5,605 research outputs found
Co-designing smart home technology with people with dementia or Parkinson's disease
Involving users is crucial to designing technology successfully, especially for vulnerable users in health and social care, yet detailed descriptions and critical reflections on the co-design process, techniques and methods are rare. This paper introduces the PERCEPT (PERrsona-CEntred Participatory Technology) approach for the co-design process and we analyse and discuss the lessons learned for each step in this process. We applied PERCEPT in a project to develop a smart home toolset that will allow a person living with early stage dementia or Parkinson's to plan, monitor and self-manage his or her life and well-being more effectively. We present a set of personas which were co-created with people and applied throughout the project in the co-design process. The approach presented in this paper will enable researchers and designers to better engage with target user groups in co-design and point to considerations to be made at each step for vulnerable users
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Co-Created Personas: Engaging and Empowering Users with Diverse Needs Within the Design Process
Personas are powerful tools for designing technology and envisioning its usage. They are widely used to imagine archetypal users around whom to orient design work. We have been exploring co-created personas as a technique to use in co-design with users who have diverse needs. Our vision was that this would broaden the demographic and liberate co-designers of their personal relationship with a health condition. This paper reports three studies where we investigated using co-created personas with people who had Parkinsonās disease, dementia or aphasia. Observational data of co-design sessions were collected and analysed. Findings revealed that the co-created personas encouraged users with diverse needs to engage with co-designing. Importantly, they also aforded additional benefts including empowering users within a more accessible design process. Refecting on the outcomes from the diferent user groups, we conclude with a discussion of the potential for co-created personas to be applied more broadly
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Designing persuasive games through competition
This case study describes a game design competition that was influenced by participatory design. We consider how successful our approach was and discuss the tensions that arose during the design and evaluation process
From Theory to Practice: Creating a Toolkit for Engaged Design
Researchers and designers alike have called for more inclusive and participatory approaches to be used within design. By first exploring the work of researchers designing with older adults living with dementia and expanding to a more robust literature review surrounding inclusion in design, I found that the literature not only suggests that design could benefit from an integration of interdisciplinary knowledge, critical reflection of methods and intentional interaction with users, but also presents theories for doing so. This project condenses four of those theories into key principles, and uses them to present a framework of Engaged Design, a mindset intended to helps designers prioritize critical reflection of their processes in order to interact more meaningfully with their users.Master of ScienceInformation, School ofUniversity of Michiganhttp://deepblue.lib.umich.edu/bitstream/2027.42/162557/1/Broderick_Brianna_Final_MTOP_Thesis_20200501.pd
[Changing] Communities
Designing with and for communities is a broad and multifaceted topic. In this introductory paper to the track Changing Communities, we discuss a series of studies that employed collaborative processes to tackle urgent public interest issues while empowering communities at the same time. A variety of themes emerged: one main transversal area is about cocreation and co-design methodologies that have demonstrated to have a transformative potential in addressing complex societal challenges. Another theme is about social innovation, considered both as the process of change of social practices and as the outcomes in terms of new products, services and policies. In particular healthcare arose as one of the main application fields of numerous papers, being discussed in different contexts such as medical device design, healthcare service design, health information systems and others. In addition, there was an area addressed by some papers that was about how to take care of the commons, tackling issues related to public space, placemaking and collective heritage, to mention a few. The studies of this track have illuminated the way forward, emphasising collaboration, empathy, and community empowerment as cornerstones of design practices that shape a more inclusive, sustainable, and innovative future
LAUGH: Designing to enhance positive emotion for people living with dementia
Dementia comprises a number of degenerative neurological diseases. It is a complex condition and each personās experience and symptoms are different. There is a growing awareness of the need for well-designed products and services to assist with dementia care and to enhance wellbeing. This paper presents research investigating the design of playful objects for people with late stage dementia. The investigation described is a preliminary stage in the LAUGH (Ludic Artefacts Using Gesture and Haptics) project; an AHRC funded international, interdisciplinary design research project. People living with dementia, informal and professional carers, health professionals, art therapists, charity representatives, arts practitioners and designers are informing the research through a series of expert group participatory workshops and case study interviews. Observation, discussion, video, photography and investigation. Findings presented in this paper focus on the importance of emotional memory and emotional expression in the care of people with late stage dementia; the value of sensory triggers and props to stimulate emotional remembering; and the importance of designing to promote high quality social connections
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