Conference Paper

Information Radiators – Using large screens and small devices to support awareness in urban space

Authors:
To read the full-text of this research, you can request a copy directly from the authors.

Abstract

Information radiators are ubiquitous stationary installations that radiate information that is likely to improve awareness of passers-by in semi-public environments like organization floors. In this paper, we present the idea of using several kinds of information radiators for enhancing urban participation of seniors - by providing awareness for supporting the planning and execution of activities in public environments. We motivate the idea and discuss interaction design as well as HCI challenges to be addressed in future work.1

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... lamp posts or park benches). The radiators interact with the seniors through LED lights, sound or vibration [12]. Connecting several information radiatorsmicro and macro -enables guidance by navigation and support of activities over a wide area (see gure 1 for examples). ...
... Thus, micro information radiators need to provide a multi-user functionality. Figure 1 displays example scenarios for a connected and multi-user functional network [12]. Nevertheless, the usage of micro information radiators by several users is restricted as only one output can be displayed at the same time. ...
Conference Paper
Senior citizens face challenges during activities in urban space. To help and motivate them pursuing outside activities, we propose a network of (micro and macro) information radiators to increase their feeling of safety. In this paper we first collect guidelines and relevant aspects for the design of micro information radiators. Then we summarize our own experiences from a project designing smart urban objects - particularly giving an overview of design guidelines for input and output interaction of micro information radiators.
... In diesem Beitrag beschreiben wir unsere Planung für ein System, welches basierend auf Gamification-Prinzipien dazu beitragen soll, dass Senioren über Angebote aller Art in ihrem städtischen Umfeld informiert werden, mit Hilfe von externen Anreizen zur Wahrnehmung dieser Angebote motiviert werden, und bei der sicheren Durchführung der Aktivität so weit wie möglich unterstützt werden. Das hier beschriebene Vorhaben basiert auf weiteren Projektergebnissen von Urb-anLife+, worunter nicht nur die Anforderungsanalyse fällt, sondern auch die Pläne für Tests mit vernetzten smarten urbanen Objekten [3], insbesondere Informationsstrahlern [15], sowie Assistenzsystemen zur seniorengerechten Navigation (noch nicht veröffentlicht). ...
... Eines der übergreifenden Ziele von UrbanLife+ ist, direkte Interaktion möglichst mit den smarten urbanen Objekten zu erlauben und den Einsatz von persönlichen Geräten auf das nötige Minimum zu beschränken. Unter den Objekten in UrbanLife+ sind die großen Informationsstrahler [15] am besten geeignet, die nötigen grafischen und textuellen Informationen anzuzeigen. Bei den Geräten handelt es sich um interaktive Wandbildschirme. ...
Conference Paper
Im Rahmen des Verbundprojektes UrbanLife+ verfolgen wir einen Gamification-Ansatz, nach dem das spielerische Gestaltungsmittel der Quest als Grundlage dafür verwendet wird, Senioren zur Teilhabe an ihrem urbanen Umfeld zu motivieren, indem ihnen konkrete Vorschläge für Aktivitäten gemacht werden, welche mit einem Belohnungssystem verbunden sind. Das Gesamtsystem befindet sich derzeit noch in der Entwurfsphase. Eine Analyse der Anforderungen der Zielgruppe einschließlich einer umfassenden Befragung ist im Rahmen des Gesamtprojekts erfolgt. Dieser Beitrag beschreibt den aktuellen Planungsstand des Gamification-Systems sowie die dafür unmittelbar relevanten sonstigen Projektergebnisse und diskutiert die Herangehensweise.
... ith regard to the digitalization of the urban environment, commonly referred to as Smart City, recent efforts in this area are now focusing on an increasingly ageing population. The latest findings will be described in [1] in this context. So-called smart urban objects can be used in public areas to increase the sense of security of older people, which can enhance their participation in public life. ...
... So-called smart urban objects can be used in public areas to increase the sense of security of older people, which can enhance their participation in public life. In [1] an information radiator is presented as a typical member of a smart urban object whose task is to boost the feeling of well-being by means of a tailored information supply for elderly people. W As another typical representative of a smart urban object, this work realizes a lighting system which aims to increase the feeling of security in this environment by a personalized adaptation of the light. ...
... The other app allowed the user to make decisions and interact with the content. Both designs are common practice in AR content design [29] and also well-established in Urban Interaction Design (UIxD) [20,51,53] and architectural heritage [23,45,83]. Our motivation to compare the content narration is based on prior findings in the context of teaching historical significance [34,72,75]. ...
... The concept and the individual parts of our system have been discussed in prior publications, specifically about the requirements analysis and the technical architecture [5], the persuasive design aspect anchored in the gamification research landscape [4], and more detailed guidance on the interaction design of small [16] and large public displays [8] as relevant to this kind of design. The following section nonetheless gives a short design overview. ...
Conference Paper
Full-text available
Seniors face many challenges in their daily activities regarding mobility and accessibility. We have designed and prototyped a system of networked public displays to support them, particularly regarding outdoor pedestrian navigation. This article describes the process and results of a qualitative evaluation of this prototype system, which was conducted with seven participants, a mixture of older adults and experts on geriatric care. Based on insights gained from these interviews, we provide guidance on the design of outdoor activity support systems for seniors.
... • Information radiators: a class of devices that broadcast ambient information visually, ranging from large touch screens to small LED information devices (Koch et al., 2017) • Adaptive lights: public light installations that can adjust their color and brightness according to user preference or other pertinent criteria • Smart park benches: public benches for seating that are outfitted with sensors and actuators to facilitate e.g. advance reservation or subtle nudges to remind users to make room for approaching seniors (Hubl, 2019;Hubl et al., 2018) Skowron et al. (2019 provide an overview and categorization method for the SUO design space. ...
Conference Paper
Full-text available
During outside activities, elderly people encounter different challenges than young people. Those difficulties impede their motivation to pursue outside activities. To counter this problem from a human-computer interaction perspective, we propose a support system for seniors to improve their motivation and subjective safety while undertaking outside activities by coordinating smart urban objects. Drawing from an extensive empirical requirements analysis, we identify typical barriers experienced by seniors for which networked smart urban objects may provide assistance. We discuss a conceptual description of an activity support system: the system aggregates user profile data with information about the urban space to suggest possible activities, the elderly user chooses an activity and receives navigational assistance to increase their motivation and feeling of safety while undertaking the chosen activity. Finally, we discuss our approach regarding challenges such as user autonomy, privacy and real-world deployments, which need to be considered in future implementation and evaluation phases of the system.
... Consequently, a public display cannot provide an optimal interaction at all time, which in turn hinders its citizen participation purpose. The challenge of the adaptation of public displays to such a changing environment has been underlined in the literature [3,38], and some previous work has focused on the adaptation of public displays according to one or several context factors. A well-know example is proxemic interaction [7,28] that adapts the content shown and the features according to the distance between the user and the display. ...
Conference Paper
Full-text available
In recent years, public displays have been studied as a way to foster citizen participation. However, their surroundings and users are prone to high variability, which makes it tedious to accommodate different contexts with an optimal participation experience. In this paper, we propose adaptive public displays as a lead for solution in tackling this issue. From a review of the motivators and barriers affecting citizen's interaction with public displays we defined a process model destined to serve as a guide for designers of such systems.
... These deployments are increasingly making a transition from static ''broadcast'' displays to interactive ones (e.g. Koch et al. 2017 introduce the hybrid concept of information ''radiators''-broadcasting to, and interacting with users). This transition to interactive displays, where members of the public are empowered to control and use the display, has opened a range of new research challenges and at the same time has broadened the design space for public displays. ...
Article
Full-text available
We introduce HotCity, a city-wide social context crowdsourcing platform that utilises user’s current location and geo-tagged social data (e.g., check-ins, “likes” and ratings) to autonomously obtain insight on a city’s tacit social awareness (e.g., “when is best time and where to go out on a Saturday night?”). HotCity is available as a mobile application for Android and as an interactive application on pervasive large displays, showcasing a heatmap of social buzz. We present the results of an in-the-field evaluation with 30 volunteers, of which 27 are tourists of the mobile app, compare it to a previous evaluation of the pervasive display app and also present usage data of free use of the pervasive display app over 3 years in the city of Oulu, Finland. Our data demonstrate that HotCity can communicate effectively the city’s current social buzz, without affecting digital maps’ cartography information. Our empirical analysis highlights a change in tourists’ foci when exploring the city using HotCity. We identify a transition from “individual [places]” to “good [areas]” and “people [choices]”. Our contributions are threefold: a long-term deployment of a city-wide social context crowdsourcing platform; an in-the-field evaluation of HotCity on mobile devices and pervasive displays; and an evaluation of cities’ tacit knowledge as social context as a denominator in city planning and for the development of future mobile social-aware applications.
... The survey is part of a larger research project and survey concerned with the social participation of older adults. This project develops and evaluates innovative IT artifacts that assist older adults in their outdoor activities through providing information about the urban environment (Koch et al. 2017). Because the current study is cross-sectional, making causal claims from the empirical data is challenging. ...
Conference Paper
Full-text available
Older adults increasingly use IT to maintain social relationships and pursue an active lifestyle. IT use can also impact older adults' outdoor activities but has received less attention in the literature. Empirical research is inconclusive on whether IT use facilitates older adults' outdoor activities. We propose a research model that contextualizes activity theory of aging within the outdoor environment to explain the role of IT use. We report on designing a questionnaire-based survey, which we validated in a pretest with four groups of participants. This study is expected to have implications for IS research and the design of IT services and community programs assisting older adults in outdoor activities.
Poster
Full-text available
The cultural background of our users and its impact on using technology as well as the cultural background of the developers and its infuence on design decisions, is often not considered in research. This paper demonstrates how to self-assess previously derived design recommendations regarding cultural preferences and how to discover potential for improvement. Therefore, 52 design recommendations for large public displays were assigned to cultural dimensions of Hofstede. They were derived by our research group within the last 4 years. As a result, a cultural design compass was developed, visualizing the distribution of design recommendations across the cultural dimensions and indicating areas of focus (e.g. high uncertainty avoidance). The distribution of design recommendations among the cultural dimensions almost completely coincide with Hofstede's cultural dimension indices for the German culture, showing that there is a high chance to subconsciously derive design recommendations based on our own cultural imprint. In addition, the compass can be used to incorporate cultural indices of other user groups and nationalities to identify design aspects that need improvement. Consequently, without having in mind that cultural preferences and differences exist, the design may not ft u sers w ith d ifferent c ultural b ackgrounds. T he c ultural d esign c ompass s hould support future research within human-computer-interaction to design more precisely for a particular user group, to better classify design recommendations, and to verify whether they match the required users' cultural preferences.
Technical Report
Full-text available
Titel des Teilvorhabens: Mensch-Technik-Interaktion mit smarten städtebaulichen Objekten: Entwicklung und Evaluation Zuwendungsempfänger: Universität der Bundeswehr München Förderzeitraum: 01.11.2015 – 31.10.2020 Förderkennzeichen: 16SV7443
Article
Full-text available
We present a review of literature from the fields of gerontology, gerontechnology, HCI and government policy that deals with social and technical solutions for the ageing population. We highlight common assumptions about ageing people, which we argue are still embedded in much of the research related to the domain of ageing. This paper challenges six common assumptions across four broad themes that we identified in the literature. It aims to provide a reminder and resource for designers to eschew assumptions during designing technology for 'older' users.
Article
Full-text available
Our daily work in the information society relies on creating, editing and collecting different information objects. Without additional presentation mechanisms these activities of particular knowledge workers remain hidden in the underlying IT systems. The resulting lack of awareness can lead to inefficient coordination as well as to the duplication of work in the worst case. Activity streams from Social Software offer new ways to increase the awareness, but the desktop-based user interfaces in typical organizational settings currently only utilize a small portion of their full socio-technical potential. In this paper we present CommunityMirrors as one potential solution to this problem.
Article
Full-text available
Navigation and location technologies are continually advancing, allowing ever higher accuracies and operation under ever more challenging conditions. The development of such technologies requires the rapid evaluation of a large number of sensors and related utilization strategies. The integration of Global Navigation Satellite Systems (GNSSs) such as the Global Positioning System (GPS) with accelerometers, gyros, barometers, magnetometers and other sensors is allowing for novel applications, but is hindered by the difficulties to test and compare integrated solutions using multiple sensor sets. In order to achieve compatibility and flexibility in terms of multiple sensors, an advanced adaptable platform is required. This paper describes the design and testing of the NavCube, a multi-sensor navigation, location and timing platform. The system provides a research tool for pedestrian navigation, location and body motion analysis in an unobtrusive form factor that enables in situ data collections with minimal gait and posture impact. Testing and examples of applications of the NavCube are provided.
Conference Paper
Full-text available
Plasma Posters are large screen, digital, interactive poster-boards situated in public spaces, designed to facilitate informal content sharing within teams, groups, organizations and communities. While interest i interactive community poster boards has grown recently, few successful examples have been reported. In this paper we describe an ongoing installation of Plasma Posters within our organization, and report qualitative and quantitative data from 20 months of use showing the Posters have become an integral part of information sharing, complementing email and Web-based sharing. Success factors include our design process, the reliability and flexibility of the technology and the social setting of our organization. We briefly describe three external installations of the Plasma Poster Network in public places. We then reflect on content posting as "information staging" and the ways in which the public space itself becomes part of the "interface" to content.
Article
Full-text available
People wish to maintain a level of awareness of timely information and activity of others in a variety of social settings at different times of day. Access to situationally relevant information in the shared environment of the participants provides a means for better exchange, coordination and negotiated order in a community. One approach to enhance community awareness combines sensing of audio/visual context with filtering and display of relevant information in a shared workspace. The challenge is to develop means for lightweight interaction and communication using these 'shared information appliances'. In this paper, we describe the design of an experimental project that explores such issues within a community environment at the MIT Media Lab. We are investigating peripheral interfaces that can be used in a casual manner in transitional spaces. Such methods can be designed in the context of casual workplace domains, distributed workgroups, and everyday public spaces. Situated Intera...
Conference Paper
Full-text available
Awareness of individual and group activities is critical to successful collaboration and is commonly supported in CSCW systems by active, information generation mechanisms separate from the shared workspace. These mechanisms penalize information providers, presuppose relevance to the recipient, and make access difficult. We discuss a study of shared editor use which suggests that awareness information provided and exploited passively through the shared workspace, allows users to move smoothly between close and loose collaboration, and to assign and coordinate work dynamically. Passive awareness mechanisms promise effective support for collaboration requiring this sort of behaviour, whilst avoiding problems with active approaches.
Article
Full-text available
Focus-group and photo-voice methodology were used to identify the salient factors of the neighborhood environment that encourage or discourage walking in older, urban African Americans. Twenty-one male (n = 2) and female (n = 19) African Americans age 60 years and older (M = 70 +/- 8.7, range = 61-85) were recruited from a large urban senior center. Photographs taken by the participants were used to facilitate focus-group discussions. The most salient factors that emerged included the presence of other people, neighborhood surroundings, and safety from crime, followed by sidewalk and traffic conditions, animals, public walking tracks and trails, and weather. Future walking interventions for older African Americans should include factors that encourage walking, such as the presence of other friendly or active people, attractive or peaceful surroundings, and a sense of safety from crime.
Article
Full-text available
Interventions to promote physical activity frequently target hypothesized mediators of change, but these might be affected by a person's awareness of their own physical activity behavior. The paper aims to characterize a high-risk population by levels of awareness and to study associations between awareness and selected personal, behavioral and psychosocial factors. Data were collected on physical activity behavior, physical activity awareness, behavioral and psychosocial factors and anthropometry cross-sectionally at 6-month follow-up in a physical activity promotion trial. Awareness was assessed by comparing dichotomous self-rated physical activity with achieving activity levels according to international guidelines. Four groups were distinguished: 'Realistic Active', 'Realistic Inactive', 'Overestimator', and 'Underestimator'. Data were analyzed with ANCOVA, correcting for previous interventions and current physical activity level. Of 632 participants (mean age: 56.3 years), 321 were inactive, 61.4% of whom rated themselves as active ('Overestimators'). Compared to 'Realistic Inactives', 'Overestimators' were older, less likely to be smokers or to intend to increase their physical activity level, and had a lower body mass index. Furthermore, 'Overestimators' had similar scores to the 'Realistic Actives' on the psychological factors, but differed significantly from the 'Realistic Inactives'. People who overestimate their physical activity level appear to be healthier than people who aware of their low activity level. Overestimators also scored more positively on various psychosocial factors and were also less likely to intend to change their physical activity behavior, making awareness a potential barrier in physical activity promotion. Physical activity promotion strategies might include interventions with a focus on increasing awareness in this hard to reach population.
Article
Full-text available
People wish to maintain a level of awareness of timely information, including presence of others in the workplace and other social settings. We believe this provides better exchange, coordination and contact within a community, especially as people work in asynchronous times and distributed locations. The challenge is to develop lightweight techniques for awareness, interaction and communication using shared information appliances. In this paper, we describe the design of an exploratory responsive display projected within a shared workspace at the MIT Media Lab. The system uses visual sensing to provide relevant information and constructs traces of people's activity over time. Such aware portals may be deployed in casual workplace domains, distributed workgroups, and everyday public spaces.
Book
Die Bevölkerung in Deutschland altert, schrumpft und wird heterogener. Seit Jahren steigt die Lebenserwartung der Menschen und stagniert die Geburtenquote auf niedrigem Niveau. Die Wirkungen dieses demografischen Wandels sind tief greifend. So werden die sozialen Sicherungssysteme in der bisherigen Form kaum Bestand haben oder wird über Zuwanderung der Arbeitsmarkt seine Fachkräfte rekrutieren müssen. Doch nicht nur in diesen bislang besonders heftig diskutierten Bereichen zeigen sich die Auswirkungen von "Überalterung" bzw. "Unterjüngung" der Gesellschaft. Auch die Lebenslagen und Lebensstile der Menschen werden sich verändern. Die Städte und Gemeinden werden die Infrastrukturen anpassen müssen und neue Konflikte gilt es zu erkennen und zu lösen. In diesem Band werden die Veränderungen der Bevölkerungsstruktur und die damit verbundenen Gestaltungsnotwendigkeiten für das Leben in der nahen Zukunft diskutiert. Die Aufsätze geben Hinweise und Denkanreize für aktuell notwendige Planungen und Entscheidungen.
Conference Paper
Media architecture has emerged from and relies upon a range of different disciplinary traditions and areas of expertise. As this field develops, it is timely to reflect upon the ways in which designers of different disciplinary stripes can be brought together to collaborate in a design process. What are the means by which design teams can establish a 'common ground' where design work can take place while recognizing the diversity of ways of working those different disciplines bring to the process? A co-design approach has been the fundamental backbone of the InstaBooth project, which has brought together a multi-disciplinary design team of academics and practitioners. The intention of this project has been to explore the combination of digital and physical interactions within a small media architecture installation to intervene with urban environments and public places for the purposes of community engagement. It is by exploring the design process of the InstaBooth project that we highlight the value of multi-disciplinary collaborations, the lessons that can be learned, and the struggles and hurdles along the way. This paper highlights the iterative process of design, the materials and physical prototypes that were employed to ultimately create a working version of the InstaBooth, a media architecture that evolves as users push its boundaries and take ownership of the installation. The concept of the InstaBooth continues to develop not only as more data are collected on its mechanics and potentials through observations, interviews and workshops, but also as more and more users engage with the installation in their individual ways.
Conference Paper
Urban areas and demography are changing, leading to an acceleration of life pace and an ageing population at the same time. In order to ensure safe mobility in urban areas for older adults, we aim to increase awareness for own abilities, potential assistance by peers and pedestrians, as well as awareness for emerging needs of older adults by implementing smart urban objects in public space. Based on research approaches on awareness in HCI, we present an example scenario of expanding older adult's comfort zones with smart urban objects and discuss potential challenges and future work in the funded project UrbanLife+.
Chapter
Während Bevölkerungsforscher, Rentenexperten und Sozialwissenschaftler schon seit den 1980er und 1990er Jahren auf den demografischen Wandel in Deutschland hinweisen, ist erst seit wenigen Jahren der Umbruchprozess auch Gegenstand der allgemeinen öffentlichen Diskussion. Herwig Birg, Professor für Bevölkerungsforschung an der Universität Bielefeld, merkte noch 1999 an, dass die demografische Entwicklung von der Politik und der Gesellschaft tabuisiert und ignoriert würde und dass die Deutschen Gefahr liefen, von den Nachkommen einst der „Verdrängung der Zukunft“bezichtigt zu werden (vgl. Frankfurter Rundschau, 13.1.1999). Auch zu Beginn des 21. Jahrhunderts sind diese Mahnungen hoch aktuell, denn trotz der Thematisierung des Wandels bleiben wichtige Aspekte deutlich unterbelichtet, obgleich sich verschiedene Medien — häufig mit dramatisierendem Unterton — den Veränderungen widmen. Der Stern titelt Wir haben ein Problem (2.9.2003) und die Frankfurter Rundschau erwartet einen War for Talents beim Kampf der Betriebe um Führungskräfte (27.12.2003). Die Zeit sieht Das kinderlose Land als vergreiste Republik (15.1.2004), da — so die Financial Times Deutschland (7.10.2003) — die Überalterung in Deutschland nicht mehr zu stoppen sei. Die Frankfurter Allgemeine Zeitung sorgt sich am 20.1.2004: Arbeitskräftemangel mindert Deutschlands Wachstumschancen und auch Der Spiegel meinte am gleichen Tag: Die Jungen können unseren Lebensstandard nicht halten.
Article
Download Free Sample Fueled by falling display hardware costs and rising demand, digital signage and pervasive displays are becoming ever more ubiquitous. Such systems have traditionally been used for advertising and information dissemination, with digital signage commonplace in shopping malls, airports and public spaces. While advertising and broadcasting announcements remain important applications, developments in sensing and interaction technologies are enabling entirely new classes of display applications that tailor content to the situation and audience of the display. As a result, signage systems are beginning to transition from simple broadcast systems to rich platforms for communication and interaction. In this lecture, we provide an introduction to this emerging field for researchers and practitioners interested in creating state-of-the-art pervasive display systems. We begin by describing the history of pervasive display research, providing illustrations of key systems, from pioneering work on supporting collaboration to contemporary systems designed for personalized information delivery. We then consider what the near future might hold for display networks -- describing a series of compelling applications that are being postulated for future display networks. Creating such systems raises a wide range of challenges and requires designers to make a series of important trade-offs. We dedicate four chapters to key aspects of pervasive display design: audience engagement, display interaction, system software, and system evaluation. These chapters provide an overview of current thinking in each area. Finally, we present a series of case studies of display systems and our concluding remarks.
Conference Paper
The changing demographic structures in western societies have led to a higher need for assistance for elderly people in their everyday lives (Peters et al. 2010). Staying mobile is very important for the quality of life, but is anything but simple when getting older. The research project inDAgo1, a project initiated by research facilities in and around the city of Darmstadt, Germany, targets this problem. A first result of this project is the HelpMe application (app). By means of this app, elderly people can easily transmit in difficult situations a call for help to a network of trustworthy people willing to assist. They then receive quick and uncomplicated support by helpers in their vicinity.
Article
The research goal of this study was to investigate how website design quality and website service quality affect participation behavior in the online travel community by moderating tacit knowledge and commitment. The design of the questionnaire linked it to the invitation message on the three travel communities, of which 235 were returned completed. The finding of the study shows that an online travel community that allows quick manipulation capabilities is likely to attract its members. To succeed, online travel communities have to rethink the way in which they embrace a new art of dialog and collaboration with their members. Copyright © 2012 John Wiley & Sons, Ltd.
Article
Multitouch screens are being increasingly deployed in public settings. In order to provide useful information to users in an attractive way, playfulness of the interaction is a relevant characteristic. In this paper, our contribution is FizzyVis, a walk-up-and-use interface that displays information through bubbles reacting to touches, and its design goals. The interface following a "ball pool" metaphor presents three types of bubbles animated and linked to each other by gravitation and magnetism: content bubbles, browsing bubbles and map bubbles. FizzyVis supports playful use through catching curiosity, projecting users in a playful state of mind, enabling easy and explorative information browsing, enticing playful gesturing and collective play, and rewarding finish. FizzyVis is evaluated regarding these design goals in a field study at a music festival over several days. The UI was useful to find information and playful. We detail the use of the installation to uncover generic lessons to be learned and explore further potential of FizzyVis.
Article
Alongside community involvement, promoting social participation has been identified as a key strategy of fostering empowerment, one of the central tenets of the health promotion movement. Engagement in social and productive activities appears to be particularly beneficial to older adults, as it has been found to be associated with positive outcomes on a variety of health indicators. It is therefore critical to identify factors that might lead to greater social participation within these age groups. The objective of this study was to investigate the relationship between perceptions of neighbourhood user-friendliness and social participation while controlling for personal characteristics in a sample of seniors living in an urban environment. A convenience sample of older adults (n = 282) was recruited through community organizations located in high- average- and low-income Montreal neighbourhoods. Data were collected via an interviewer-administered questionnaire assessing social participation and various variables at the neighbourhood level (e.g. housing and social environment, walking environment and transportation, and services and amenities) and at the individual-level (e.g. health status and socio-demographic characteristics). Five variables emerged as independent predictors of social participation. Positive predictors retained in the final regression model included frequent walking episodes (almost every day), higher Vitality and General Health SF-12v2 scores, and perceived accessibility to key resources for older adults. Also included was a negative predictor: age (R2 of the final model = 0.28). Implications of the findings for research and action pertaining to ecological, health promotion interventions for older adults are identified.
Responsive Street Furniture
  • Ross Atkin Associates
  • Associates Ross Atkin
Ross Atkin Associates. 2016. Responsive Street Furniture. Retrieved June 10, 2016 from http://www.rossatkin.com/wp/?portfolio=responsive-streetfurniture
Information Radiator
  • Alistair Cockburn
Alistair Cockburn. 2008. Information Radiator. Retrieved from http://alistair.cockburn.us/Information+radiator
Sharing multimedia content with interactive public displays: A Case Study
  • F Elizabeth
  • Les Churchill
  • Laurent Nelson
  • Jonathan Denoue
  • Paul Helfman
  • Murphy