To assess perception with and performance of modern and future hearing devices with advanced adaptive signal processing capabilities, novel evaluation methods are required that go beyond already established methods. These novel methods will simulate to a certain extent the complexity and variability of acoustic conditions and acoustic communication styles in real life. This article discusses the current state and the perspectives of virtual reality technology use in the lab for designing complex audiovisual communication environments for hearing assessment and hearing device design and evaluation. In an effort to increase the ecological validity of lab experiments, that is, to increase the degree to which lab data reflect real-life hearing-related function, and to support the development of improved hearing-related procedures and interventions, this virtual reality lab marks a transition from conventional (audio-only) lab experiments to the field. The first part of the article introduces and discusses the notion of the communication loop as a theoretical basis for understanding the factors that are relevant for acoustic communication in real life. From this, requirements are derived that allow an assessment of the extent to which a virtual reality lab reflects these factors, and which may be used as a proxy for ecological validity. The most important factor of real-life communication identified is a closed communication loop among the actively behaving participants. The second part of the article gives an overview of the current developments towards a virtual reality lab at Oldenburg University that aims at interactive and reproducible testing of subjects with and without hearing devices in challenging communication conditions. The extent to which the virtual reality lab in its current state meets the requirements defined in the first part is discussed, along with its limitations and potential further developments. Finally, data are presented from a qualitative study that compared subject behavior and performance in two audiovisual environments presented in the virtual reality lab—a street and a cafeteria—with the corresponding field environments. The results show similarities and differences in subject behavior and performance between the lab and the field, indicating that the virtual reality lab in its current state marks a step towards more ecological validity in lab-based hearing and hearing device research, but requires further development towards higher levels of ecological validity.
In the time of COVID-19, many measurements to contain the pandemic contributed to social isolation and loneliness. Older adults in particular experience various forms of ageism in this regard, for example by being stereotyped as digitally illiterate. Hence, we need to learn more about the aging discourse in the context of participatory approaches, as it is currently lacking. This article presents the results from two participatory research projects that were significantly affected by the 1st COVID-19 lockdown. We specifically focus on the ways the relationships and modes of cooperation with our older research partners, i.e. the positionalities, have been impacted. We draw on the projects’ results, reflecting on the possible implications for the involvement of older adults indesign and HCI research and specifically, technologies that are supportive and empowering for the individuals against the background of the pandemic situation.
Hearing impairment is associated with a decrease in speech intelligibility and health-related quality of life, such as social isolation and participation restriction. However, little is known about the extent to which hearing impairment and hearing aid fittings change behavior in acute communication situations as well as interrelated behavior patterns. Based on a pilot study, in which the basis for annotating communication behavior was laid, group discussions in noise were initiated with 10 participants using three different hearing-aid brands. The proposed offline annotation scheme revealed that different hearing aids were associated with changes in behavior patterns. These behavioral changes were congruent with speech recognition threshold results and also with subjective assessments. Some of the results were interpreted in terms of participation restriction and activity limitation following the framework of the International Classification of Functioning, Disability and Health. In addition to the offline annotation scheme, a procedure for instantaneous coding of eight behavior patterns was iteratively developed and used for the quick examination of lab studies with good to excellent interrater reliability values.
Background Participatory Design (PD), albeit an established approach in User-Centered Design, comes with specific challenges when working with older adults as research participants. Addressing these challenges relates to the reflection and negotiation of the positionalities of the researchers and research participants and includes various acts of giving and receiving help. During the COVID-19 pandemic, facets of positionalities and (mutual) care became particularly evident in qualitative and participatory research settings. Objective The aim of this paper was to systematically analyze care practices of participatory (design) research, which are to different extents practices of the latter. Using a multiyear PD project with older people that had to take place remotely over many months, we specify different practices of care; how they relate to collaborative work in the design project; and represent foundational practices for sustainable, long-term co-design. Our research questions were “How can digitally-mediated PD work during COVID-19 and can we understand such digital PD as ‘care’?” Methods Our data comes from the Joint Programming Initiative “More Years, Better Lives” (JPI MYBL), a European Union project that aims to promote digital literacy and technology appropriation among older adults in domestic settings. It targeted the cocreation, by older adults and university researchers, of a mobile demo kit website with cocreated resources, aimed at improving the understanding of use options of digital tools. Through a series of workshops, a range of current IT products was explored by a group of 21 older adults, which served as the basis for joint cocreative work on generating design ideas and prototypes. We reflect on the PD process and examine how the actors enact and manifest care. Results The use of digital technology allowed the participatory project to continue during the COVID-19 pandemic and accentuated the digital skills of older adults and the improvement of digital literacy as part of “care.” We provide empirically based evidence of PD with older adults developing digital literacy and sensitizing concepts, based on the notion of care by Tronto for differentiating aspects and processes of care. The data suggest that it is not enough to focus solely on the technologies and how they are used; it is also necessary to focus on the social structures in which help is available and in which technologies offer opportunities to do care work. Conclusions We document that the cocreation of different digital media tools can be used to provide a community with mutual care. Our study demonstrates how research participants effectively enact different forms of care and how such “care” is a necessary basis for a genuinely participatory approach, which became especially meaningful as a form of support during COVID-19. We reflect on how notions of “care” and “caring” that were central to the pandemic response are also central to PD.
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