At a time when it is observed the widespread use of new applications of touch interfaces and gesture, is relevant to question if these present a positive differential for the accessibility of the senior population or are more an artifact info exclusionary. The purpose of this article is to present the results of the evaluation of usability heuristics proposals in six previous step of the study. These heuristics were duly proven and disproved through a prototype of interactive game for touch devices based on grape harvest activity and production of wine called vindima. The data obtained will help with sizing-related fields, quantity and chromatic aspect of targets, user performance by acoustic feedback, in addition to issues related to the perception of elements in the interface.