## 5 Discussion, Conclusions, and Future Work
### Conclusions  
This study successfully established and validated a seamless technology framework for elderly interactive systems, achieving concrete outcomes, in terms of both theoretical construction and practical application through the design implementation of the \"Pillow Fight\" system. The research findings not only address the three initial research objectives but also provide innovative design directions for elderly technology development. Regarding the first research objective, we successfully constructed an integrated design framework addressing both psychological and functional needs. This framework encompasses life integration, warmth, and emotional connection as psychological aspects, as well as intuitiveness, simplicity, and personalization as functional aspects. It not only extends [PERSON]'s theoretical vision of ubiquitous computing but also provides concrete guidelines for elderly technology design. The empirical research demonstrated that the overall system usability was significantly improved, from 77.85 in phase one to 82.15 in phase two (\(p<0.001\), [PERSON]'s d = 0.92), validating the framework's practical value. Regarding the second research objective, we successfully developed innovative intergenerational interaction models. The research results showed that the intergenerational interaction context achieved significantly higher system usability scores (\(92.12\pm 2.31\)) compared to the elderly-only group (\(80.70\pm 2.45\)), representing a 14.15% improvement (\(p<0.001\), [PERSON]'s d = 1.24). Notable improvements were demonstrated in both the learnability (94.12 vs. 89.25) and usability (91.62 vs. 78.56) metrics. These findings not only support [PERSON] and [PERSON]'s assertions about the importance of social connections but also provide innovative approaches for the promotion of intergenerational interaction through technology. The third research objective was validated through systematic field studies. The research spanned two phases across 34 sites, with a total of 1997 participants, providing rich and reliable validation data. Particularly in the second phase, the system's optimization led to a 9.90% improvement in usability (\(p<0.001\), d = 1.24), confirming the design framework's practical benefits. The six-dimensional analysis further verified the advantages of group interaction contexts, especially in expectation (d = 3.25), attractiveness (d = 2.92), and social interaction (d = 2.35). The main contributions of this research can be divided into theoretical and practical aspects. At the theoretical level, this study has extended the vision of ubiquitous computing by proposing the innovative concept of \"seamless technology\" and validated its application value in elderly technology design through empirical research. At the practical level, not only was an innovative soft sensing technology developed through this research, but comprehensive benefit evaluation methods were also established, providing concrete design guidelines for the future development of technology products for the elderly. Looking forward, the findings of this research offer new perspectives for elderly technology development. Particularly in contemporary society, with its rapidly aging population, the question of how to utilize technology to enhance the elderly's quality of life while promoting intergenerational connection has become a crucial issue. The seamless technology framework proposed in this research not only responds to this challenge but also provides concrete, feasible solutions. These research outcomes not only contribute to academic development but also provide a valuable reference for practical applications. **Author Contributions:** Conceptualization, C.-K.L. ; methodology, C.-K.L. ; software, C.-K.L., X.-Y.C. and H.-Y.C. ; validation, C.-K.L., H.-Y.C. and X.-Y.C. ; formal analysis, C.-K.L. ; investigation, C.-K.L. ; resources, C.-K.L. ; data curation, C.-K.L. and H.-Y.C. ; writing--original draft preparation, C.-K.L. ; writing--review and editing, C.-K.L. ; visualization, C.-K.L.