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Daryoush Daniel Vaziri illustrates that the use of mixed methods designs may support the induction of more subtle and complete theories about older adults’ use of technologies for the support of active and healthy aging. The results show that older adults’ social contexts and environments considerably affect their perspectives, practices and attitudes with respect to health, quality of life, well-being and technology use for active and healthy aging support. Results were collected with older adults aged 60+ as well as relevant secondary stakeholders like caregivers, policy makers or health insurance companies.
This paper presents the outcomes of an exploratory field study that examined the social impact of an ICT-based suite of exergames for people with dementia and their caregivers. Qualitative data was collected over a period of 8 months, during which time we studied the daily life of 14 people with dementia and their informal and professional caregivers. We focus on the experiential aspects of the system and examine its social impact when integrated into the daily routines of both people with dementia themselves and their professional and family caregivers. Our findings indicate that relatives were able to regain leisure time, whilst people with dementia were able to recapture certain aspects of their social and daily activities that might otherwise have been lost to them. Results suggest that the system enhanced social-interaction, invigorated relationships, and improved the empowerment of people with dementia and their caregivers to face daily challenges.
Insights from an Exergame-Based Training System for People with Dementia and Their Caregivers
(2020)
There has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD). We present here the outcomes of a 4-month evaluation of the individual, social and institutional impact of a videogame-based training system. The everyday behavior and interactions of 52 PwD and 25 caregivers was studied qualitatively, focusing on the role played by caregivers in integrating the system into daily routines. Our results indicate that the successful appropriation of ICT for PwD depends partly on the physical, cognitive and social benefits for PwD, but especially on the added value perceived by their social care-network. We discuss the need for design in dementia to develop more socially embedded innovations that can address the social actors involved and thus contribute to practical solutions for professional and private care.
In this paper, we provide a participatory design study of a mobile health platform for older adults that provides an integrative perspective on health data collected from different devices and apps. We illustrate the diversity and complexity of older adults’ perspectives in the context of health and technology use, the challenges which follow on for the design of mobile health platforms that support active and healthy ageing (AHA) and our approach to addressing these challenges through a participatory design (PD) process. Interviews were conducted with older adults aged 65+ in a two-month study with the goal of understanding perspectives on health and technologies for AHA support. We identified challenges and derived design ideas for a mobile health platform called “My-AHA”. For researchers in this field, the structured documentation of our procedures and results, as well as the implications derived provide valuable insights for the design of mobile health platforms for older adults.