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Abstract

This paper disseminates work from the European Give&Take project, which aims at co-designing service sharing among senior citizens based on a mobile and distributed platform. With this project as a frame, the authors' paper addresses methodological considerations of participation in co-design for ageing. Based on the notions of design culture, communities of everyday practice and situated elderliness the authors present accounts from two European countries, and discuss methodological issues related to mobilizing senior citizens in co-design work as they have manifested themselves and influenced the Give&Take project. Challenges for mobilization are identified, based on an analysis of attitudes and values among design researchers and senior citizens. This analysis lead them to identify and discuss three strategies for mobilizing senior citizens in co-design of mobile technology: 1) Understanding being ‘elderly' as situated elderliness rather than closed categories; 2) Understanding how ad hoc or loosely coupled infrastructures can define a community rather than a formal, organisational structure; and 3) Understanding the nature of mobilization and motivation for participation as processes that continue, and need to be supported, also after completion of the project. These strategies have emerged in the authors' work on mobilization and service sharing, but may apply to a broader context of infrastructuring and ongoing negotiations.

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... Especially when stakeholders from multiple contexts are involved, this alignment is important to bring stakeholders together. Some co-design scholars refer to stakeholder collaboration as a meeting between different 'communities of practice' with reference to Lave and Wenger (1991) and their work about 'situated learning' (Aakjaer, 2013;Brandt et al., 2010;Malmborg et al., 2016). For communities to meet, the crossing of boundaries and the negotiation of meaning and value are important aspects of making collaboration work. ...
... For communities to meet, the crossing of boundaries and the negotiation of meaning and value are important aspects of making collaboration work. In relation to co-design with older people, Malmborg et al. (2016) highlight the difference between work and everyday practice. Professional stakeholders in a work practice tend to have a common goal, while seniors meeting in social settings of the everyday practice might only share short-term goals (Malmborg et al., 2016), which makes the crossing and alignment between these communities even more important. ...
... In relation to co-design with older people, Malmborg et al. (2016) highlight the difference between work and everyday practice. Professional stakeholders in a work practice tend to have a common goal, while seniors meeting in social settings of the everyday practice might only share short-term goals (Malmborg et al., 2016), which makes the crossing and alignment between these communities even more important. ...
... From this perspective, design becomes a shared matter where creativity is not limited to one professional group but instead is viewed as a discipline that can foster collective creativity and create social innovation (Sanders, 2013). Examples of co-design studies with older people are found in studies focusing on creating health, welfare and technology solutions or systems to support better ageing (Botero & Hyysalo, 2013;Brandt et al., 2010;Brandt & Nørgaard, 2012;Lindsay et al., 2012;Malmborg et al., 2016;Riche & Mackay, 2010). ...
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This paper discusses the growing importance of design to influencing healthy ageing outcomes in the future, while acknowledging past shortcoming and limitations in the design process through a critical review of practice and research. It explores a range of different design approaches which have been aimed at supporting people as they age, and looks at variations in sectoral expertise within the design discipline that affect our lives, from architecture to fashion. The paper makes the case for developing an age-friendly design lens to reorient the work of designers around the changing needs of older people, based on the values of inclusive design. The lens taking inspiration from disability models encourages designers to adopt a social model of ageing and develop a participatory, empathic and mainstream approach – learning from diverse lived experiences, seeing the positives in older people and building on strengths rather than deficits. The paper concludes by casting the age-friendly design lens over the field of designing digital technologies.
... The following techniques are referred: interviews (n = 68) (e.g. Amado et al., 2019;Brookfield et al., 2020;Harrington et al., 2018;Malmborg et al., 2016); focus groups (n = 30) (e.g. Caravau et al., 2017;Doppler et al., 2018;Juel et al., 2020); questionnaire surveying (n = 18) (e.g. ...
Thesis
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The past few years have seen an increasing dependence on the use of Information and Communication Technologies and never had the design of age-friendly technologies been so important as nowadays, given the ageing population. Indeed, most of the software development projects designed for older adults tend to rely on the designers’ assumptions of the users’ cognitive models, presenting the risk of falling into stereotypes and leading to products that end up not being used, which reinforces the need to involve older adults in the early stages of the design process. The purpose of this action research method is to understand the way co-design can influence senior citizens’ experience in online communities. A convenience sample of 40 adult learners at five Universities of the Third Age and 2 coordinators participated in the co-design activities of a User Experience Toolkit for Senior Online Communities, which encompassed a set of 17 sessions in total and an eye-tracking evaluation. The sessions were structured into the following: Co-Design Research, Toolkit Development, Application, Assessment, and (Re)Design of the Senior Online Community miOne. The results indicate that the application of the co-design toolkit facilitated the identification of ‘best practices’ or guidelines for involving the user in the design process of online communities, enabling the re-design of the online community miOne. This study gives a noteworthy contribution to the field of Communication Sciences and Technologies by identifying and analyzing the most recent trends in the application of best practices to develop information and communication artefacts that reinforce empathic interactions with the users, within the context of online communities.
... One important finding is that it was useful to set up various means of citizen involvement, not only participatory workshops, in order to involve passive citizens. In LL studies so far (e.g., [23,37]), the participatory workshop is one of the most frequently used means to involve citizens in design. It requires, however, intensive discussion among citizens in a faceto-face setting; this kind of activity can impose a high hurdle for participation for passive citizens. ...
... Could this have historical roots in the health and medical sciences as well as in mHealth research, that is, could it be a reflection of a history heavily influenced by behaviorism and cognitive psychology and only more recently becoming influenced by social psychology, phenomenology, and social anthropology as well as inspired by work practice theory, ethnographic and ethnomethodological studies, and participatory design? Such an interpretation resonates with recent and current discourse in human-computer interaction research on a perceived ongoing transition between second-and third-generation theory and technology [62,63], a transition characterized by a shift of focus from human factors to human actors, and a more human-centered and participatory approach to the design and use of technology [64]. ...
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Background Chronic somatic health conditions are a global public health challenge. Being engaged in one’s own health management for such conditions is important, and mobile health (mHealth) solutions are often suggested as key to promoting engagement. Objective The aim of this study was to review, critically appraise, and synthesize the available research regarding engagement through mHealth for persons with chronic somatic health conditions. Methods An integrative literature review was conducted. The PubMed, CINAHL, and Inspec databases were used for literature searches. Quality assessment was done with the guidance of Critical Appraisal Skills Programme (CASP) checklists. We used a self-designed study protocol comprising 4 engagement aspects—cognitive, behavioral and emotional, interactional, and the usage of mHealth—as part of the synthesis and analysis. Results A total of 44 articles met the inclusion criteria and were included in the analysis. mHealth usage was the most commonly occurring engagement aspect, behavioral and emotional aspects the second, cognitive aspects the third, and interactional aspects of engagement the least common aspect in the included articles. The results showed that there is a mix of enablers and barriers to engagement in relation to the 4 engagement aspects. The perceived meaningfulness and need for the solution and its content were important to create and maintain engagement. When perceived as meaningful, suitable, and usable, mHealth can support knowledge gain and learning, facilitate emotional and behavioral aspects such as a sense of confidence, and improve interactions and communications with health care professionals. Conclusions mHealth solutions have the potential to support health care engagement for persons with chronic somatic conditions. More research is needed to further understand how, by which means, when, and among whom mHealth could further improve engagement for this population.
... Several studies have presented valuable insights on the opportunities and challenges of engaging elderly people in technology innovation. Examples are the design of virtual training environments for people with aphasia [22], design of assistive technology [36], design of digital platforms for community development [28], design of robotic pets [25] and design of information systems at community centres [26]. Our developed research approach contributes to this body of design research engaging the elderly as codesigners of future technology. ...
... Several studies have presented valuable insights on the opportunities and challenges of engaging elderly people in technology innovation. Examples are the design of virtual training environments for people with aphasia [22], design of assistive technology [36], design of digital platforms for community development [28], design of robotic pets [25] and design of information systems at community centres [26]. Our developed research approach contributes to this body of design research engaging the elderly as codesigners of future technology. ...
Conference Paper
Designing technology-mediated connections between patients, relatives and healthcare providers is a main focus of electronic healthcare (eHealth). Involving future users in the innovation and design of eHealth is important for understanding the complex socio-technical challenge of connecting key actors in health management. This paper presents the results of a research project on the design of eHealth solutions for hearing healthcare. We introduce a client journey perspective on hearing rehabilitation and present how we engaged elderly hearing aid users, relatives and healthcare providers in inventing future eHealth-assisted client journeys. Our analysis of this problem space presents a series of boundaries and barriers and possible bridges and connections for future hearing rehabilitation. We synthesise these results by developing an integrated model of the complex interplay between information, communication and learning among key actors in hearing rehabilitation and we outline four implications for design within this framework.
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Age-friendly cities and communities are currently attracting much attention as the ageing population becomes a larger proportion of our societies and their needs and aspirations become more diverse, which needs to be reflected in our cities. This calls for older people to play an active role in the design of suitable environments, e.g., by being involved in the design process. With this paper, we present a study where the methodology of co-design was used to engage 100+ older people in a low-income neighborhood in Copenhagen in designing new neighborhood spaces to reflect their needs and wishes. By focusing on the co-design process, and not the design solution, we investigate and present insights across the entire span of the process—from recruitment to implementation—and seek to extract particular elements that contribute to the age friendliness of the process. Recommendations for future co-design processes with older people include focusing on explicit communication and foreseeable steps to create a process that offers multiple and flexible participation options and to upgrade the latter stages of the co-design process through scale 1:1 prototyping and implementation. The findings contribute to both the professional practice of co-designing with older people on a spatial scale, as well as to policy makers and practice stakeholders when initiating initiatives with age-friendly cities and communities.
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Chapter
The past few years have seen an increasing dependence on the use of Information and Communication Technologies and never had the design of age-friendly technologies been so important as nowadays, given the ageing population. Indeed, most of the software development projects designed for senior citizens rely on the designers’ assumptions of the users’ cognitive models, presenting the risk of falling into stereotypes and leading to products that end up not being used, which reinforces the need to involve older adults in the co-design process. This review of studies published in the last six years in the Scopus, Web of Science, and Google Scholar databases aims to understand the effectiveness of the application of co-design techniques in senior citizens. One hundred and forty-six eligible articles from a sample of 534 met inclusion criteria. Focus groups, Questionnaires, Low-fidelity/Paper Prototyping; Scenario-building, and Cultural Probes have been the most used techniques applied in this age segment. A set of recommendations was formulated such as the need to explain the technological terms prior to creative activities, involving the creation of technological artifacts and devoting time to create a sense of trust with the participants.
Article
Background Co-design (or the participation of users) has shown great potential in the eHealth domain, demonstrating positive results. Nevertheless, the co-design approach cannot guarantee the usability of the system designed, and usability assessment is a complex analysis to perform, as evaluation criteria will differ depending on the usability framework (or set of criteria) used. ISO (International Organization for Standardization) on usability (ISO 9241-210), Nielsen heuristic, and Garrett element of user experience inform different yet complementary aspects of usability. Objective This study aims to assess the usability and user experience of a co-design prototype by combining 3 complementary frameworks. Methods To help caregivers provide care for functionally impaired older people, an eHealth tool was co-designed with caregivers, health and social service professionals, and community workers assisting caregivers. The prototype was a website that aims to support the help-seeking process for caregivers (finding resources) and allow service providers to advertise their services (offering resources). We chose an exploratory study method to assess usability in terms of each objective. The first step was to assess users’ first impressions of the website. The second was a task scenario with a think-aloud protocol. The final step was a semistructured interview. All steps were performed individually (with a moderator) in a single session. The data were analyzed using 3 frameworks. Results A total of 10 participants were recruited, 5 for each objective of the website. We were able to identify several usability problems, most of which were located in the information design and interface design dimensions (Garrett framework). Problems in both dimensions were mainly coded as effectiveness and efficiency (ISO framework) and error prevention and match between the systemand the real world (Nielsen heuristic). Conclusions Our study provided a novel contribution about usability analysis by combining the 3 different models to classify the problems found. This combination provided a holistic understanding of the usability improvements needed. It can also be used to analyze other eHealth products. International Registered Report Identifier (IRRID) RR2-10.2196/11634
Article
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Thesis
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This thesis inscribes itself in the discourse of developing Age-friendly Cities and Communities (AFCCs) from an architectural and a co-design perspective. Our society is changing, and two major societal forces are at the forefront: a rapidly ageing population and increasing urbanisation. This means that cities and communities are required to meet the needs and demands of this growing, heterogeneous and diverse ageing population. Architecture and design are important actors in this development; however, they are often not at the forefront of the discussion, which is mostly driven by health, social science and political perspectives. Hence, the objective of this study is to present a co-design and an architectural approach to the issue of AFCCs through an investigation of how an age- friendly co-design approach and spatial explorations can contribute to an age-friendly spatial practice when understanding and developing AFCCs. Further, this thesis seeks to explore the role of the architect in an age-friendly spatial practice. Through exploratory, practice-based and participatory design research the study places emphasis on the process of understanding and co-designing AFCCs with older people of low socio-economic status living in deprived areas. Four empirical studies have been carried out and will be presented in three separate articles. The first article focuses on the ‘go-along interview’ as a method of involving older people in understanding their local neighbourhood in Copenhagen. The second article presents two co-design processes carried out in Copenhagen and discusses what makes the co-design process particularly age-friendly. The third article presents a co-design process carried out with older people and local municipal stakeholders in Greenland and focuses on the various stakeholder perspectives in such a process. The thesis offers practical and theoretical perspectives on how to engage older people in the development of AFCCs when working locally while at the same time addressing societal matters. The empirical studies have been carried out in an interdisciplinary research constellation which spans across the fields of architecture, co-design, gerontology and anthropology. This is reflected in the theoretical positioning, where perspectives from environmental gerontology, co-design and spatial practice serve as lenses for discussing the empirical data and the research objective. Topics across the fields include the spatialities of ageing, everyday life and spatial practices as well as resources, expertise and creativity with older people at the centre of these discussions. This PhD thesis defines what can be understood as age-friendly spatial practice and demonstrates how older people and other actors can be involved in co-designing age- friendly spaces as well as exploring the spatial dimensions of AFCCs. The thesis discusses the significance of such collaborations and how they can contribute to updating and revising the image of ageing (internally and externally). It further discusses the role of the architect in an age-friendly spatial practice, which includes situating the profession in the everyday life of the older people and collaborating with seniors, practice stakeholders and different disciplines through socio-spatial, creative and exploratory working modes.
Chapter
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Conference Paper
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This contribution describes the AAL Living Lab Schwechat, methodologies deployed, examples of projects and the experiences gained. Key actors and methods are described. Issues which came up are discussed: the need of using a common language for researchers, developers, marketing experts and end users; involvement of persons of trust; respecting ethical issues when working together with elderly, often vulnerable persons; various exit strategies for the involved user groups and commercial partners; business aspects; early access to potential customers as early adopters and opinion makers of novel solutions.
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From the theory of "deliberative democracy" to the politics of the "third way," the present Zeitgeist is characterised by an attempt to negate the inherently conflictual nature of democratic politics. Political thought and practice are stifled by a misconceived search fro consensus and the promotion of a bland social unanimity which, as Chantal Mouffe shows, far from being the sign of progress, constitute a serious threat for democratic institutions. Indeed, in many countries this 'consensus of the centre' is providing a platform for the growth of populist right-wing parties which, by presenting themselves as the only 'anti-establishment' forces, are trying to occupy the terrain of contestation deserted by the left. Taking issue with the work of John Rawls and Jurgen Habermas on one side, and with the tenets of the third way as practised by Tony Blair and theorised by Anthony Giddens on the other, Mouffe brings to the fore the paradoxical nature of modern liberal democracy. Against those who affirm that, with the demise of the left/right divide, antagonism has been eliminated from contemporary post-industrial societies and that an all-inclusive politics has become possible, she argues that the category of the 'adversary' plays a central role in the very dynamics of modern democracy. Drawing on the work of Wittgenstein and Derrida, and engaging with the provocative theses of Carl Schmitt, she proposes a new understanding of democracy in terms of 'agonistic pluralism' which acknowledges the ineradicability of antagonism and the impossibility of a final resolution of conflicts.
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SeniorInteraktion er et bud på en ny strategisk tilgang til design for det gode 'ældreliv'. Kernen i dagsordenen er et fokus på at designe for social interaktion, dvs. at designe for at bevare og styrke sociale relationer, at bevare eller genskabe følelsen af at blive set og høre til samt følelsen af at være involveret. Tilgangen ser på services til borgere i et nyt perspektiv. I stedet for at betragte services som noget, der foregår mellem en borger og en serviceudbyder, sætter ideen om en horisontal servicemodel rammen for lokalt forankrede fællesskabet, der understøtter netværk mellem borgere såvel som mellem grupper af borgere og serviceudbydere. Modellen opfordrer til design af en hel særlig form for velfærdsteknologi, nemlig digitale teknologier designet til at understøtte hverdagens anledninger til social interaktion. Ved at understøtte praktiske gøremål og andre hverdagsaktiviteter stimuleres borgerne til selvhjælp og til at hjælpe hinanden i hverdagen. Bogen kommer med eksempler på samproduktion af velfærdsteknologi, i form af koncepter som f.eks. Ticket-to-Talk-Teknologier og Netværkszonen. Koncepterne er udfoldet i samproduktion mellem projektets partnere og seniorer i levende (design) laboratorier hvor seniorernes hverdagsaktiviteter udfolder sig. Det ene fra et ældreboligkompleks i Valby. Det andet fra et motionsfællesskab i Valbyparken i København.
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Prologue Part I. Practice: Introduction I 1. Meaning 2. Community 3. Learning 4. Boundary 5. Locality Coda I. Knowing in practice Part II. Identity: Introduction II 6. Identity in practice 7. Participation and non-participation 8. Modes of belonging 9. Identification and negotiability Coda II. Learning communities Conclusion: Introduction III 10. Learning architectures 11. Organizations 12. Education Epilogue.
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Design professionals with a commitment to participatory design all want to engage with real people. A focus of discussion at the workshop was the nature of this engagement and how to rethink the dynamic relationship between older people and the designers in the design process. Working directly within the everyday practices of a group with similar interests independent of their age, physical abilities, or professional practices can help researchers co-create concepts in everyday contexts. In practice there are various ways that designers can be more reflective about their own conceptualizations of aging. At a very simple level, designers can reflect on and integrate an enriched understanding of aging as a positive adaptive process into the design visuals and design languages they create, namely the pictures and slogans they use, the logos they design, and the forms of communications and prototypes they build.
Article
This chapter examines the role of psychology and human–computer interaction (HIC) studies in system design. Human factors (HF), or ergonomics considerations, are often incorporated into the design process simply as a set of specifications to which the delivered system must adhere. The actual work of the human factors personnel is seen as operator task analyses to be fed into these specifications, and perhaps some interface retouching near the end of the development cycle, when the system design has already been fixed. In general, the role of these people has been seen as ancillary to the main task of building the system. The role of HF or HCI in system design today should be more fluid and pragmatic. Input is vital in discussing the initial capabilities of the system and its required functionality, persisting in the development and evaluation of prototypes, and in final screen layout considerations. This chapter presents an approach which, although acknowledging the contribution that different disciplines can make to the design process, ultimately depends upon the users themselves to articulate their requirements, along with the system design team composed of a variety of specialists acting in the capacity of consultants to the project.
Book
In this incisive book, Michel de Certeau considers the uses to which social representation and modes of social behavior are put by individuals and groups, describing the tactics available to the common man for reclaiming his own autonomy from the all-pervasive forces of commerce, politics, and culture. In exploring the public meaning of ingeniously defended private meanings, de Certeau draws brilliantly on an immense theoretical literature to speak of an apposite use of imaginative literature.
Article
Participatory design (PD) activities in private homes challenge how we relate to the PD process, compared to PD in professional settings. Grounded in a project related to chronic dizziness among older people, we identified four challenges when performing PD with ill, weak users in their private homes. The challenges are (1) designing for, and negotiating knowledge about, the home, (2) ill, weak users and their participation in PD, (3) divergent interests of participants and (4) usable and sustainable post-project solutions. These challenges have to be carefully addressed, and we use them to reflect upon differences between a home-based PD process with nonworkers, such as ours, and work-place projects, such as Utopia. Through this reflection, the paper contributes to a more general discussion on PD in non-work settings with weak users. Indeed, differences do exist between traditional PD projects in work settings, such as Utopia, and home-based PD with weak users especially in relation to knowledge about settings and how to reconcile differences in interests. The home as a place for (technology-assisted) treatment and PD must be carefully analyzed. Diverse interests and roles as well as possibilities for post-project solutions should be negotiated among all stakeholders.
Article
When my daughter goes shopping, she sometimes takes a picture [with her smartphone] as she tries on clotheSand sends it to me to ask for my opinion," Daniella tells us during a workshop with senior citizens. After a while, Mogens, another senior citizen, returns to Daniella's story. "I think I need to learn that from Daniella. My girls [his daughters] often help me buy clothes, but sometimes they don't have the time to go shopping with me. I can do what Daniella does, so that I can avoid getting in trouble when I get home, since I often return with the wrong clothes.".
Article
Building on the concepts of professional competence that he introduced in his classic The Reflective Practitioner, Schon offers an approach for educating professional in all areas that will prepare them to handle the complex and unpredictable problems of actual practice with confidence, skill, and care.
Integrations of Technology Utilization and Social Dynamics in Organizations
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Infrastructuring design. An ethnographic study of welfare technologies and design in a public-private and user driven innovation project
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On Creating Sustainable Alternatives: The case of Danish Telehealth
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Design at work: Cooperative design of computer systems
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