Stimulating active, social interactions for people with dementia is an important and timely challenge that merits continuing attention in design research. The idea of using participatory co-design to engage people with dementia is attracting increased interest. In this paper, we draw on our qualitative study that used a playful, participatory arts approach to explore the ways co-design could be implemented in a group of 12 people with dementia and their carers, and developed practical recommendations, in the form of a set of playing cards, for other researchers and caregivers to work in similar ways. The emphasis is on the value of play and playfulness, providing a 'magic circle' (Huizinga, 1955) that fosters the required conditions for a co-creative, co-design space. This aims to encourage social interaction between people with dementia, to stimulate imagination and creativity; and engage even the most the reticent, less confident members. Our observations, however, suggest that the exact notion and nature of co-design within the context of working with people with dementia is unclear. We critically explore whether such participatory creative practices that engage people with dementia can be considered as purely co-design. In conclusion, we argue that such interaction is better described as co-creation and that this definition can still embrace considerable contribution and involvement by people with dementia in a co-design process.
As games are inherently about exploring alternative worlds this paper proposes the utilisation of games as a medium for speculative design through which players can explore scenarios that represent plausible alternative presents and speculative futures The paper reviews futures orientated design practices such as Design Fiction, Speculative Design, and Critical Design alongside complimentary research areas in games studies such as Critical Play, Persuasive Games, and Procedural Rhetoric to create a frame for using games as speculative design practice. The aim of this design frame is to create debate and facilitate productive future practice through which designers can develop games that encourage user reflection by enabling players to reflect upon the complex challenges the world now faces.
Emergent media services are turning towards the use of audience data to deliver more personalised and immersive experiences. We present the Living Room of The Future (LRoTF), an embodied design fiction built to both showcase future adaptive physically immersive media experiences exploiting the Internet of Things (IoT) and to probe the adoption challenges confronting their uptake in everyday life. Our results show that audiences have a predominantly positive response to the LRoTF but nevertheless entertain significant reservations about adopting adaptive physically immersive media experiences that exploit their personal data. We examine 'user' reasoning to elaborate a spectrum of adoption challenges that confront the uptake of adaptive physically immersive media experiences in everyday life. These challenges include data legibility, privacy concerns and potential dystopias, concerns over agency and control, the social need for customisation, value trade-off and lack of trust.
The realization that software has a far reaching impact on politics, society and the environment is not new. However, only recently software impact has been explicitly described as 'systemic' and framed around complex social problems such as sustainability. We argue that 'wicked' social problems are consequences of the interplay between complex economical, technical and political interactions and their underlying value choices. Such choices are guided by specific sets of human values that have been found in all cultures by extensive evidence-based research. The aim of this paper is to give more visibility to the interrelationship between values and SE choices. To this end, we first introduce the concept of Values-First SE and reflect on its implications for software development. Our contribution to SE is embedding the principles of values research in the SE decision making process and extracting lessons learned from practice.
For many people living with conditions such as autism, anxiety manifests so powerfully it has a big impact on quality of life. By investigating the suitability of truly customizable wearable health devices we build on prior research that found each experience of anxiety in people with autism is unique, so 'one-suits all' solutions are not suitable. In addition, users desire agency and control in all aspects of the system. The participative approach we take is to iteratively co-develop prototypes with end users. Here we describe a case study of the co-development of one prototype, a digital stretch wristband that records interaction for later reflection called Snap. Snap has been designed to sit within a platform that allows the distributed and sustainable design, manufacture and data analysis of customizable digital health technologies. We contribute to HCI with (1) lessons learned from a DIY co-development process that follows the principles of modularity, participation and iteration and (2) the potential impact of technology in self-management of anxiety and the broader design implications of addressing unique anxiety experiences.
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