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1 – 10 of 45Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
Hannah R. Marston and Rachel Kowert
Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable…
Abstract
Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders.
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Joost van Hoof, Hannah R. Marston, Johnny K.-W. Wong, Veronica I. Soebarto and Jan K. Kazak
Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
Laura Sheerman, Hannah R. Marston, Charles Musselwhite and Deborah Morgan
Technologies are ubiquitous in modern Britain, gradually infiltrating many areas of our working and personal lives. But what role can technology play in the current COVID-19…
Abstract
Technologies are ubiquitous in modern Britain, gradually infiltrating many areas of our working and personal lives. But what role can technology play in the current COVID-19 pandemic? At a time when our usual face to face social interactions are temporarily suspended, many of us have reached out to technology (e.g. Skype, WhatsApp, Facebook, Zoom) to help maintain a sense of closeness and connection to friends, family and vital services.
One largely unsung technology is the virtual assistant (VA), a cost-efficient technology enabling users to access the Internet of Things using little more than voice. Deploying an ecological framework, in the context of smart age-friendly cities, this paper explores how VA technology can function as an emergency response system, providing citizens with systems to connect with friends, family, vital services and offering assistance in the diagnosis of COVID-19.
We provide an illustration of the potentials and challenges VAs present, concluding stricter regulation and controls should be implemented before VAs can be safely integrated into smart age-friendly cities across the globe.
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Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
P.J. White, Hannah R. Marston, Linda Shore and Robert Turner
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…
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 “Cocooning” 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.
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