing, individualized goal setting, and electronic data submission

Simplified navigation, step

Guidance

Intuitive interface, video recordings, and videoconferencing for enhanced user engagement

Fatigue management, physical strain

Difficulty holding the tablet during videoconferencing

Enhanced physical activity support

Increased motivation for walking and improved confidence in managing fatigue

Further engagement with cognitive tasks

Refine Tab-CBI based on user feedback and conduct pilot studies on larger populations

United States
28. Cordasco, et al. (2014) [103] Not specified Not specified Usability evaluation

vassist system prototype

vAssist

Voice recognition, Natural language processing Usability testing Moderate Speech recognition issues, comprehension difficulties

Enhanced voice navigation, accessibility y

Hands-free operation for users with limited mobility

Improving conversational interfaces

Expanding functionality for varied tasks

Improved accessibility for individuals with physical impairments

Further studies to validate findings in real-life contexts and long-term user adaptation Italy
29. Cornet, et al. (2020) [104] Not specified Qualitative research focusing on design and evaluation Design and Evaluation Mobile health app Not specified Heuristic evaluation, User interviews High

Accessibility issues, cognitive load

Mobile health app for older adults with heart failure, focusing on user-centered design

Improved symptom tracking, personalized alerts

Future enhancement of user engagement

Practical challenges in implementing UCD for mHealth in older adults with heart failure

Expanding health data integration, reducing cognitive overload

Aims to improve usability and engagement for older adults with heart failure

Further research to address UCD challenges and involve stakeholders in the design process Netherlands
30. Correia, G. S., et al. (2024) [87] Not specified Methodological study with an applied quantitative approach Usability Study ROBOVID app Mobile application for health education Heuristic evaluation, User testing High

Accessibility issues, information overload

Educational tool for COVID-19 awareness

Enhanced educational content, ease of navigation Further improvements in user engagement

Tailoring content for different age groups

Complies with usability principles, demonstrating efficiency, effectiveness, and user satisfaction

Future studies involving a broader demographic to enhance applicability Brazil
31. Craioveanu, and Marcu (2023) [105] Not specified Not specified Usability Study Adaptive Music App Real-time location tracking, music generation Usability testing, subjective feedback High Personalized auditory experiences, real-time adaptation Cognitive support for elderly travelers Enhanced comfort during travel Further exploration of diverse auditory experiences for varying demographics Further testing for long-term effects Romania
32. Cristiano, et al. (2018) [106]

N = 30

Age range = 65

Not specified Validation Study Roto-translating seat Not specified Biomechanical analysis, interviews, checklists Objective biomechanical measures, subjective feedback Adaptive seat movement to reduce trunk and knee motion during car ingress and egress

Reduced trunk and knee range of motions, lower muscle fatigue

Reduces the range of motion, muscle fatigue, and fall risk

Risk of falls during ingress/egress

Difficulty in performing movements due to age-related decline

Improved mobility and safety

Effectively assists with entry and exit, reduces fatigue and fall risk

Further testing of system in real-world settings italy
33. Curiel, et al. (2014) [107] Not specified Not specified Comparative Study HiSozial Platform Person-oriented interfaces, service encapsulation Usability testing, comparative analysis Low to moderate Unified access to multiple communication services, simplified interface Enhanced accessibility through service encapsulation and personalization

Digital divide, interaction difficulties

Difficulty navigating complex interfaces and accessing various communication services

Improved communication access

Increased user satisfaction, enhanced usage of communication services among elderly users

Further refinement of personalized interfaces Germany
34. Czuber, N. K., et al. (2024) [10]

6 focus groups, 30 usability testing

Age range = 65-85

Mixed (Majority Female) Mixed Fall Prevention Exercise App Behavior change strategies Usability testing, focus groups, expert meetings Moderate Exercise prescriptions tailored to individual needs, integration with primary care workflows Exercise prescription, evidence-based content Lack of adherence, complex interface High user satisfaction, tailored exercise recommendations Further research to explore visual clarity United States
35. Darmawan, et al. (2023) [108] N = 155 Age range = Not specified Mixed Mixed PeduliLindungi Mobile App Privacy, responsiveness Offline & online surveys, AMOS 24.0 Moderate Content, billing, availability Data leaks, slow service Improved privacy, efficiency Further enhancements for responsiveness Indonesia.
36. De Melo, et al. (2016) [37] N = 21 Age range = 65 +  Mixed Case study ElderNote N/A Usability testing, performance Moderate Mobile application technology

Reminder features, accessibilitcy

User-centered design focusing on elderly users' needs

Cognitive decline, usability issues

Interaction differences, trust issues, fears, functional complexity, and motivation aspects

High usability and accessibility Future studies on broader demographics brazil
37. Diewald, S., et al. (2015) [79] N = Not specified Age range = 65 +  Mixed User-centered design Mobile fitness app N/A User testing, focus groups Moderate Designed to assist older adults in engaging with physical fitness activities Fitness features, accessibility Interaction differences, trust issues High sensitivity to user feedback Enhanced user testing methods germany
38. Doménech, et al. (2023) [109]

N = 56

Age range = 65 + 

Mixed Observational study LONG-REMI AI-supported therapy VAS scale, PANAS scale Participants engaged with the app over four weekly sessions

Intangible cultural heritage

AI-driven reminiscence therapy based on intangible cultural heritage aimed at improving emotional well-being

Managing cognitive impairment and engagement

User-centered design tailored to older adults' cognitive abilities

Increased positive emotions

Further refining personalized therapy features

High usability and satisfaction scores; significant improvement in positive affect scores (28.86 to 36.70)

Further studies with larger samples to confirm findings and refine the application Spain and Portugal
39. Dos Santos, M. M. T., et al. (2016) [11]

N = 35

Age range = Not specified

Qualitative research Prototype-based study ANNI Customizable interface Interview, prototype testing Participants' experiences with tablet applications Personalized health-related applications designed to meet preferences of older adults and caregivers Interactive, social functionalities Complexity of interface and social features Enhanced interaction and usability Further enhancing caregiver-specific features Brazil
40. Držanič, et al. (2019) [38]

N = 50

Age range = Varies

Mixed Usability study TeleStiki Telecare application Think-Aloud, SUS, UEQ Varies Safety, reduced caregiver burden, increased independence Perceived complexity, learning curve Enhanced usability, increased user confidence Future integration of AI-driven features Slovenia
41. Dworschak, C., et al. (2024) [63]

N = 12

Age range =  >  = 65

Mixed Development study 7-module CBT intervention Internet-based CBT Semi-structured interviews, usability testing Low to moderate Individualization, interactivity Content customization, interactivity, age-specific support

Technical barriers, missing content (philosophy/theology)

Technical barriers, lack of content on philosophy/theology, and role of descendants/relatives

High acceptance, reduced loneliness, personalized approach More content on relevant topics, further exploration of technical barriers Germany
42. Eicher and Ursprung (2024) [110]

N = Not specified

Age range = Varies

Mixed Development study HEROES App Remote recruitment, video applications User-centered approach, group discussions Varies Trust-building, inclusive design, data protection Recruitment speed and cost reduction, trustworthiness in caregivers Enhanced trust, privacy, and user engagement Continued testing and adaptation for diverse needs Further studies on usability, expanding app features to more sectors Switzerland
43. Eun, et al. (2022) [111]

N = 37

Age range = 60-80

Mixed Pilot Study AI-Based Cognitive Exercise Game Difficulty level adjustment, web-based mobile application Basic technology usage Cognitive training Playful elements, difficulty adaptation, accessibility User engagement, cognitive improvement, immersive experience Further exploration of AI tools, advanced visualization Improved cognitive performance Long-term studies on effectiveness, AI personalization South Korea
44. Ferre, et al. (2017) [64] 28 participants (7, 21) Mixed Iterative Development Study Ultrasonic sensor-based gait speed measurement device Mobile interface, ultrasonic sensors Usability testing, technical validation Basic to moderate technology use Self-assessment of physical performance User-friendly mobile interface, remote monitoring Reduced mobility, frailty, cognitive decline Early detection of frailty, improved monitoring Further research on the effect of gait speed on cognitive and frailty outcomes United States (Multisite study)
45. Forbes, et al. (2024) [112]

N = 30

Age range = 75 + 

Mixed Qualitative Study Mobile Health Apps, Telehealth tools mHealth apps, telehealth Thematic analysis, qualitative research Varied technology use, some unfamiliarity

Technology adoption, sociocultural design

Simplified navigation, culturally relevant content, clear instructions

Accessibility, user interface usability, emotional interaction Low perceived ease of use and usefulness due to lack of sociocultural elements

Incorporation of cognitive and cultural frameworks improves usability

Low perceived ease of use and usefulness, lack of engagement due to design flaws

incorporating cognitive and cultural elements in mHealth design, understanding elderly technology United States
46. Frechette, M., et al. (2022) [113]

N = 10

Age range = Not specified

Mixed Observational Study

Steady-Wheels App

Smartphone-based fall risk assessment app

Mobile Health App Systematic Usability Scale, semistructured interviews Varied experience with mobile health apps Fall risk assessment, remote usability

Guided navigation, intuitive design, error recovery

Large buttons, high contrast, simple instructions

Easy-to-use, color-coded risk reporting

Difficulty using smartphone for elderly wheelchair users, physical limitations

Improvement in design led to better usability scores Further testing with larger, diverse samples, and advanced features for accessibility United States
47. Frogren, J., et al. (2018) [114]

N = 19

Age range = 66-93

Mixed Feasibility Study, Usability Testing SMART4MD Model App mHealth application Task-based usability tests, structured interviews Varied exposure to similar technology Health-oriented customization Self-esteem and ability affected by less exposure to technology Pre-cautions needed for usability evaluation Positive feedback on the simplified and intuitive design, improved usability for cognitive impairments Further testing with larger sample sizes, additional features for diverse cognitive impairments Sweden
48. Fuglerud, K. S., et al. (2018) [115] Not specified N/A Design and Testing

APPETITT Tablet App

Healthy eating inspiration app

Tablet application User feedback, awareness creation Varied technology experience Healthy eating inspiration, nutritional guidance Home-dwelling older adults organizing meals

Low engagement, nutritional awareness

Cognitive decline, limited tech literacy, memory loss

Pictures of meals, quality nutrition info Further testing for usability and broader adoption Norway
49. García-Crespo, A., et al. (2020) [75]

N = 9

Age range = Not specified

N/A Usability Study GoAll Mobile App Mobile application, Braille display Usability survey, application server data Varied technological interaction

Direct content access through CCs

Direct access to broadcasted content through assistive technology

Deafblind individuals

Audio feedback, tactile feedback, simplified interface

Limited Braille speed, CC constraints

Greater autonomy for users

Increased autonomy, improved accessibility to television content

Further refinement of accessibility features Spain
50. Giraldo, F. D., et al. (2015) [39]

N = 40

Age range = Not specified

N/A Case Study Android Prototype Mobile application Usability testing, interviews Limited technological experience Telecare system to improve elderly care in a senior facility Simple interface, health monitoring features Low SES, limited access to technology, cognitive impairments Increased access to healthcare services, ease of use for caregivers Focus on improving user support features Colombia
51. Griffin et al. (2019) [90]

N = 50

Age range = 50-85

Mixed gender Case Study CRC screening app Virtual Human Technology Usability testing, surveys, interviews Varied technological experience Health education, screening User feedback loops, interactive content Age-related cognitive barriers, usability concerns Enhanced app credibility, usability, effectiveness Focus on more accessible technology features USA
52. Ha, S., et al. (2023] [116]

N = 27

Age range = Not specified

Mixed gender Usability Study Daily Healthcare 2.0 IoT devices, PGHD integration Heuristic evaluations, usability testing Varied technological experience Care coordination, tailored educational content Home menu complexity, task-focused navigation Increased eHealth literacy, caregiver engagement Development of more accessible interfaces South Korea
53. Hakobyan, L., et al. (2014) [76] Not specified Mixed gender Participatory Design SMART Mobile application PICTIVE participatory design Varied technological experience Self-monitoring, ability-reactive design Collaborative design, user involvement Vision impairment, ease of navigation Increased engagement in design, user-centered features Tailored support for visual impairments Canada
54. Hammour, G., et al. (2024) [117]

N = 17

Age range = 65-83

Mixed gender Transfer Learning Ear-EEG Machine learning model LightGBM, feature-based transfer learning Varied technological experience Non-invasive, continuous sleep monitoring Remote monitoring, non-invasiveness Data accuracy, model calibration Enhanced sleep stage classification Further exploration into elderly-specific EEG processing Lebanon
55. Hanghøj, S., et al. (2020) [41]

N = 20

Age range = 16-29

Mixed gender Co-creation, Usability Study Kræftværket Mobile phone app Think-aloud, Thematic analysis Varied technological experience Symptom tracking, information search Gender-specific differences in app use Relevant tracking features Notifications, post counting Further refinement and testing with a broader AYA population Denmark
56. Happe, et al. (2022) [42]

N = 49

Age range ≥ 65

49% female Usability Study, Iterative Testing Nutrition and mobility e-coach Tablet-based e-coach System Usability Scale (SUS) Varied technology experience Nutrition, mobility, behavior change Focus on education, comprehension Navigation and comprehension challenges Consistent chart types, explanatory notes Further studies on long-term usability Germany
57. Harte, R., et al. (2018) [43]

N = 22

Age range = 65-85

Not explicitly stated Usability Study, Training Intervention Fall prediction system Smartphone-based system Satisfaction rating, time, cues, errors Limited technology proficiency Smartphone app, fall prediction Basic smartphone training Navigation, syncing challenges Improved task completion with training Further research on long-term impact Ireland
58. Harte, R., et al. (2017) [118] Not specified Data not explicitly provided Usability Study, Human-Centered Design (HCD) Fall risk detection system app Smartphone interface NASA Task Load Index (NASA-TLX) Limited technology proficiency Human-Centered Design Clear feedback, low cognitive demands Recurring themes in feedback: clear, relevant feedback and minimal anxiety-inducing elements Improved elimination of usability issues through HCD phases Further refinement of HCD methodologies for diverse older adult populations Ireland
59. Heiney, S. P., et al. (2020) [62]

N = 12

Age range = 51-69

Data not explicitly provided Feasibility Study, Usability Testing Healthy Heart app Smartphone interface Health Related Quality of Life Scale (HQOL14), Self-Care of Heart Failure Index (SCHFI) Limited technology proficiency, low health literacy Human-Centered Design Text-based one-way messages, journaling, graphical data display, customized feedback Low health literacy and limited smartphone experience were significant challenges Clinically relevant changes observed in self-care maintenance, management, and confidence Explore effectiveness for a larger and more diverse sample of older adults United States
60. Huang, J., et al. (2024) [119]

N = Not specified

Age range = 45-70 years

Virtual Square Dancing Middle-aged and elderly individuals Smartphone-based app for virtual square dancing Collaboration with square dance communities Human-Centered Design, Co-design UN SDG 3 (Good Health and Well-Being), UN SDG 11 (Sustainable Cities and Communities) Social engagement, physical activity Motivating physical activity & social interaction App successfully increases physical and social well-being Technology fosters more inclusive urban communities for the elderly China
61. Huwa, J., et al. (2023) [80]

N = 100

Age range = Not specified

Mixed (Majority female) Usability & Acceptability 2wT Intervention SMS-based digital intervention Mixed-methods usability & acceptability Low to moderate technology experience Reminders and motivational messages Visit reminders, appointment changes Privacy concerns, literacy issues High user satisfaction (95%) Further research on accessibility for non-mobile users South Africa
62. Iqbal, S., et al. (2020) [120] Not specified Mixed Proof of Concept Fingerprint-based digital wallet Usability questionnaires Low to moderate technology experience Secure, easy-to-use payment mechanism Simplified fingerprint verification, Bluetooth-based billing Authentication security, physical dexterity

High satisfaction and ease of use

Security concerns, unfamiliarity with technology

ncreased accessibility, reduced need for passwords Further testing with a larger elderly population Likely Pakistan
63. Ismail, N. A., et al. (2021) [121]

N = 10

Age range = Not specified

Mixed Usability Testing Touch-based & multimodal interaction Usability testing data Moderate to low technology experience Simplified swiping gestures replacing buttons Swiping gestures, simplified interfaces Task completion time, satisfaction Elderly preferred swiping gestures Further testing with larger sample size and other smart home applications Malaysia
64. Jakkaew and Hongthong (2017) [122] Not specified Not specified Usability Study Persona, Prototype, Scenarios, Heuristic Evaluation Not specified Limited to moderate technology experience Usability-focused mobile UI for elderly Simple navigation, large fonts, limited features Understanding and usability challenges

Prototype used to refine usability

Limited familiarity with technology

Improved usability and accessibility Further research on feature preferences and usability testing Likely Thailand
65. Jiang, et al. (2024) [123] Not specified Not specified Factor Analysis Age-Friendly Mobile News App Not specified Usability testing, interviews Varied Improving accessibility and usability for elderly users Larger fonts, high contrast, simplified navigation Cognitive and visual impairments, unfamiliarity with digital news platforms Enhanced readability and ease of use Future work on AI-driven personalization and adaptive interfaces Likely China
66. Kalyani, N. L., et al. (2022) [44] Not specified Not specified Development Study

Flip60

LIP60-AR

Augmented Reality (AR) Not specified Limited tech-savviness Yoga and exercise activities, AR models, recommendation system Realistic augmented reality models, video recommendations

Difficulty in interacting with AR features

Lack of familiarity with AR, difficulty in adapting to new technology

Enhances exercise engagement and user experience Further testing and refinement of AR features India
67. Kangeswaran, V., et al. (2021) [68] Not specified Not specified Assistive technology and accessibility study Bilingual Audio-Based Online Shopping App Text-to-Speech (TTS), Voice Recognition Usability testing, user feedback

Limited accessibility

Varied

Audio-based product descriptions, voice navigation, text-to-speech functionality Audio guides, voice commands, text-to-speech for descriptions Difficulty navigating traditional e-commerce apps Improved ease of use and accessibility Expansion to more languages, integration with AI-based personalization India
68. Kim, H., et al. (2020)[6]

N = 20

Age range = Not specified

Not specified Development Study Active Senior AppSocial Relationship App Not specified (likely AI-based recommendations) Usability and utility testing Personalized leisure activity information, social interaction features Strengthening social relationships among older adults Simple UI, social engagement features, notifications Digital literacy, usability concerns Increased social interaction and engagement More personalization, AI-driven social suggestions South Korea
69. Kim, S. B., et al. (2024) [124]

N = 100

Age range = Not specified

Not specified Usability Study Healthcare App Sound feedback, font size, preparatory phase Performance Matrix, System Usability Scale (SUS) Limited familiarity with technology Assistance, font size increase, sound feedback, preparatory phase Improved usability Facilitates cognitive support for elderly Future research on broader application development tailored for elderly users South Korea
70. Klimova, B. and L. Sanda (2021) [65]

N = 13

Age range = 55 + 

Not specified Pilot Study Educational App Visual interface, easy navigation Usability Testing Limited technology experience Technical (visual interface, navigation) & pedagogical aspects User-friendly features, clear instructions, instructional manualSimple interface, engaging content, visual aids Cognitive decline, lack of digital literacy Improved cognitive engagement, user satisfaction Further empirical studies needed for educational apps tailored to seniors Czech Republic
71. A User-centred Design Approach for Mobile-Government Systems for the Elderly[125] Not specified Not specified Mixed Methods m-Government Prototype IGUAN Framework Usability Testing, Qualitative and Quantitative Analysis Limited technology experience Usability and security-focused features User-driven approach focusing on usability, perceived security

High acceptance rates due to enhanced usability and security

Limited digital literacy, navigation challenges

Enhanced accessibility, better engagement Further studies on larger diverse populations needed Hungary
72. Kunaratana-Angkul, Y., et al. (2020) [69] Not specified Not specified Usability Evaluation

Not specified

review

Visual field simulation tools for designing visual interfaces Usability testing, interviews Varied Use of parameters suitable for individuals with color blindness and control of light/shadow in design Parameters tailored for individuals with color blindness; optimized light and shadow control Vision issues such as color blindness and the need for proper light/shadow control in user interfaces Improved app usability for elderly users with low vision through optimized visual interface design Development of personalized interfaces for diverse visual impairments Taiwan and Thailand
73. Liu, Y. C., et al. (2019) N = 105 (Young adults: 70, Older adults: 35) Age range: 18-29 (young), 55-73 (older) Not specified Randomized Controlled Trial Self-chosen tab app and autonomous exhaustive list app Not specified Not specified Not specified Customized dietary recording apps designed for both young and older adults User-centered design; combinatorial concept for dietary recording Potential neglect in selecting food attributes by older users in the self-chosen tab app High accuracy (> 98%) in both apps; self-chosen tab app more time-efficient Further development of diversified dietary recording prototypes; consider user interaction improvements Taiwan
74. Liu, Z. Y. and X. R. Yu (2024) [9] Not specified Not specified Participatory Design Study Not specified Not specified Heuristic Evaluation, Usability Testing Not specified Customization for elderly users with diabetes, simplified navigation, and user-friendly design Customization for elderly users with diabetes, simplified navigation, and user-friendly design Complexity in app navigation, ease of use issues for elderly users Improved usability for elderly users managing Type 2 Diabetes through age-friendly design Further research in diabetes-focused apps China
75. Margaritini, A., et al. (2022)[126] Not specified Not specified Study protocol Not specified Not specified Not specified Not specified Use of social robots for nursing support Adaptive communication and task management for homecare Challenges in physical assistance and emotional support Improved support for nurses and patients Further investigation on long-term impacts and integration
76. Mehra, S., et al. (2019)[70]

N = 15

Age range = 69-99

Not specified Usability Evaluation Not specified Visual feedback systems Mixed-methods Varies (novice users) Goal setting, tailoring, progress tracking, remote feedback Tailored interface for low-vision, simplified tasks Vision issues, difficulty in complex task execution Effective basic task performance, overall satisfaction Long-term usability through follow-ups Netherlands
77. Merilampi, S., et al. (2017)[127] 28 elderly patients & 6 experts Not specified Participatory Design Study SugarShift None specified Interviews, observations Not specified Cognitive self-rehabilitation games for elderly users

Culturally tailored content; cognitive stimulation

Simplified navigation, logical operation, reduced cognitive load

Cultural adaptation, usability across diverse contexts

Issues with information display, system feedback, and user interaction

Improved usability, better information processing, increased retention Simplify data entry, improve readability, enhance feedback mechanisms china
78. Molnar, T. (2015)[67]

N = 75

Age range = Not specified

Not specified Usability Evaluation AusweisApp of the electronic ID card Not specified Iterative prototyping Varies (elderly users and students) Development of the IGUAN guideline for usability improvement in e-government systems Catalog of criteria addressing elderly user requirements; iterative prototyping for usability improvement Lack of familiarity with interactive applications; need for tailored e-government systems Increased acceptance and motivation for using e-government systems among elderly users Further testing of the IGUAN guideline in diverse applications and contexts Italy
79. Mondellini, M., et al. (2018) [45] Not specified Not specified Usability Pilot Study Virtual Supermarket Virtual Reality (VR) Self-reports, objective performance measurements Healthy young adults (pilot test for elderlies) Immersive environment for cognitive training (supermarket simulation) Sense of presence, enjoyment, and clear interaction design Cybersickness, unclear product visualization, and interaction modalities Good usability and promising cognitive engagement Explore improvements in accessibility and navigation Italy
80. Morris, L. D., et al. (2024) [12] Not specified Not specified Case study on microwave ovens Not specified None specified Coding scheme for interaction analysis Not specified Evaluation of usability for domestic appliances, focusing on older adults

Information processing activities, clear interfaces, and workflow efficiency

Simple interfaces, intuitive controls, visual cues

Problem-solving barriers, interface complexity, unclear instructions

Difficulty in appliance interaction, cognitive overload

Improved usability of interfaces for independent living Further exploration on adapting features for cognitive decline United Kingdom
81. Nair, A. B., et al. (2022) [13]

N = 15

Age range = Not specified

Not specified Usability Evaluation Simple Android Launcher Flutter (App Development) Feedback-based usability testing Minimal experience with smartphones Simplified access to essential smartphone features like contacts and emergency calling Simplified UI, emergency calling, medicine checklist Struggles with smartphone usage due to cognitive decline, complexity in features Enhanced adoption of smartphones, reduced digital gap among elderly Broader demographic testing, long-term usability analysis India
82. The Experience of the Elderly in Using Applications: Case Study of a Banking Application[128] Not specified Not specified

Heuristic Evaluation

Pilot Study

Immersive Virtual Supermarket Virtual Reality (VR) Heuristic-based usability evaluation Limited experience with technology Adaptations based on usability and accessibility heuristics Improved navigation, accessibility features for elderly users Frustration, insecurity, disorientation in using technology Enhanced engagement and cognitive stimulation Expanding usability testing to elderly users, optimizing VR interaction italy
83. Park, G. E., et al. (2024) [129] 18 older adults (mean age 74 ± 3 years), 8 experts 90% women Development and usability study HAHA2022 Wearable device integration Korean version of Mobile Application Rating Scale Likely moderate experience with apps Digital health coaching, integrated tracking with wearables

Age-friendly UI

- Integration with wearables for tracking

- Simplified navigation

Difficulty in managing multiple chronic conditions

- Limited technology experience

- Usability problems linked to interface complexity

- Poor instructional material design leads to interruptions

Further effectiveness testing

- Wider trials with different populations

South Korea
84. Petrovčič, A., et al. (2019) [46] 15 elderly volunteers Not specified Developmental/Experimental

MDPQ

Android Elderly Launcher

Objective smartphone skills Confirmatory factor analysis Varies based on experience Mobile device proficiency, mobile apps Customizable and accessible features

Difficulty in learning, adapting to interfaces, lack of personalization

Complexity of standard smartphone UIs

- Small fonts/icons

- Difficult navigation

Validity and reliability of MDPQ for older users, improvements in smartphone utilization Further adaptation of MDPQ to address age-specific needs and barriers to usage Slovenia
85. Pinto, M. and P. Marques (2017) [130]

N = 60

Age range = Not specified

Mixed (not specified) Proof of concept, usability study OneCare Spiro Wireless medical devices, spirometry Satisfaction survey using Likert scale COPD patients with physical limitations and technology illiteracy Remote monitoring, symptom tracking, pre-diagnosis features Usability issues, technology literacy High satisfaction (6.65/7), technical feasibility Further user testing for broader adoption and long-term use Portugal
86. Porcel Gálvez, A. M., et al. (2024) [131] Piloted in six countries Not specified Platform development and usability testing TEC-MED Platform Clinical decision support system, standardized nursing taxonomies (NANDA-I, NOC, NIC) Usability testing in 6 languages Focus on healthcare professionals, collaboration among academics and IT developers

Multilingual platform to improve nursing care for older adults

Standardized nursing language in assessment module

Multilingual interface (English, Spanish, French, Italian, Greek, Arabic), evidence-based practice support Language support in Arabic, platform functionality (offline use, mobile app limitations) mproved care through standardized communication, clinical decision support, accessibility in multiple languages urther testing to evaluate effectiveness, cross-cultural validation, and improvements in Arabic language support Piloted in six Mediterranean countries
87. Puebla, C., et al. (2022) [132]

N = 22

Age range = 60 + 

Not specified Design-thinking, prototype development, pilot testing Language Learning App Prototype Features for social and collaborative learning, peer matching Pilot testing in individual evaluation sessions Focused on older adults, likely mixed levels Social and collaborative language learning tool for older adults Promotes face-to-face interaction, active lifestyle, learner-centered experience, hobby-based group matching

Overlooked needs in existing language-learning apps for older adults

Challenges in technology adoption, usability for seniors

Improved social interaction, engagement, and learning opportunities in a collaborative setting Further research to refine app functionality, evaluate long-term impact on language acquisition for older adults Mediterranean countries (six countries involved)
88. Putri et al., 2019 [86] Not specified Not specified User-Centered Design (UCD) approach, design pattern modeling Not named Focused on design patterns for recurring UI/UX problems Not specified Designed for elderly with special characteristics Mobile application for scheduling daily activities for seniors Templates to address design problems; tailored for elderly needs; tested through iterative processes Issues with activity scheduling applications due to lack of elderly-friendly interfaces Simplified scheduling, improved accessibility, and enhanced activity organization for elderly users Explore adaptability of design patterns across different application domains and demographics Indonesia
89. Quesada, L., et al. (2024) [49] Not specified Not specified Multi-case study involving six applications Multiple prototypes (career guidance system, senior games, etc.) Intelligent personal assistants (Alexa, Google Assistant, Siri, Cortana) Standardized questionnaires, customized surveys, expert evaluations Not specified Voice applications tailored to diverse contexts, including games for seniors and educational fairs Simplified voice interactions, task-specific functionality, inclusive design for elderly users

Challenges in natural language processing, user adaptability, and interface learning curves

Difficulty in understanding and using AI assistants

mproved accessibility and interaction Further AI adaptation for elderly users Costa Rica
90. Quintana, M., et al. (2020) [50]

N = 19

Age range = Not specified

Not specified Feasibility and usability testing SMART4MD Tablet App Tablet-based health application Task-based usability tests, satisfaction surveys Limited or no experience with eHealth Reminder and monitoring functionalities for individuals with mild dementia, caregiver support Simplified UI, large icons, clear text, intuitive navigation, and task-based testing Cognitive limitations, difficulty in adapting to new technology, caregiver burden Enhanced user satisfaction (81% users satisfied), usability insights contributed to refinement of app design Explore longitudinal effects of app use on patient and caregiver outcomes, assess scalability to other cognitive conditions pain, Sweden, Belgium, and the Czech Republic.
91. Radhakrishnan, K., et al. (2016) [51]  = 40, Age range: Older adults with heart failure (exact range not specified) Not specified Feasibility and usability testing HF Self-Management Game Serious gaming technology Observations, usability surveys, Atlanta Heart Failure Knowledge Test, Self-Care for Heart Failure Index (pre/post-test) Varied, some with low digital literac Heart failure self-management education through gamified learning Engaging gameplay, personalized feedback, simple UI, clear instructions Cognitive challenges, limited experience with technology Improved self-care behaviors, increased engagement in health management Longitudinal studies to assess long-term effects, adaptation for other chronic conditions USA
92. Raghavendra, K., et al. (2024) [52]

N = 100

Age range = 60-75

Not specified Usability testing and psychometric study Not specified Adaptive UI/UX based on user behavior patterns, voice-task models Observation, psychometric analysis, task completion tests Limited technology exposure Customizable UI/UX designs for banking, finance, and cab booking apps tailored to older adults’ needs Adaptive interfaces, task simplification, voice-based interaction models Cognitive, sensory, and physical challenges when using smart devices Increased user engagement, reduced technology anxiety, and improved task efficiency Investigate long-term adaptability, apply the adaptive UI approach to diverse app categories, and test with broader demographics India
93. Ran, D., et al. (2024) [133] Not specified Not specified Empirical investigation and guideline design Not specified Not specified Not specified Likely varied among participants Guidelines to adapt popular apps to address elderly users' specific needs Simplified UI, larger text/icons, streamlined workflows Difficulty with navigation, small font size, lack of intuitive design Enhanced usability and accessibility for older adults Development of specific tools to automate UI adaptation for elderly users; explore applicability across app categories China
94. Rangel, P., et al. (2019) [14] Not specified Not specified Development of SAR prototype Personal Assistance Humanoid Robot Open-source technologies Object recognition, motion monitoring, human gesture emulation Basic experience with robotics Assistance with personal care, vitals, motion monitoring Simple, intuitive interface, humanoid design, social interaction capabilities Technological complexity, physical limitations Enhances social interaction, reduces loneliness, promotes independence Further evaluation in real-world settings, scalability of open-source platform United States
95. Rasche, et al. (2015) [53]

N = 15

Age range = 60 + 

Not specified Empirical Study with 4-week duration Activity Tracker Motion sensors, step measurement Post Study System Usability Questionnaire (PSSUQ) for usability evaluation Limited experience with wearable devices Designed to track physical activity, promote healthy lifestyle Simple interface, step tracking, motivational elements Limited experience with technology, mental effort in understanding the device Activity trackers accepted, motivating, and have suitable usability for elderly Need to further refine design to reduce mental effort, explore additional features for elderly needs Germany
96. Rath and Chandna [134] Not specified Conceptual/Feasibility Study Voice Assistive Technology for Health Monitoring Voice Assistants (AI) - Limited experience with technology, limited knowledge of health monitoring tools Voice commands, hands-free interaction, integration with health monitoring Cognitive limitations, physical disabilities, difficulty adapting to new technology Enhances health monitoring through voice commands, hands-free operation mprove accuracy of voice recognition, integrate more health-related features, test with larger user groups india
97. Reading Turchioe, et al. (2020) [71] N = 56, Age Range: 65-95 63% male Cross-sectional feasibility study Inclusively designed app Mobile health technology Health Technology Usability Survey (Perceived Ease-of-Use, Usefulness) Moderate technology experience Inclusively designed mobile application for PROMIS measures Inclusive design, ease of navigation, intuitive interface Limited accessibility features for those with significant visual or physical impairments High perceived usability regardless of age Emphasize visual and physical accessibility for older adults with impairments United States
98. Riaz, et al. (2021) [15] Not specified N/A Qualitative analysis Mobile phone interfaces N/A Usability testing, mental health and physical condition considerations Low to moderate technology experience Inclusive design, simplified interfaces, touch sensitivity Simplified navigation, larger fonts, fewer buttons Difficulty in interacting with complex interfaces, small text, low contrast, lack of familiarity Improved usability through modifications in interface design Further studies on cultural and regional differences in smartphone usability among older adults Pakistan
99. Rodríguez-Dueñas, et al. (2021) [66] Not specified N/A Usability pilot study Mobile care app N/A Usability testing, user-centered design methodology Varies by user Simplified navigation, remote monitoring, caregiver communication Larger fonts, voice commands, easy-to-use interface Lack of familiarity with mobile technology, accessibility issues Improved accessibility and ease of use Further usability testing and integration of AI-driven features Colombia
100. Rosman, et al. (2023) [16] Not specified N/A Usability testing BruHealth N/A Heuristic evaluation, user-centered design model Varies by user Simplified navigation, voice commands, larger text sizes, intuitive design Clear menu structure, high-contrast visuals, voice guidance Technology unfamiliarity, small interface elements, complex navigation Improved usability for elderly, alignment with age-related impairments Future studies exploring diverse mobile applications for older adults Singapore
101. Saari, and Hynninen (2021) [54] Not specified N/A Usability testing Touchscreen puzzle game N/A Usability tests, observations, interviews Low, as they were new to gaming Animated tutorials, pop-up messages, simplified navigation Animated tutorials, pop-ups, voice guidance Difficulty starting the game, need for instructions, different mental models

Enhanced usability with tutorials and feedback

Improved usability awareness

Investigate long-term user adaptation Finland
102. Schaaf, et al. [55]

N = 8

Age range = Not specified

N/A Qualitative study COMTRAC-HIV app N/A Focus groups, thinking-aloud tests (TA test), video/audio recordings N/A Privacy considerations, medication tracking, image uploads User-interface clarity, medication reminders, health tracking Privacy concerns, non-intuitive controls, illogical button placement Enhanced care, user satisfaction despite usability issues Refinement of functionality, focus on clinical and privacy needs Germany
103. Shi-Ning and Yuanqing (2022) [47] Not specified N/A Qualitative study Housekeeping APP N/A Semi-structured interviews, factor analysis, questionnaire analysis N/A Social interaction, cognitive fitness, service expectations Social interaction, cognitive fitness, intended use, service expectations Cognitive limitations, social isolation Enhanced social interaction, usability guidance Further exploration of user preferences and technological integration China
104. Shore, et al. (2020) [135]

N = 11

Age range = Not specified

N/A Pilot study Soft Lower Limb Exoskeleton N/A Exoscore design evaluation tool, iterative design process N/A Perceptions of technology, user feedback, design optimization Concept design, usability, comfort, independence Comfort, usability, cognitive accessibility

Iterative improvements, testing with larger sample size

Increased technology acceptance

Further testing with more elderly participants Ireland
105. Siangpipop, et al. (2023) [17]

N = 10

Age range = Not specified

N/A User-Centered Design Alzheimer's App N/A Design thinking, usability testing, scenario tests Limited experience Simple UI design, minimal screen elements to avoid confusion User-friendly, movement tracking, caregiver features High learning curve, confusion with complex interfaces Improved usability, caregiver-focused features Further testing with larger sample sizes and diverse user groups Thailand
106. Sien, et al. (2024) [18]

N = 1

Age range = Not specified

N/A User-Centered Design, Co-Design Symptom Management App N/A Design thinking, thematic analysis Limited experience Tracking functions, clear display, medication reminders Symptom tracking, clear UI, medication management Confusion with multi-functional features Supports symptom management, medication tracking Further large-scale testing and longitudinal studies Canada
107. Sifan, et al. (2021) [77] Not specified N/A User-Centered Design, Android Development Intelligent Assistant App N/A Voice recognition, touch-based interaction Limited smartphone experience Personalized customization, information assistance, health reminders Touch, vision, voice interaction Difficulty with voice commands and touch inputs Provides personalized information, health alerts Further usability testing and feature refinement China
108. Silva, et al. (2015) [56]

N = 10 evaluator,

Age range = Not specified

N/A Heuristic Evaluation Nike + , Run keeper Nielsen's Heuristic Evaluation Positive assessment of heuristics and usability issues Limited experience Clarity, simplicity, navigation, feedback, accessibility Comprehensive application, user-friendly Identified gaps in UI consistency, error handling, and user feedback Enhancing error correction, improving usability testing Further refinement of heuristics and broader testing the United States or Europe,
109. Sinabell and Ammenwerth (2024) [136] Not specified Mixed (not specified) Triangulation Study Agile Usability Iterative expert interviews, exploratory case study Agile feedback mechanisms Not specified Prospective user involvement, iterative development for older adults Addressing age-related impairments in usability evaluation Implementing agile methods effectively Further development of eHealth usability methods Further evaluation of agile methodologies in eHealth germany
110. Smith-Turchyn, et al. (2017) [137]

N = 10

Age average = 68.4

Not specified Usability Study TAPESTRY-CM Not specified Cognitive interviewing, semi-structured interviews Moderate/low Self-management focus, user-centered design Content clarity, layout simplicity, ease of use Positive feedback for content, need for layout improvements Improving content and layout for broader usability Further usability studies with larger sample sizes canada
111. Sobnath, et al. (2016) [138] Not specified Not specified Usability Study WELCOME Wearable Sensing and Smart Cloud Computing Questionnaires, interviews Moderate Self-management, remote monitoring, program integration Ease of use, program engagement, remote functionality Positive feedback for usability and acceptability Evaluating long-term impact and user engagement Further study on long-term usability United kingdom
112. Sobrinho, et al. (2024) [4]

N = 20

Age range

 ≥ 60

Mixed (Gender-specific) Usability Study Health App - SAM, SUS Moderate/High Health promotion, user engagement, personalization Font size, navigation, visual feedback, personalization, social interaction Installation, web-based search difficulties Increased satisfaction and usability; health device integration Exploring long-term usage, accessibility, and scalability brazil
113. Son, et al. (2023) [139]

N = 43

Age median = 74

Mixed (Gender-specific) Usability Study Online FC - SUS Moderate Self-assessment of sarcopenia, questionnaire for diet, physical, and social behaviors Online screening, self-assessment, usability testing Age, educational level, ICT proficiency Marginally high acceptability, reliable for continuous frailty screening Enhancing accessibility, improving navigation and personalization Japan
114. Son and Kim (2023) [57]

N = 26

Age median = 62

20 men Mixed-Methods Study WithUs eHealth Usability Testing Moderate Self-care behaviours, eHealth literacy, disease knowledge Mobile app, routine self-care, disease monitoring Adaptation challenges, app adoption Improved self-care behaviours, eHealth literacy, disease knowledge Enhancing adaptability, reducing barriers to technology use South Korea
115. Teh, et al. (2024) [140]

N = Not specified

Age range = 60 + 

Varied Qualitative Study AGATHA Gamified platform Interviews, usability testing Varies (low to moderate) Interactive features, decision-support, digital literacy Comprehensive content, user-friendly design Need for peer interaction, personalization, improved UX Enhancing digital literacy, fostering an inclusive digital environment Larger-scale trials in other populations, long-term engagement evaluation Malaysia
116. Tonga, et al. (2021) [141]

N = 27

Age range = Not specified

Varied Mixed Methods RA Hand Exercise App None USE, SUS, Semi-structured interviews Varied (low to moderate) Self-monitoring, exercise diary, behavioral change Usability, satisfaction, ease of use Motivation and adherence, ease of use Improving interactive features, long-term adherence Long-term study on physical health impact Turkey
117. Toyota, et al. (2014) [58] Not specified Not specified Usability Testing Demonstration App None Subjective evaluation Limited smartphone experience Hands-on real video demonstrations, self-learning Basic smartphone operation, confidence building Understanding challenges in smartphone use

Self-learning, confidence-building

Increased familiarity with smartphones and digital learning

Further usability improvements, focus on learning retention Japan
118. Tran-Nguyen, et al. (2022) [142]

N = 27

Age median = 70

Not specified User-Centered Design Low-Fidelity/Mid-Fidelity/High-Fidelity Prototypes None Surveys, Workshops Limited smartphone experience Support resources, diary entries, educational materials User interface, ease of use, educational content, medical accuracy Usability, feedback on user experience, suggestions for improvements Further evaluation of clinical outcomes and long-term effects Further studies on long-term pain management effectiveness, adaptation to other health conditions canada
119. Tu, et al. (2023) [143]

N = 30

Age range = Not specified

Not specified Usability Testing Spring Rain Doctor App None Web-based questionnaire Limited smartphone experience Visual checklist with usability questions Simplified visual interface, task-specific usability focus Accessibility for older rural users Identified areas for optimization Explore digital literacy programs, improve network access China
120. Ubam, et al. (2021) [144]

N = 36

Age range = 55 + 

Not specified Usability Testing None None Questionnaire Limited smartphone experience Fast loading time, intuitive navigation, simple task flow Simplified interface, focus on essential features Preference for essential features like quick transactions Improved usability, secure transactions Test with larger senior citizen group, focus on security features Malaysia
121. Wahab, et al. (2021) [145] Not specified Not specified Quantitative Survey FinTech applications None Questionnaire Varied technology experience Simplified interface, clear instructions, security features Simplified financial tools, easy navigation Focus on usability for the elderly and security Increased trust and satisfaction, secure financial transactions Focus on improving trust and security features pakistan
122. Wang, et al. (2024) [146]

N = 148

Age range = various

Not specified Randomized Crossover

3D-DST

Mobile App-Based Clinical Decision Support System for Delirium

None Usability Questionnaire Varied technology experience Simplified navigation, built-in reminders, error reduction Simplified delirium assessment process, reduction in human error Complex information, technical issues Improved clinical decision-making Further clinical testing with diverse populations China
123. Wang, et al. (2022) [147] Not specified Not specified Usability Study Railroad 12306 Love APP None Comparative Usability Analysis Varies technology experience Simplified interface, reduced error rates, improved satisfaction Enhanced design for older adults, easier ticket booking Usability and efficiency for older adults Future usability testing and optimization for aging users Conduct more studies with diverse groups, test under different conditions china
124. Xiong, et al. (2019) [72] Not specified Mixed gender Qualitative/Quantitative Online Learning Mobile App None Observation, Questionnaire, Interview Varies technology experience ARCS motivation model to enhance online learning engagement Improved user experience and learning efficiency Difficulty with navigation, motivation to learn Increased engagement and satisfaction Further usability testing and model refinement chaina
125. Xu and Wen (2024) [148] Not specified Mixed gender Mixed Methods CH32V307VCT6 Robot Deep Learning, MQTT None Embedded technology Real-time remote monitoring with AI-based fall detection Flexibility and efficiency in remote monitoring Wireless communication and accurate fall detection Expansion of features and integration with home care systems Further usability testing and model refinement chaina
126. Yee et al. (2024) [149] Not specified Mixed gender Mixed Methods FitBot ChatGPT, Personalized AI None Limited AI usage Personalized healthcare and self-care for chronic disease management Enhanced self-care through tailored fitness tracking Overcoming comprehension barriers with AI responses Integration of more health indicators and interactive features Enhanced fitness engagement, health monitoring Further testing with larger sample sizes tiwan
127. Yeo, et al. (2015) [59] Not specified Mixed gender Mixed Methods Hearing Aid App Speech-to-Text, Visual Conversion None Limited technology exposure Real-time and non-real-time speech-to-text conversion Noninvasive, easy-to-use, inexpensive app Difficulty in real-time conversion and understanding text visually Enabling independent and fulfilling lifestyles Further development of real-time and multi-language support Singapore
128. Yuan, et al. (2017) [61] Not specified Mixed gender Mixed Methods Family Application Social Interactive Sharing App Behavioral Pattern Analysis Moderate technology exposure Strengthening family ties and promoting communication Family-focused, emotionally supportive, visually simple interface Difficulties in adapting to digital interfaces Improved family interaction and emotional bonding Further exploring family-specific needs and privacy concerns China
129. Zhou, et al. (2022) [150] Not specified Mixed gender Mixed Methods Familiar Interface Language Mobile Applications Emotional Design Strategies Physiological and Psychological Characteristics Positive emotional feedback, practical visual effects Difficulty in comprehending digital interfaces Enhanced emotional connection and ease of use Further improving interface personalization and accessibility China
130. Zhou, H., et al. (2024) [60]

N = 140

Age range = 70 + 

Mixed gender Mixed Methods Chatbot Book Club Large Language Models Prompt Engineering Low digital literacy Personalized, thought-provoking questions and voice interactivity Large fonts, user-friendly interface Difficulty in maintaining cognitive engagement Improved cognitive function and ongoing engagement Iterating based on user feedback and exploring more applications China
131. Zhu, et al. (2022) [151]

N = 15

Age range = 60-75

33% men, 67% women User Study To-Do List App Mobile Applications UEQ, Interviews Varied technology use Memory support, task organization, non-declarative memory assistance Task completion, simplicity, visual clarity, real-time feedback Usability issues identified in iteration plan Enhanced memory retention and task management for older adults Enhancing perspicuity and reducing complexity China
132. Zhu, et al. (2022) [19]

N = 200

Age range = 60-80

Mixed gender Mixed Methods Interactive Cognitive App Mobile Applications Usability Testing, Expert Evaluation Varied levels of technology use Daily practice, challenge mode, two-player mode, sharing function Level-based difficulty, novice teaching, desktop components Navigating user interface, technical setup difficulties Improved cognitive training experience, interactive solution for memory improvement Expanding accessibility features and enhancing real-time feedback mechanisms China

Key Themes and Findings

Design features enhancing accessibility and usability

Across the studies, several design principles were consistently highlighted as critical for improving mobile app usability among older adults:

Simplified Navigation: Linear (or simple) navigation paths, clear menu hierarchies, and logical workflows were frequently cited as effective in reducing cognitive load and improving task completion rates.

Readable Interfaces: Larger fonts, high-contrast text, and adjustable display settings addressed common age-related visual impairments.

Touch-Friendly Elements: Enlarged touch targets and error-tolerant interfaces reduced user frustration associated with fine motor skill declines.

Voice Interaction and Feedback: Voice-based controls and audio feedback improved accessibility for users with visual or motor impairments.

User-centered and participatory design approaches

Some of the included studies highlighted co-design methods involving older adults. Participatory design processes were linked to higher user satisfaction, as they enabled iterative feedback and customization of app features to address specific needs. For instance, despite perceived challenges, Hakobyan et al. (2014) demonstrated the substantial benefits of directly involving target users in the design process. Their findings further suggest that older adults with impairments can effectively co-design technological solutions tailored to their needs and abilities [8].

Liu and Yu (2024) evaluated the SugarShift (2023) app for diabetes management in older adults, highlighting that its generalized design overlooks elderly users' cognitive and physiological needs. Using a participatory design approach, they identified interface simplicity, logical navigation, and interaction quality as key factors in improving user experience. Their proposed modifications enhanced information processing and reduced cognitive load for older users [9].

Challenges in adopting mobile technology

Common barriers to mobile app adoption among older adults include:

Cognitive Barriers (Cognitive Load & Processing Challenges): This category includes challenges that are caused by reduced cognitive abilities, mental fatigue, and confusion during interaction. Examples include cognitive decline, forgetfulness, feeling overwhelmed by complex information, and difficulty understanding or navigating apps without a clear and consistent mental model [1, 4, 960].

Technical and experience-based barriers (Technical Literacy & Familiarity Barriers): "This category covers challenges resulting from a lack of technical skills, limited prior exposure, or general unfamiliarity with using technology. Examples include Unfamiliarity with smartphones, inability to use wearables, need for training, digital divide [1, 16, 23, 24, 43, 44, 50, 51, 53, 57, 6167].

Physical and sensory barriers: This category refers to limitations in interacting with the app due to visual, hearing, or motor impairments. Examples of these barriers include hand tremors, poor vision, inability to accurately touch the screen, and slow Braille reading speed [1, 5, 20, 21, 23, 24, 28, 29, 31, 35, 50, 52, 6877].

Psychosocial barriers: This category includes barriers related to trust, motivation, isolation, social acceptance, or security concerns. Examples include privacy concerns, low trust in technology, social isolation, and interaction stress[25, 47, 55, 73, 7880].

Impact of Age-Friendly Features

Studies consistently reported improvements in usability metrics, such as ease of use, task completion times, and user satisfaction, following the integration of age-friendly design features. For example:

A usability study of a dementia-focused health app (SMART4MD) reported that age-friendly features of the SMART4MD app, such as the thorough introduction, paper-based manual, availability of tablet pens, and customization/personalization options, were found to be crucial in facilitating the adoption and use of the technology by the target user group of older adults with mild cognitive impairment [50].

Recommendations for Future App Development

The review identified several areas for improvement and research in mobile app design for older adults:

Incorporation of Assistive Technologies: Integrating AI-driven features such as voice assistants and predictive text could enhance accessibility.

Cultural and Contextual Sensitivity: Designing apps that account for cultural differences and specific user contexts can improve inclusivity.

Longitudinal Usability Testing: Few studies evaluated the long-term impact of age-friendly features on user adoption and sustained engagement, highlighting a critical gap in the literature.

Discussion

This systematic review explores findings from 132 studies investigating mobile app design features to enhance accessibility, usability, and engagement for older adults. The included studies primarily targeted older adults and explored various design principles, participatory design approaches, and barriers to technology adoption. The results provide valuable insights into optimizing mobile apps for older users and offer actionable recommendations for future development.

Design features enhancing accessibility and usability

A prominent theme across studies is the importance of simplifying mobile app interfaces to address the unique challenges older adults face, such as age-related declines in vision, hearing, motor skills, and cognitive function, which often create barriers to everyday technologies [81]. Key features like simplified navigation, readable interfaces, touch-friendly elements, and voice interaction have been identified as critical for enhancing usability. Linear navigation paths and logical workflows reduce cognitive load, significantly improving task completion rates [82], while integrating larger fonts, high-contrast text, and adjustable display settings benefits users with visual impairments, aligning with established accessibility principles [5, 69, 83]. Touch-friendly elements, such as enlarged touch targets and error-tolerant interfaces, accommodate motor impairments [82], and voice-based controls with audio feedback enhance accessibility for those with visual or motor limitations [68]. These findings align with universal design principles—such as clear visual contrast, intuitive navigation, and voice-activated controls—which mitigate barriers and improve functional capacity [84, 85]. For example, well-designed assistive technologies, like hearing aids with simplified interfaces or walkers with adjustable grips, reduce fall risks, a leading cause of injury in older adults [85]. Similarly, accessible digital platforms featuring larger fonts and screen reader compatibility enhance social connectivity and access to essential services, reducing isolation [81]. By prioritizing inclusive design, we can create environments and products that meet the diverse needs of aging individuals, fostering autonomy and improving overall well-being.

User-centered and participatory design approaches

The review highlights the effectiveness of co-design and participatory methods in creating mobile apps and technologies that better meet the needs of older adults. In some of the included studies, participatory design approaches—where older adults were actively involved in the design process—were associated with higher user satisfaction and usability. For example, Putri et al. (2019) demonstrated that incorporating user feedback and iterative design processes led to significant improvements in app functionality and accessibility [86]. hese findings align with broader research advocating for user-centered design, emphasizing the importance of tailoring solutions to older adults' specific needs, preferences, and challenges [36, 74, 87]. Studies have shown that involving older adults in the design of assistive technologies, such as wearable devices or home automation systems, results in more intuitive and functional solutions that align with their daily routines and physical capabilities [88]. Moreover, participatory design fosters a sense of empowerment and ownership among elderly users, enhancing their motivation to adopt and consistently use these innovations [89]. By prioritizing user-centered and participatory design, developers can create more effective and meaningful interventions that improve older adults' usability, independence, and overall well-being [81].

Challenges in adopting mobile technology

Older adults face significant barriers to adopting mobile technology, primarily due to age-related physical, cognitive, and psychosocial challenges. Cognitive barriers, such as complex interfaces and information overload, are significant obstacles, with many older adults struggling to navigate smartphones and digital interfaces due to low digital literacy [5, 90]. Physical limitations, including fine motor skill impairments and visual challenges, further hinder effective app use, as small touchscreen interfaces, complex menus, and small font sizes exacerbate declines in vision, dexterity, and cognitive processing [81]. Additionally, lack of familiarity with digital devices and fear of making errors contribute to anxiety and resistance toward technology adoption [91]. Research highlights that perceived usefulness and ease of use, as outlined by the Technology Acceptance Model, are critical determinants of technology acceptance among older adults [92]. For instance, older users are more likely to adopt mobile devices if they perceive them as beneficial for staying connected or managing health, However, they often require tailored training and support to overcome initial barriers [93]. Addressing these challenges through user-centered design, simplified interfaces, and accessible training programs is essential for enhancing mobile technology adoption and improving digital inclusion among the elderly.

Impact of age-friendly features

Integration age-friendly design features consistently improves usability metrics such as ease of use, task completion times, and user satisfaction. For example, apps designed for dementia patients have shown reduced task errors and improved caregiver coordination through simplified interfaces, aligning with research highlighting the positive impact of age-friendly features on app performance and user experience [5, 69, 83]. Adaptive design strategies, such as customizable font sizes and tailored content, further enhance user engagement and reduce abandonment rates, underscoring the importance of personalization in promoting app adoption and sustained use. Beyond digital interfaces, age-friendly design principles—such as ergonomic handles, clear visual contrast, and voice-activated controls—mitigate age-related declines in vision, hearing, and motor skills, making everyday tasks more manageable [94]. For instance, walkers with adjustable grips and non-slip surfaces significantly reduce fall risks, a leading cause of injury among older adults [85]. Age-friendly digital features, including larger fonts, simplified navigation, and screen reader compatibility, also improve accessibility, fostering social connectivity and access to essential services [81]. Similarly, environments designed with age-friendly principles, such as well-lit pathways and accessible public transportation, promote mobility and social participation, reducing isolation and enhancing mental health [95]. By prioritizing age-friendly features, designers and policymakers can create inclusive solutions that support the diverse needs of aging individuals, improving autonomy, independence, and overall well-being.

Recommendations for future app development

The review identified several key areas for future research and improvement in mobile app design for older adults. First, integrating assistive technologies, such as AI-driven voice assistants and predictive text, could further enhance accessibility for users with cognitive and physical impairments. This aligns with emerging trends in the field, where AI technologies are being increasingly incorporated into health apps to assist users in performing complex tasks more easily. Second, the need for cultural and contextual sensitivity in app design was highlighted. As older adults are highly diverse, mobile apps must consider cultural differences and specific user contexts to ensure inclusivity and relevance. Lastly, longitudinal usability testing was identified as a critical gap in the literature. Few studies evaluated the long-term impact of age-friendly features on user adoption and sustained engagement, suggesting that future research should focus on the enduring effects of these design elements over time.

Limitations

While this systematic review provides valuable insights into optimizing mobile app design for older adults, several limitations should be acknowledged. First, the heterogeneity of study designs and evaluation metrics made it difficult to conduct a meta-analysis, limiting the ability to compare outcomes across studies quantitatively. Second, the review primarily focused on English-language publications, which may exclude relevant findings from non-English sources. Additionally, variations in the technological proficiency of study participants may have influenced usability outcomes, as older adults with prior digital experience may respond differently to design interventions than those with minimal exposure.This review was not pre-registered in a protocol database such as PROSPERO, which we acknowledge as a limitation. Protocol pre-registration enhances transparency and reduces the risk of bias in systematic reviews. Future research will benefit from this critical step. Additionally, approximately 20.5% of the included studies, primarily descriptive, lacked details on sampling strategies and representativeness, which limited the generalizability of the findings. Furthermore, 9.1% of qualitative studies did not report the influence of researchers, which may introduce bias. Unreported response rates in descriptive and mixed-methods studies further hindered quality assessment. Future research should prioritize detailed reporting of methodological aspects, including sampling, response rates, and researcher influence, and adopt standardized evaluation tools to enhance study quality and comparability.

Conclusion

This review highlights the importance of designing mobile apps that cater to the unique needs of older adults, emphasizing accessibility, usability, and user engagement. The consistent findings across the included studies underscore the need for simplified, intuitive interfaces, co-design approaches, and adaptive features that address older users' physical and cognitive challenges. However, challenges in mobile technology adoption persist, and future app development must focus on integrating assistive technologies, ensuring cultural sensitivity, and conducting longitudinal usability testing to improve long-term user satisfaction and engagement.

Supplementary Information

Below is the link to the electronic supplementary material.

Acknowledgements

The authors acknowledge the financial support of Hamadan University of Medical Sciences (Grant number: 140204273346). This study was approved by the Ethics Committee of Hamadan University of Medical Sciences with special ID IR.UMSHA.REC.1401.925. Clinical trial number: not applicable.

Author contribution

Author Contributions Statement: E.A. conducted the literature search, selected the studies for inclusion, and drafted the main manuscript. M.B. supervised the project, contributed to the study design, and provided critical revisions. J.F. performed the methodological quality assessment and assisted with data analysis. I.D. contributed to the interpretation of findings and helped revise the manuscript for intellectual content. All authors reviewed and approved the final version of the manuscript.

Funding

This study was supported by Hamadan University of Medical Sciences, Hamadan, Iran. The funders had no role in study design, data collection and analysis, the decision to publish, or the preparation of the manuscript.

Data availability

No datasets were generated or analysed during the current study.

Declarations

Conflict of interests

The authors declare no competing interests.

Clinical trial number

Not applicable.

Footnotes

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

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Supplementary Materials

Data Availability Statement

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