Loneliness and social isolation are triggers for unfavorable changes in older adults’ health and well-being. Information and communication technology (ICT) can be used by older adults to mitigate the negative effects of loneliness and social isolation. However, ICT needs to be customized to the specific needs and conditions of older adults. The aim of this study was to explore older adults’ use of a new, co-designed and research-based web platform for social interaction from the perspectives of older adults, researchers, and social services personnel. The study is an intervention study with a multimethod approach in which 20 older adults used the web platform for social interaction “the Fik@ room” for eight weeks. Quantitative and qualitative data were collected pretest, during the test, and posttest. The Fik@ room met the expectations of those older adults who completed the study. It enabled them to expand their social network and develop new friendships, but their experiences of loneliness were not reduced. The involvement of social services personnel in recruitment and support was important in facilitating older adults’ use of the Fik@ room. Our study contributes knowledge about a new, co-designed and research-based web platform, customized specifically for older adults, which is valuable in guiding the design and delivery of future web platforms for social interaction among older adults.
Novel IoT market solutions and research promise IoT modules that do not require programming or electrical setup, yet shop floor personnel need to face problem solving activities to create technical solutions. This paper introduces the Karakuri card deck and presents a case study composed of four workshop sessions in four manufacturing settings, where shop floor personnel tested the cards as a means of ideating and presenting conceptual IoT solutions in the form of diagrams. The results indicate the validity of the proposed conceptual solutions and suggest prototyping as a next step.
Artificial Intelligence offers a wide variety of capabilities that can potentially address people's needs and desires in their specific contexts. This pilot study presents a collaborative method using a deck of AI cards tested with 58 production, AI, and information science students, and experts from an accessible media agency. The results suggest that, with the support of the method and AI cards, participants can ideate and reach conceptual AI solutions. Such conceptualisations can contribute to a more inclusive integration of AI solutions in society.
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