Analysis Responses

GOT-IT toolkit

Category: User Experience

Online toolkit to assist the design of inclusive eHealth solutions targeting the promotion of healthy lifestyles among older adults with low eHealth literacy, promoting citizen empowerment and contributing to the fight against health disparities in Europe

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How does a (smart) age-friendly ecosystem look in a post-pandemic society?

Category: User Experience

Journal paper: Abstract: COVID-19 has impacted not only the health of citizens, but also the various factors that make up our society, living environments, and ecosystems. This pandemic has shown that future living will need to be agile and flexible to adapt to the various changes in needs of societal populations. Digital technology has played an integral role during COVID-19, assisting various sectors of the community, and demonstrating that smart cities can provide opportunities to respond to many future societal challenges. In the decades ahead, the rise in aging populations will be one of these challenges, and one in which the needs and requirements between demographic cohorts will vary greatly. Although we need to create future smart age-friendly ecosystems to meet these needs, technology still does not feature in the WHO eight domains of an age-friendly city. This paper extends upon Marston and van Hoof's ?mart Age-friendly Ecosystem' (SAfE) framework, and explores how digital technology, design hacking, and research approaches can be used to understand a smart age-friendly ecosystem in a post-pandemic society. By exploring a series of case studies and using real-life scenarios from the standpoint of COVID-19, we propose the ?oncept of Age-friendly Smart Ecologies (CASE)' framework. We provide an insight into a myriad of contemporary multi-disciplinary research, which are capable to initiate discussions and bring various actors together with a positive impact on future planning and development of age-friendly ecosystems. The strengths and limitations of this framework are outlined, with advantages evident in the opportunity for towns, regions/counties, provinces, and states to take an agile approach and work together in adopting and implement improvements for the greater benefits of residents and citizens.

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HUBBI: eHealth UsaBility Benchmarking instrument

Category: User Experience

Usability benchmarking tool for eHealth developed in the context of eHealth solutions for older adults

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Implementation of Assistive Technologies and Robotics in Long-Term Care Facilities: A Three-Stage Assessment Based on Acceptance, Ethics, and Emotions

Category: User Experience

Assistive technologies including assistive robots (AT/AR) appear to be a promising response to the increasing prevalence of older adults in need of care. An increasing number of long-term care facilities (LTCFs) try to implement AT/AR in order to create a stimulating environment for aging well and to reduce workload for professional care staff. The implementation of new technologies in an organization may lead to noticeable cultural changes in terms of social interactions and care practices associated with positive or negative emotions for the employees. This applies especially for LTCFs with high rates of vulnerable residents affected by increasing care needs and specific ethics in nursing and cultural rules within the setting. Thus, systematic consideration in leadership management of emotions and ethical aspects is essential for stakeholders involved in the implementation process. In this article, we explicitly focus on the emotions of the employees and leaders within LTCFs. We relate to direct consequences for the organizational well-being and culture, which is of course (indirectly) affecting patients and residents. While aspects of technology acceptance such as safety and usefulness are frequently discussed in academic literature, the topic of emotion-management and ethical questions during the organizational implementation process in LTCFs received little attention. Emotional culture entails affective values, ethical norms and perceptions of employees and further investigation is needed to address the importance of transformational leadership during implementation process. For this purpose, we developed a three-staged assessment tool for implementation of AT/AR in long-term care institutions. Acceptance (A), ethical acceptability (A) and emotional consequences (E) are considered as comprehensive assessment, in which emotional consequences comprise management aspects of transformational leadership (T), emotion-management (E) and organizational culture (O). Based on AAE and TEO, this paper presents an integrated framework illustrated with a illustrative example and aims to combine established approaches with ethical insights in order to unfold potentials of AT/AR in LTCSs.

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Intergenerational Activities

Category: User Experience

Intergenerational Activities

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Learning from COVID-19: Design, Age-friendly Technology, Hacking and Mental Models

Category: User Experience

Journal paper: Abstract: In March 2020 the United Nations published an open brief for the creative community to propose interventions to the unfolding COVID-19 pandemic. However, when faced with unprecedented wicked problems such as these, the rigour of design and creative processes can tested. COVID-19 has demonstrated how important human centred design responses are in understanding the worldviews and ecosystems of users. Ad hoc design responses or design hacks have demonstrated that they have a role to play in how we create our future individual, community and societal ecosystems. In terms of age friendly design, this pandemic makes us envision what should be, furthermore, how we could create better products and services through technology. For our ageing communities ?ocooning' and other social restriction measures have exposed technological deficiencies for the needs of older people and opens up questions of our future preparedness for a growing ageing society. Now more than ever, designers need to understand the behavioural mind-set of older people in their own ecosystem and understand existing mental models. In this opinion piece we posit what acts of design hacking can lead us to greater understanding of users mental models and therefore better understanding of technology needs for both older and younger adults. While presenting various examples of how design hacking is conducted by citizens and participants alike, it shows that it offers designers differing perspectives, experiences and inspiration for technology.

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Making Healthy Places

Category: User Experience

This project looks at such convergences and divergences within a particularly instrumental environment - the barriers and opportunities that present to built environment practitioners when making healthy places.

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Manufacturers and Developers Guidelines

Category: User Experience

Guidelines for manufacturers and developers of Active and Healthy Ageing solutions aiming for a Personal User Experience (PUX, Action Group C2): Recommendations and Lessons Learned V1

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mHealthINX

Category: User Experience

The mHealthINX solution will provide an entirely new user experience in coping with the sensitive but very important and urgent topic of Mental Health in occupational settings. The solution targets the support of older employees (50 ) and the prevention of stress-related diseases such as depression, anxiety, and cardiovascular diseases.

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NESTORE - Novel Empowering Solutions and Technologies for Older people to Retain Everyday life activities

Category: Projects

NESTORE is an innovative personalised coaching system to support healthy ageing. It generates motivation to take care of your health and suggests nutrition, physical activities and social interactions to preserve your wellbeing. It relies on smart bracelets and voice assistants.

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