A product’s acceptance depends on the experience that it provides to its users. To consider user’s contextualised specific needs an user-centred design process is recommended. Human-centric design considers human´s opinions as a design priority, and puts them in the “centre” of the iterative design process. To understand the end-users influence (adults 55+ experience) in product development, we conducted an empirical study with 25 participants, supported by a human-centric co-design thinking process (participatory design) with collection of qualitative data. In this article we report a Design Based Research (DBR) study, that compares the acceptance of a set of two audio-visual artefacts: designed with adults older than 55 and a design process supported only by the designer’s expertise. Overall we believe this study depicts evidence that audio-visual artefacts for the online platform ICTskills4All are more effective when co-designed and validated with end-users.
{"title":"Involving older adults in the design process: a human-centric Design Thinking approach","authors":"Inês Dias, Elísio Costa, Ó. Mealha","doi":"10.55612/s-5002-054-004","DOIUrl":"https://doi.org/10.55612/s-5002-054-004","url":null,"abstract":"A product’s acceptance depends on the experience that it provides to its users. To consider user’s contextualised specific needs an user-centred design process is recommended. Human-centric design considers human´s opinions as a design priority, and puts them in the “centre” of the iterative design process. To understand the end-users influence (adults 55+ experience) in product development, we conducted an empirical study with 25 participants, supported by a human-centric co-design thinking process (participatory design) with collection of qualitative data. In this article we report a Design Based Research (DBR) study, that compares the acceptance of a set of two audio-visual artefacts: designed with adults older than 55 and a design process supported only by the designer’s expertise. Overall we believe this study depicts evidence that audio-visual artefacts for the online platform ICTskills4All are more effective when co-designed and validated with end-users.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130961607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The design of the icon of a mobile application can have a major impact on its success, by attracting users’ attention and perhaps persuading them to install it on their devices. In the case of the continued use of an application, its icon also has an important role to play in terms of its recognition. In this paper, we take a qualitative approach in identifying different roles that the visual design properties of complexity, concreteness and familiarity play in contributing to the appeal and performance of an application icon during different phases of its use – from first exposure to assurance and continued use. We also discuss several theories which we consider relevant to this research, using case studies of the icons of three mobile applications. We then conclude by proposing that the design of an application icon should take into account the maturity level of the application, and the specific phases of its use for which its icon should be optimized.
{"title":"Guidelines for the Visual Design of Mobile Application Icons. An Experiential Case Study","authors":"Teemu Korpilahti, Massod Massodian","doi":"10.55612/s-5002-054-010","DOIUrl":"https://doi.org/10.55612/s-5002-054-010","url":null,"abstract":"The design of the icon of a mobile application can have a major impact on its success, by attracting users’ attention and perhaps persuading them to install it on their devices. In the case of the continued use of an application, its icon also has an important role to play in terms of its recognition. In this paper, we take a qualitative approach in identifying different roles that the visual design properties of complexity, concreteness and familiarity play in contributing to the appeal and performance of an application icon during different phases of its use – from first exposure to assurance and continued use. We also discuss several theories which we consider relevant to this research, using case studies of the icons of three mobile applications. We then conclude by proposing that the design of an application icon should take into account the maturity level of the application, and the specific phases of its use for which its icon should be optimized.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121080812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alzheimer's disease (AD) changes a person's relationship with space. While research exists on how an interactive therapeutic environment can enhance the quality of life for people with Alzheimer's disease (PWAD), PWADs as end-users are not sufficiently studied. This paper examines (1) the daily activities that PWADs need to perform to understand potential architectural barriers and (2) assistive technology (AT) used in PWAD rooms at long-term healthcare centers. A questionnaire (n = 25) and interviews (n = 5) with five professional experts in daily contact with PWADs were conducted for this study, together with an observation of one resident in his room at a selected healthcare center in Vienna, Austria. Four interrelated aspects emerged from the analysis: (1) orientation of PWADs in space, (2) occupational therapy, (3) assistive technology, and (4) potential architectural barriers. PWADs generally prefer therapeutic environments that let them control their lives. Occupational therapy enhances the ability of PWADs to remember how to perform daily activities. AT can serve as a tool in interactive indoor therapeutic environments and occupational therapy. The results of this study show that healthcare designers should consider PWADs as end-users when designing interactive therapeutic environments, especially by employing user experience design concepts.
{"title":"A Study of Architectural Barriers and the Potential Role of Assistive Technologies in Long-term Healthcare Centres for People with Alzheimer's","authors":"Heidi Elnimr","doi":"10.55612/s-5002-054-005","DOIUrl":"https://doi.org/10.55612/s-5002-054-005","url":null,"abstract":"Alzheimer's disease (AD) changes a person's relationship with space. While research exists on how an interactive therapeutic environment can enhance the quality of life for people with Alzheimer's disease (PWAD), PWADs as end-users are not sufficiently studied. This paper examines (1) the daily activities that PWADs need to perform to understand potential architectural barriers and (2) assistive technology (AT) used in PWAD rooms at long-term healthcare centers. A questionnaire (n = 25) and interviews (n = 5) with five professional experts in daily contact with PWADs were conducted for this study, together with an observation of one resident in his room at a selected healthcare center in Vienna, Austria. Four interrelated aspects emerged from the analysis: (1) orientation of PWADs in space, (2) occupational therapy, (3) assistive technology, and (4) potential architectural barriers. PWADs generally prefer therapeutic environments that let them control their lives. Occupational therapy enhances the ability of PWADs to remember how to perform daily activities. AT can serve as a tool in interactive indoor therapeutic environments and occupational therapy. The results of this study show that healthcare designers should consider PWADs as end-users when designing interactive therapeutic environments, especially by employing user experience design concepts.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133168568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
User satisfaction with most goods and services in the information system (IS) has been well studied. However, there appears to be little research on examinees' satisfaction with facilities and services provided at computer-based test (CBT) centres, particularly when the centres are equipped and manned by outsourced vendors. In Nigeria, the CBT centres are public and private examination centres equipped to conduct the annual matriculation examination computer-based test. The study aims to investigate and empirically test the role of quality factors in predicting CBT satisfaction. The study also intends to test a mediator to explore further how some quality factors influence the examinee's satisfaction. The research framework is based on the updated information system success model (ISSM) and is validated using a survey incorporating system quality, service quality, question content, the cost-effectiveness of CBT services, and CBT centre service satisfaction. A total of 455 surveys using structural equation modelling were analysed.
{"title":"User Satisfaction with Computer-Based Test (CBT): The Mediating Role of CBT Centre Service Satisfaction","authors":"H. Bello, N. A. Abdullah","doi":"10.55612/s-5002-054-011","DOIUrl":"https://doi.org/10.55612/s-5002-054-011","url":null,"abstract":"User satisfaction with most goods and services in the information system (IS) has been well studied. However, there appears to be little research on examinees' satisfaction with facilities and services provided at computer-based test (CBT) centres, particularly when the centres are equipped and manned by outsourced vendors. In Nigeria, the CBT centres are public and private examination centres equipped to conduct the annual matriculation examination computer-based test. The study aims to investigate and empirically test the role of quality factors in predicting CBT satisfaction. The study also intends to test a mediator to explore further how some quality factors influence the examinee's satisfaction. The research framework is based on the updated information system success model (ISSM) and is validated using a survey incorporating system quality, service quality, question content, the cost-effectiveness of CBT services, and CBT centre service satisfaction. A total of 455 surveys using structural equation modelling were analysed.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"90 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123404685","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wasura D. Wattearachchi, K. Hewagamage, E. Hettiarachchi
Improving the User Experience (UX) of mobile devices is of vital importance due to the advent of emerging technologies and the prevalence of using mobile devices. This research aims to develop a model for a mobile device that can suggest adaptive functionalities, based on the current user emotion and the context by changing the user’s negative emotions (sadness and anger) into positive ones. As a proof of concept, a keyboard named “Emotional Keyboard” was developed through five prototypes iteratively using Evolutionary Prototyping. Action Research was adopted as the methodology along with User-Centered Design (UCD) which further included two user surveys. The first three prototypes were implemented to decide the most optimal perception from facial expressions and text analytics. Subsequent prototypes provided affective functions to the user such as listening to music, playing a game, chat with friends, based on the detected negative emotion and the context. The evaluation of each of the prototypes was performed iteratively with user participation. The final (fifth) prototype evaluation was done in two phases, an individual analysis (to measure the performance of each user separately), and an overall analysis (a general analysis that averaged all the results from individual analysis and measured the performance of the overall model). Results of both analyses showed that eventually the Emotional Keyboard was able to predict the adaptive functions correctly to the user and it did not terminate its learning process where the users’ feedback was continuously used to improve its performance. In conclusion, an “Adaptive System with User Control” was developed thus improving the acceptability and usability of a mobile device which aligns with the research aim.
{"title":"Emotional Keyboard: To Provide Adaptive Functionalities Based on the Current User Emotion and the Context","authors":"Wasura D. Wattearachchi, K. Hewagamage, E. Hettiarachchi","doi":"10.55612/s-5002-054-007","DOIUrl":"https://doi.org/10.55612/s-5002-054-007","url":null,"abstract":"Improving the User Experience (UX) of mobile devices is of vital importance due to the advent of emerging technologies and the prevalence of using mobile devices. This research aims to develop a model for a mobile device that can suggest adaptive functionalities, based on the current user emotion and the context by changing the user’s negative emotions (sadness and anger) into positive ones. As a proof of concept, a keyboard named “Emotional Keyboard” was developed through five prototypes iteratively using Evolutionary Prototyping. Action Research was adopted as the methodology along with User-Centered Design (UCD) which further included two user surveys. The first three prototypes were implemented to decide the most optimal perception from facial expressions and text analytics. Subsequent prototypes provided affective functions to the user such as listening to music, playing a game, chat with friends, based on the detected negative emotion and the context. The evaluation of each of the prototypes was performed iteratively with user participation. The final (fifth) prototype evaluation was done in two phases, an individual analysis (to measure the performance of each user separately), and an overall analysis (a general analysis that averaged all the results from individual analysis and measured the performance of the overall model). Results of both analyses showed that eventually the Emotional Keyboard was able to predict the adaptive functions correctly to the user and it did not terminate its learning process where the users’ feedback was continuously used to improve its performance. In conclusion, an “Adaptive System with User Control” was developed thus improving the acceptability and usability of a mobile device which aligns with the research aim.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127371742","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Ortet, Francisco Regalado, Sónia Ferreira, L. Costa, A. Veloso
In times of social confinement frequently associated with COVID-19 pandemics, an increasing dependence of aged populations on digital media to maintain social interactions and participation in society was observed. Although courses for action on the access to digital media by aged populations and the potential harms of digital inclusion have been acknowledged in the literature, far too little attention has been devoted to the challenges and in situ measures undertaken by local entities targeted to aged populations. The purpose of this study is to analyze the strategies adopted by Portuguese Universities of the Third Age, Municipalities, among other Institutional Care for Aged Populations to ensure communication and active participation of older adults in society and the role of digital media in that process. A total of 72 Portuguese entities developing initiatives addressed to aged populations were interviewed, including Municipalities and Universities of the Third Age, aiming at gathering their perspectives on the challenges and practices of using digital media to involve the ageing population in the community. Data was collected employing a semi-structured interview and content analysis was performed. Findings indicate that although participants found difficulty in adhering to activities owing to the financial and social consequences of the pandemic, most had to restructure their activities to maintain connections and routines. Conclusions offer some important insights into practices to foster participation within the communities using digital platforms.
{"title":"Staying Connected with Aged Populations in Times of COVID-19: An Interview Study of the Role of Portuguese Institutions and Municipalities","authors":"C. Ortet, Francisco Regalado, Sónia Ferreira, L. Costa, A. Veloso","doi":"10.55612/s-5002-054-002","DOIUrl":"https://doi.org/10.55612/s-5002-054-002","url":null,"abstract":"In times of social confinement frequently associated with COVID-19 pandemics, an increasing dependence of aged populations on digital media to maintain social interactions and participation in society was observed. Although courses for action on the access to digital media by aged populations and the potential harms of digital inclusion have been acknowledged in the literature, far too little attention has been devoted to the challenges and in situ measures undertaken by local entities targeted to aged populations. The purpose of this study is to analyze the strategies adopted by Portuguese Universities of the Third Age, Municipalities, among other Institutional Care for Aged Populations to ensure communication and active participation of older adults in society and the role of digital media in that process. A total of 72 Portuguese entities developing initiatives addressed to aged populations were interviewed, including Municipalities and Universities of the Third Age, aiming at gathering their perspectives on the challenges and practices of using digital media to involve the ageing population in the community. Data was collected employing a semi-structured interview and content analysis was performed. Findings indicate that although participants found difficulty in adhering to activities owing to the financial and social consequences of the pandemic, most had to restructure their activities to maintain connections and routines. Conclusions offer some important insights into practices to foster participation within the communities using digital platforms.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121188846","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Carmen Llorente-Barroso, Olga Kolotouchkina, L. Mañas-Viniegra, Mónica Viñarás-Abad
The adverse effects of the pandemic on the emotional state of older adults have fuelled the debate regarding their digital exclusion and the need to promote their genuine inclusion. During this period, technology and technology-mediated learning have improved the quality of life of older adults in many ways. The purpose of this research is to identify the socio-emotional role of technology-assisted learning programmes for seniors ever since the onset of the pandemic. The results reveal a positive impact on the emotional well-being of older adults from these forms of learning. Participants highlight the value of intergenerational socialisation enabled by these learning formats in the process of self-learning and reciprocal learning that takes place on platforms such as YouTube and WhatsApp. However, a preference among seniors for in-person learning has also been observed, which is sometimes linked to a certain level of technological anxiety.
{"title":"ICT-Mediated Learning as a Form of Socio-Emotional Support for Older Adults","authors":"Carmen Llorente-Barroso, Olga Kolotouchkina, L. Mañas-Viniegra, Mónica Viñarás-Abad","doi":"10.55612/s-5002-054-001","DOIUrl":"https://doi.org/10.55612/s-5002-054-001","url":null,"abstract":"The adverse effects of the pandemic on the emotional state of older adults have fuelled the debate regarding their digital exclusion and the need to promote their genuine inclusion. During this period, technology and technology-mediated learning have improved the quality of life of older adults in many ways. The purpose of this research is to identify the socio-emotional role of technology-assisted learning programmes for seniors ever since the onset of the pandemic. The results reveal a positive impact on the emotional well-being of older adults from these forms of learning. Participants highlight the value of intergenerational socialisation enabled by these learning formats in the process of self-learning and reciprocal learning that takes place on platforms such as YouTube and WhatsApp. However, a preference among seniors for in-person learning has also been observed, which is sometimes linked to a certain level of technological anxiety.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124260908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mobile navigation systems are getting more and more common, and with the rise of smartphones, nearly everyone has access to them via mobile phone apps. Despite the widespread use of mobile apps for navigation, only few solutions for bicyclists exist. These solutions however rely on the user to either look at their phone screen or wear headphones. This poses a risk to the user’s safety by taking away attention from the road conditions. Prior studies have suggested that a vibrotactile navigation system can perform similarly to already existing visual and auditory solutions. Such a system also seems to be less distracting than existing ones. This study presents a working prototype than can be used to navigate urban environments on a bicycle.
{"title":"Wrist-worn Vibrotactile Navigation System for Cyclists","authors":"Nan-Ching Tai, Fabian Huber, Kuang-Ting Huang","doi":"10.55612/s-5002-054-006","DOIUrl":"https://doi.org/10.55612/s-5002-054-006","url":null,"abstract":"Mobile navigation systems are getting more and more common, and with the rise of smartphones, nearly everyone has access to them via mobile phone apps. Despite the widespread use of mobile apps for navigation, only few solutions for bicyclists exist. These solutions however rely on the user to either look at their phone screen or wear headphones. This poses a risk to the user’s safety by taking away attention from the road conditions. Prior studies have suggested that a vibrotactile navigation system can perform similarly to already existing visual and auditory solutions. Such a system also seems to be less distracting than existing ones. This study presents a working prototype than can be used to navigate urban environments on a bicycle.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"361 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122796036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In today's society active ageing involves not only good physical and mental health but also quality of life and well-being, as well as social inclusion. Social participation requires digital technology for which seniors need to have both the material means and the opportunities to use technology and develop attitudes. The aim of this study is to find out about their uses and, especially, attitudes. To this end, a questionnaire including a scale of attitudes towards the use of technology (TAQ), was created, validated and subsequently answered by 182 people in Ibiza (Spain). The results show that just over a third of the participants have digital devices, and that the most frequent uses are to communicate with friends and family and keep informed. As for attitudes towards technology, data show that there are no differences between sexes and that those living with others, of younger ages and with higher levels of education have more positive attitudes. Conclusions reflect on the need to support seniors’ digital skills in order to enhance their agency and cultural capital for society.
{"title":"Active ageing with digital technology: seniors' usages and attitudes","authors":"Santos Urbina, G. Tur, Irantzu Fernández","doi":"10.55612/s-5002-054-003","DOIUrl":"https://doi.org/10.55612/s-5002-054-003","url":null,"abstract":"In today's society active ageing involves not only good physical and mental health but also quality of life and well-being, as well as social inclusion. Social participation requires digital technology for which seniors need to have both the material means and the opportunities to use technology and develop attitudes. The aim of this study is to find out about their uses and, especially, attitudes. To this end, a questionnaire including a scale of attitudes towards the use of technology (TAQ), was created, validated and subsequently answered by 182 people in Ibiza (Spain). The results show that just over a third of the participants have digital devices, and that the most frequent uses are to communicate with friends and family and keep informed. As for attitudes towards technology, data show that there are no differences between sexes and that those living with others, of younger ages and with higher levels of education have more positive attitudes. Conclusions reflect on the need to support seniors’ digital skills in order to enhance their agency and cultural capital for society.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123091882","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alaa Nousir, Renee (Xinyu) Chen, Anne Liu, Meara Donovan, Eliza Wallace, L. Jones, Sara Nabil
This paper describes our collaborative journey of creating everyday interactive artefacts to help us think, reflect, and live through self-isolation. Through a co-design approach, we designed interactive homeware objects (that we collectively refer to as ‘COVIDware’) to address the challenges of isolation during the pandemic. Five artefacts were developed by self-isolated designers as interactive art installations. We discuss how each creator reflected on her design concept, process, and encounter through concepts of critical making, speculation, and engagement via in-the-isolated-wild deployments. By empowering early researchers/enthusiasts to design ‘with’ smart-materials, and off-the-shelf items, we reflect on how these homey interfaces can enhance people’s wellbeing beyond screen-based interactions. Despite not collaborating in the making process, our findings from the designer’s making process show how all the designed artefacts shared attributes of biophilic design, imperfection, and unconventional interactions with the overarching goal of promoting wellbeing, and meaningful connection with nature, self, and others.
{"title":"COVIDware: Designing Interactive Everyday Things as Tangible Homeware for Social Isolation","authors":"Alaa Nousir, Renee (Xinyu) Chen, Anne Liu, Meara Donovan, Eliza Wallace, L. Jones, Sara Nabil","doi":"10.55612/s-5002-054-009","DOIUrl":"https://doi.org/10.55612/s-5002-054-009","url":null,"abstract":"This paper describes our collaborative journey of creating everyday interactive artefacts to help us think, reflect, and live through self-isolation. Through a co-design approach, we designed interactive homeware objects (that we collectively refer to as ‘COVIDware’) to address the challenges of isolation during the pandemic. Five artefacts were developed by self-isolated designers as interactive art installations. We discuss how each creator reflected on her design concept, process, and encounter through concepts of critical making, speculation, and engagement via in-the-isolated-wild deployments. By empowering early researchers/enthusiasts to design ‘with’ smart-materials, and off-the-shelf items, we reflect on how these homey interfaces can enhance people’s wellbeing beyond screen-based interactions. Despite not collaborating in the making process, our findings from the designer’s making process show how all the designed artefacts shared attributes of biophilic design, imperfection, and unconventional interactions with the overarching goal of promoting wellbeing, and meaningful connection with nature, self, and others.","PeriodicalId":377274,"journal":{"name":"IxD&A","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132419624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}