## 4 Evaluation and Results
The difference with the SUS score obtained with the previous experience with children and younger adults can be explained, among other factors, by the socio-cultural differences that exist between these different generations with respect to technology. The results of the individuals' satisfaction questionnaires are given in Table 3. Questions 1-6 are the same as those performed in our previous research [9], while questions 7-10 are specific for this new evaluation. These new four questions are related to the three aspects identified in the Introduction section as positive for active aging: Exercise, going to the park and being in touch with new technologies. The scores also range from 0 to 4, meaning--0: strongly disagree, 4: strongly agree. The scores for the satisfaction questionnaire are higher than in the usability questionnaire and all questions receive mean responses whose values are higher than 2.0 (middle point of the questions' range). Furthermore, all questions receive mean values above 2.5, except from question 8, in which, despite having a mean value of 2.25, some users acknowledge that it will not be likely that they will exercise more because of HybridPLAY. Questions 7 and 10, however, reveal that the tested users do generally agree that this technology could be a way to increase their desire to go to the park and increase their use of new technologies. Question 9 reveals that HybridPLAY is perceived as an interesting tool for performing collaborative exercise. These results are in line with the three aspects identified as positive for active aging. Although the satisfaction questionnaire gives positive results, in comparison with the previous results with children and young adults presented in Reference [9], we can state that senior people are fairly demanding in some specific questions. In particular, there are noticeable differences between some of the questions (compare the results of questions 4 and 5, for instance), whereas children and young adults seem to provide very similar mean values for the different questions, which were also higher than for older adults. The difference in the size sample between the two experiments could have some influence in this effect. Nevertheless, we can see that senior users perceive HybridPLAY as a useful tool to collaborate, interact with friends and be more in touch with new technologies. It is \begin{table}
\begin{tabular}{l c c c c} \hline \hline
**Questions** & **Mean** & **s.d.** & **Min** & **Max** \\ \hline
1. I think that I would like to use this system frequently & 2.63 & 1.06 & 1.00 & 4.00 \\
2. I found the system unnecessarily complex & 1.25 & 1.04 & 0.00 & 3.00 \\
3. I thought the system was easy to use & 2.75 & 1.04 & 1.00 & 4.00 \\
4. I think that I would need the support of a technical person to be able to use this system & 1.25 & 1.16 & 0.00 & 3.00 \\
5. I found the various functions in this system were well integrated & 3.38 & 0.74 & 2.00 & 4.00 \\
6. I thought there was too much inconsistency in this system & 0.63 & 0.74 & 0.00 & 2.00 \\
7. I would imagine that the most people would learn to use this system very quickly & 2.13 & 1.36 & 1.00 & 4.00 \\
8. I found the system very cumbersome to use & 1.13 & 0.99 & 0.00 & 3.00 \\
9. I felt very confident using the system & 2.25 & 1.04 & 1.00 & 4.00 \\
10. I needed to learn a lot of things before I could get going with this system & 1.13 & 1.25 & 0.00 & 3.00 \\ \hline
**SUS score** & **69.38** & & & \\ \hline \hline \end{tabular}
\end{table} 
Table 2: Results of System Usability Scale (SUS) questionnaire (mean, standard deviation, minimum and maximum).