5,638 research outputs found

    Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach

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    This paper presents a new method of engaging older participants in the process of application and IT solutions development for older adults for emerging IT and tech startups. A new method called SPIRAL (Support for Participant Involvement in Rapid and Agile software development Labs) is proposed which adds both sustainability and flexibility to the development process with older adults. This method is based on the participatory approach and user empowerment of older adults with the aid of a bootstrapped Living Lab concept and it goes beyond well established user-centered and empathic design. SPIRAL provides strategies for direct involvement of older participants in the software development processes from the very early stage to support the agile approach with rapid prototyping, in particular in new and emerging startup environments with limited capabilities, including time, team and resources

    Engager les personnes âgées dans les équipes intergénérationnels et processus de design participatif: une revue systématique de la recherche actuelle

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    This paper presents the results of a systematic review of the literature (SRL) in the field of Participatory Design (PD), undertaken under the scope of LOCUS – Playful Connected Rural Territories. The project employs an ethnographically, participatory and agile approach to the process of co-designing, developing and evaluating an IoT system to support playful intergenerational engagement in exploring cultural heritage of Portuguese rural territories, by engaging inhabitants, stakeholders and visitors. The SRL aimed to understand how older adults have been integrated and engaged into technology PD teams and processes. This paper focus on the most used methodological approaches and participation methods, along with the challenges in integrating older adults and the strategies to overcome them, which are discussed in the light of project aims. / Cet article présente les résultats d'une revue systématique de la littérature dans le domaine du design participatif, effectuée dans le cadre du Projet LOCUS - Territoires ruraux connectés et ludiques. Le projet utilise une approche ethnographique, participative et agile du processus de co-design, développement et évaluation d'un système d’Internet des objets pour soutenir un engagement intergénérationnel ludique dans l'exploration du patrimoine culturel des territoires ruraux portugais, en impliquant les habitants, les parties prenantes et les visiteurs. La revue systématique de la littérature vise à comprendre comment les personnes âgées ont été intégrées et engagées dans des équipes et des processus de design participatif des technologiques. Cet article se concentre sur les approches méthodologiques et les méthodes de participation les plus utilisées, ainsi que sur les défis de l'intégration des personnes âgées et les stratégies pour les surmonter, qui sont discutés à la lumière des objectifs du projet

    Co-design of augmented reality textbook for children’s collaborative learning experience in primary schools

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    Augmented Reality (AR) is a recent technology that allows a seamless composition between virtual objects and the real world. This practice-based research uses the affordances of AR to design an AR textbook for collaborative learning experience. It identifies the key concepts of children s AR textbooks for the designing and evaluation of collaborative learning experiences. These concepts were used to develop a conceptual framework for the AR textbook that considers collaborative experience, learning and usability. Informed by these concepts, the research also has identified the design features which are unique to AR affordances which can be integrated in the school textbooks to develop a collaborative AR textbook for primary school children. The research follows a participatory design approach to involve the users of the AR textbook in the design process. The researcher has conducted three co-design studies involving primary school children and adults using cooperative inquiry techniques. The first study uses low-tech prototyping to find the overall direction of designing the AR textbook. After the development of the first AR textbook prototype, two formative evaluations have been conducted using cooperative inquiry critiquing, and layered elaboration techniques. Throughout these studies, a conceptual framework has been developed namely, Experience, Learn and Use (ELU) for the designing and evaluation of children s AR textbooks for collaborative learning experience. This framework is based on the adaption of Janet Read s Play, Learn, Use (PLU) model that defines children s relationships with the interactive technologies. The research proposes the ELU framework as a useful classification framework in the evaluation process, which informs the design features of the AR textbook which are related to the concepts of collaborative experience, learning and usability. The practical component of the thesis proposes a sample of an AR textbook that is integrated in the regular school curriculum. It demonstrates the design features which can be implemented in other textbooks to support collaborative learning experiences for primary school children. The documentation of the co-design process provides a practical framework for co-designing an AR textbook with children, as well as an evidence of using the ELU framework in practice. 4 This research also contributes in bridging the gap between AR and Child-Computer Interaction (CCI) communities, through the use of common CCI methods in the AR development. This research has resulted in key design principles which contribute original knowledge to the literature of the AR for children s education considering the CCI perspective. These important principles are informed by the collaborative experiences, learning and usability aspects that establish a framework for the design and evaluation of collaborative AR textbook for children. The eight identified principles by this research are, Joint Textbooks, Personalised AR Experience, Interactive AR Book, Communication-Based Learning, Rewarding AR feedback, Audio AR Textbook, Intuitive AR Markers, and Mutual AR Display. The research introduces the definition for each of the concepts and a demonstration of the related design features in the outcome of the AR textbook prototype

    Older Adults and Voice Interaction: A Pilot Study with Google Home

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    In this paper we present the results of an exploratory study examining the potential of voice assistants (VA) for some groups of older adults in the context of Smart Home Technology (SHT). To research the aspect of older adults' interaction with voice user interfaces (VUI) we organized two workshops and gathered insights concerning possible benefits and barriers to the use of VA combined with SHT by older adults. Apart from evaluating the participants' interaction with the devices during the two workshops we also discuss some improvements to the VA interaction paradigm

    Blinded by Simplicity: Locating the Social Dimension in Software Development Process Literature

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    The software development process is a complex human, intellectual and labor-intensive activity and human related factors have shown to be the most significant contributors to software system failures. Lacking the ability to identify or quantify these factors, software practitioners will not learn from the failures caused by them. Although, social factors give rise to high failure rates in software development projects they tend to be ignored. Business continues as usual. The inability for software engineers to attain a holistic and inclusive approach will leave the social dimension out and undermine the realization of a fully sustainable software development process.This paper builds on the master’s thesis with the same title completed in December 2019 at Stockholm University. The thesis demonstrates how research literature on software development processes addresses (or not) the social dimension of sustainability from a holistic point of view. The results indicate that the practice of dealing holistically with complexity including the social dimension is still underdeveloped. Further research is suggested regarding the development of adequate supporting tools, social skills, and managerial attitudes and behaviors

    New Product Development Processes for IOT-Enabled Home Use Medical Devices: A Systematic Review

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    Background: In the new forefront of healthcare at patients’ homes, medical devices developed to use at home setting by lay users are essential. The adoption of home-use medical devices will benefit both patients and public healthcare services in terms of quality of life, enhanced outcomes, and reduced cost of care. Home use medical devices associated with Internet-Of-Things (IOT) technology assists patients in performing self-care as well as providing health information remotely to health care professionals. However, adopting technology requires understanding the nature of the medical device and medical device development (MDD). Existing studies concerning the new product development (NPD) processes or design processes were systematically reviewed to explore knowledge and expertise to provide a framework for IOT engineers or designers to adopt IOT technology to home use medical devices. Objective: This study aimed to review the published literature to explore the current studies in the field of the NPD process, design process, design methodology, and outcome of the device affecting user acceptance. Methods: A systematic review following PRISMA guidelines of the English language literature from four electronic databases and academic search engines published from 2007 to 2018 was conducted. The papers were screened and assessed following predefined inclusive and exclusive criteria. The results were analyzed according to the research questions. Results: The findings revealed state-of-the-art in the NPD process and design process (n=4), the design methodology (n=23), and the resultant outcomes of empirical or clinical research in the validation stage (n=14) of medical device development (MDD). The findings also delineated existing studies in NPD, design process, and design methodologies aimed to ensure that medical devices would be effective and safe. Human factor engineering (HFE), cognitive method, ethnographic, and other methodologies were proposed to understand users, uses and context of use. Barriers, constraints, and multidisciplinary communication were addressed. Tools, processes, and methodologies were proposed to overcome the barriers. Conclusion: As home-use medical device development (MDD) and the adoption of IOT technology is now at a crossroads. This study addresses the necessity for future academic studies related to IOT adoption to MDD, including unique risks, multidisciplinary problems, emerging from IOT technology. Finally, future studies aimed at fabricating the NPD process or design process for IOT home-use medical devices to gain user acceptance were outlined

    Digital citizenship in later life: Insights from participatory action research with older content creators

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    Ph. D. Thesis.Within the context of rapid digitalisation of societies, older people increasingly require digital skills to participate civically. However, research has largely overlooked the digital dimension of older adults’ civic participation. Grounding my research in Serrat and colleagues’ (2019) later life civic participation framework, I explored digital content creation and community radio as pathways to increased civic participation and digital engagement in later life. Working collaboratively with older adults using participatory action research (PAR), I locate older adults’ digital citizenship at the intersection of Gerontology and Human-Computer Interaction research. Using qualitative methods, I explored: 1) an older people’s organisation’s media output as part of their age-friendly efforts, and 2) community radio production as a pathway to increased digital participation in later life. Both research strands, interwoven in a process of PAR, shed light on older adults’ digital citizenship. My collaboration with the older people’s organisation exemplifies a collective social civic activity organised by older adults themselves. Findings highlight the importance of older adults as active contributors in digitalised societies. My collaboration with older radio show hosts and other stakeholders, brought together at a radio festival, evolved into the Later Life Audio and Radio Co-operative. Findings demonstrate the importance of community radio to facilitate age-inclusive citizen dialogue and highlight how digital technologies can support communities of practice in bridging collective social and political forms of civic participation in later life. I reflect on my PAR journey, highlighting the process of doing research within an evolving ecosystem of individuals, third sector organisations and technologies, especially throughout the COVID-19 pandemic. I discuss the contributions of my research to current debates on older adults’ civic participation and propose a digital citizenship perspective rooted in community-based research, outlining implications for policy and practice to prioritise the concept of digital participation to support older adults’ civic participation online

    Youth Participation in a Government Program: Challenges in E-Democracy

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    Declining youth participation in civic affairs has raised the issue of youth disengagement. This paper explores the use of web-based and social networking technologies for the purpose of engaging young people in civic affairs to better inform government decision making. It is based on a field study in two regions of NSW where young people (aged 9-18) participated in an experimental online consultation about youth projects to be funded by the Department of Community Services (DoCS). Several strategies for youth engagement and consultation were implemented and tested including an online interactive game, social networking technologies, local radio and TV, and school newsletters announcements. The findings question the youth disengagement thesis and demonstrate that purposefully-designed and carefully targeted engagement strategies – in both electronic and physical spaces – do attract and engage young people in Government decision making. The paper discusses the challenges of youth online participation and concludes with suggestions for future research
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