This chapter outlines the co-design process for the 'Let's meet up!' electronic system created to facilitate and maintain social engagement for people living with dementia. The system was developed by a multi-disciplinary team of researchers and people living with dementia using coproduction methods. 'Let's meet up!' was created as part of the European MinD project 'Designing for people with Dementia'. It is a hybrid board and electronic system that allows people with dementia to stay in touch with their loved ones and to remain physically active by arranging joint activities through a simple, user-friendly tangible interface.Co-design was used throughout the research and development process of -data collection, design idea development, decision making, design concept, and prototype development phases, to ensure the relevance and appropriateness of those ideas, concepts and prototypes for people with dementia. Within this process, co-production was increasingly used to enable groups of experts with experience (GEE) to co-host and co-curate the co-design sessions, and to take ownership of the process, which then allowed for instances of co-creation.The chapter explains the integrated process of research and GEE activity evident within the design development through co-design and co-production, and draws out recommendations for this symbiotic way of working giving both its benefits and limitations.
Research and Experimentation. She is a researcher and practitioner with a BA in Fine Art, an MA in Contemporary Art Theory, an MSc in Computer Science and a PhD from the Planetary Collegium, CAiiA, in Interactive Art. Her practice undertakes a critical exploration of Conceptual Art, semantic media and intuitive interfaces where she often works collaboratively and considers virtual curation a form of art practice. She continues to show her work internationally, most recently two of her Digital Action Painting series were exhibited at the Centre for Contemporary Art in Poland, and has over 50 publications to date spanning digital art, consciousness studies, interactive games, art history and museology.
This article presents a detailed design, development, and implementation of a Mixed Reality Art-Science collaboration project which was exhibited during Darwin’s bicentenary exhibition at Shrewsbury, England. As an artist-led project the concerns of the artist were paramount, and this article presents Shift-Life as part of an ongoing exploration into the parallels between the nonlinear human thinking process and computation using semantic association to link items into ideas, and ideas into holistic concepts. Our art explores perceptions and states of mind as we move our attention between the simulated world of the computer and the real world we inhabit, which means that any viewer engagement is participatory rather than passive. From a Mixed Reality point of view, the lead author intends to explore the convergence of the physical and virtual, therefore the formalization of the Mixed Reality system, focusing on the integration of artificial life, ecology, physical sensors, and participant interaction through an interface of physical props. It is common for digital media artists to allow viewers to activate a work either through a computer screen via direct keyboard or mouse manipulation, or through immersive means. For “Shift-Life” the artist was concerned with a direct “relational” approach where viewers would intuitively engage with the installation’s everyday objects, and with each other, to fully experience the piece. The Mixed Reality system is mediated via physical environmental sensors, which affect the virtual environment and autonomous agents, which in turn reacts and is expressed as virtual pixels projected onto a physical surface. The tangible hands-on interface proved to be instinctive, attractive, and informative on many levels, delivering a good example of collaboration between the arts and science.
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