**2. Methodology**

#### **2.1 Data collection methods**

Data collection was conducted in two phases, firstly through Think Aloud sessions, followed by Digital Content extraction.

#### *2.1.1 Think aloud protocol*

The primary objective of the first phase i.e., Think Aloud (TA) sessions, was to understand the expectations of tech-savvy older adults regarding a set of smartphone applications. Think Aloud Protocol is a tool borrowed from cognitive science [28]. There are numerous variations of this method for Usability evaluation of technology. However, there is no consensus about the exact procedure to perform these sessions [29, 30]. These are usually performed by asking individuals to think out loud whilst interacting with the system [31]. If the user stops talking for long, then a gentle reminder is used to prompt him/her to start conversing again. The other option is to have a pair of users verbalise their thoughts retrospectively rather than concurrently [32]. For this study, the Think Aloud Process of [33] was used for conducting the sessions (as described below), because it is well established, widely used, and helps in Usability testing as shown in **Figure 1**. OAs in our study were given the liberty to choose two smartphone applications (already installed on their smartphones), use them, and highlight the good and bad things about them. Author 1 observed each OA and took field notes as they navigated through their chosen apps.

**Instructions and Tasks -** Older adults were instructed about how to interact with their mobile phones and given an explanation of how to think out loud. In addition, a pre-specified set of tasks was given to them in advance.

**Figure 1.** *Think aloud process [33].*

This means that they had to use applications of their own choice and use one or two key features on them.

**Verbalisation -** During the process of performing the tasks, participants verbalised their thoughts. If they stopped talking, a gentle nudge was used to prompt them, e.g., through asking a question or just saying 'keep talking'.

**Reading the User -** Older adults' behaviour was observed to extract and describe the Usability problems. For example, how do they navigate the app? What elates or annoys them? What causes deadlock?

**Relationship between User and the Evaluator -** The researcher attempted to create an environment in which older adults felt comfortable to make both positive and negative comments. To achieve this, the venue chosen was a Cafe situated in the University of Limerick.
