Hyekyung Imottesjo, Liane Thuvander, Monica Billger, Peter Wallberg, Gustav Bodell, Jaan-Henrik Kain, and Stig Anton Nielsen
Multimodal Technologies and Interaction, Vol 4, Iss 26, p 26 (2020)
outdoor mobile augmented reality, iterative prototyping, user experience, user interface, game mechanics, collaborative urban designing, Technology, and Science
This research presents results from a study developing a smartphone app, UrbanCoBuilder, in which citizens can collaboratively create designs for urban environments usingaugmented reality technology and game mechanics. Eight prototypes were developed to refineselected design criteria, including tracking strategies, design elements, user experience and theinterface with game mechanics. The prototypes were developed through an iterative design processwith assessments and incremental improvements. The tracking was especially challenging andusing multiple bitonal markers combined with the smartphone’s gyroscope sensor to average theuser position was identified as the most suitable strategy. Still, portability and stability linked totracking need to be improved. Design elements, here building blocks with urban functions textures,were realistic enough to be recognizable and easy to understand for the users. Future studies willfocus on usability tests with larger user groups.
IEEE Transactions on Rehabilitation Engineering. 8(1):94-106
Environmental adaptation, iterative prototyping, participatory planning, usability, usability testing., Teknik, Maskinteknik, Produktionsteknik, arbetsvetenskap och ergonomi, Engineering and Technology, Mechanical Engineering, Production Engineering, and Human Work Science and Ergonomics
prototyping, elderly, loneliness, social isolation, twitter, design, older, iterative prototyping, ethnography, innovation, social innovation for active ageing, ageing, aged, isolation, social innovation, ageing studies, gerontology, literature review, geriatrics, older adults, action research, aging, design ethnography, active ageing, active aging, and Systematic Literature Review
Later life loneliness is a major social issue as it is increasing alongside an upward global population trend which predicts that nearly 22% of the world population will be aged 60 years or over by 2050. This ‘silver tsunami’, an unparalleled growth of the older population, will exert socioeconomic pressure globally on healthcare, housing demand, consumer segmentation, etc. This thesis suggests that currently there is an underrepresentation of radical innovation, and underutilisation of digital technologies in developing loneliness interventions for older adults, and argues that due to the unprecedented nature of this demographic surge, we cannot rely on conventional ways of thinking and doing things. This thesis proposes a theoretical framework called Social Innovation for Active Ageing (SIFAA), as a way to develop more radical-digital loneliness interventions. SIFAA blends social innovation and activity theory of ageing and in doing so, expands current knowledge in both areas. To highlight the strengths and limitations of SIFAA, this thesis uses a triangulated approach, and discusses findings from a systematic literature review, interviews with experts, and an action research based trial. While the 196 loneliness interventions examined in the systematic literature review highlight the current gap in knowledge represented by a lack of radical-digital loneliness interventions, the interviews with 9 experts emphasise possible reasons for this gap. The action research based trial carried out during 16 weeks of ethnographic fieldwork on the other hand, offers practical insights into operationalising SIFAA to conceive and implement a radical-digital loneliness intervention for older adults. This thesis also highlights the vital role that digital technologies can play in facilitating the development and implementation of radical loneliness interventions. By suggesting the hybridisation of social innovation and activity theory of ageing, this research argues that a contextual view be adapted to design suitable loneliness interventions for older adults, such that the ageing population becomes a part of the solution, and not just the problem. This thesis suggests that by using creative tools and techniques, designers can either help develop new radical-digital loneliness interventions, or transform or scale existing interventions such that they represent radical innovation, and utilise digital technologies. It offers a framework utilising SIFAA that uses the tools and techniques developed during this study to deploy radical-digital loneliness interventions. The discussion herein is aimed at making a positive contribution to the field of developing, implementing, and evaluating non- pharmacological loneliness interventions for older adults.