GreenerAge - Climate-Change and Environmental Literacy for Urban Citizens 55
Category: Projects
The project aims at enhancing digital skills and competence development in the target group (55 adults) through the development of a digital gamification platform as a playful literacy tool. It will centre around a set of innovative and user-friendly tools and practices that will transform 55 adults into real drivers of change by raising awareness, developing competences, skills and improved access for adults 55 to digital education tools and content that promote a more sustainable lifestyle.
Read MoreHealthy and Positive Ageing Programme
Category: User Experience
This strategy is a high level document outlining Ireland's vision for ageing and older people and the national goals and objectives required to promote positive ageing. It is an over-arching cross-departmental policy that will be the blueprint for age related policy and service delivery across Government in the years ahead.
Read MoreCategory: User Experience
This paper presents a framework of spatial indicators to assess local environments based on the domains of Age-Friendly Cities and Communities (AFC). The framework can be applied within local neighbourhoods, census tracts, suburbs, municipalities, or cities with minimal resource requirements other than applied spatial analysis.
Read MoreHow 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.
Read MoreCategory: Standards
Standard set of KPIs or Patient Reported Outcomes (PRO) to assess the impact of technology solutions on older adult in diffent aspects.
Read MoreIntelligent lighting system for comfortable living of the older people
Category: Projects
This research deals with the IoT-system development, that based on lighting and thermal comfortable parameters for improving the comfortable living of the older people. Also the second task of the IoT-system is avoiding and predicting instant decreasing of health level for older people based on data photoplethysmogram.IoT system uses the fuzzy knowledge base on the edge level for decreasing the computational complicity. For knowledge base development on cloud level the deep learning, clustering and fuzzy logic methods were used.
Read MoreITHACA - InnovaTion in Health And Care for All
Category: Projects
Nine regions from the EU share experiences and good practices on smart health and care innovation, to improve active and healthy ageing of the population. A key aim is to refine regional policies in order to support innovative businesses, create growth and scale up the deployment of innovative health and care solutions. n the end, the result is smarter healthcare policies and stronger regional and interregional ecosystems for the benefit of European citizens.
Read MoreLearning 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.
Read MoreLearning modules Hands-on SHAFE BUILT
Category: User Experience
To learn to build inclusive environments we developed 7 online modules, including (among others) age-friendly house, dementia-friendly house, mobility outdoors.
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