Category: Standards
Standard set of KPIs or Patient Reported Outcomes (PRO) to assess the impact of technology solutions on older adult in diffent aspects.
Read MoreInnovation ecosystem for smart elderly care (I-CARE-SMART)
Category: Projects
The project will deliver a comprehensive toolset with practical guidance on how to engage seniors and businesses in user-focused co-creation and open innovation. The development of innovative solutions together with final users will be piloted in interactive co-creation sessions and living-lab tests. Additionally, the project will create a SilverStar? platform to facilitate co-creation processes across borders.
Read MoreJournal of Enabling Technologies
Category: User Experience
Reports on innovations around how technologies are used and evaluated in practice, and the impact that they have on the people using them
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 HEALTHY
Category: User Experience
To learn a healthy lifestyle, dealing with therapies, dementia, chronic diseases or impairments
Read MoreCategory: User Experience
This is a program that aims to improve the quality of life for older adults in nursing homes and assisted living facilities, by providing social activities, entertainment, and companionship
Read MoreCategory: 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.
Read MoreManufacturers 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
Read MoreCategory: 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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