DEAP 2018

Designing Entertainment for the Aging Population

Poznan, Poland, September 17, 2018

Programme

This is a half-day workshop, 14:00-17:30. The programme consists of:

  • 14:00: Welcome
  • 14:05: Paper Presentations (10+5 minutes each)
  • 15:20: Discussion
  • 15:30: Coffee Break
  • 16:00: A design activity based on storytelling
  • 17:00: Concluding discussions and planning of future directions and outcomes
  • 17:30: Workshop Ends

Abstracts

Physical Activity Among Older Adults: A Meta-Review of EU-Funded Research Projects
Paula Alexandra Silva
(doi.org/10.1007/978-3-319-99426-0_47)

To keep physically active is key to live a long and healthy life. It is therefore important to invest in research targeting the uptake of physical activity by the ageing population. This paper presents an overview of concluded EUfunded research projects which address the subject of physical activity among older adults. From an initial set of 330 projects, 29 are analyzed in this metareview that describes the projects, its goals, types of physical activity promoted, and technologies used. Entertainment technologies, in particular exergames, emerge as a frequent approach.

User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults
Isabelle Kniestedt, Stephan Lukosch and Frances Brazier
(doi.org/10.1007/978-3-319-99426-0_44)

This paper describes the ongoing design process of Pocket Odyssey, an online multi-player game suite designed for mobile phones that supports older adults in maintaining their physical, social, and mental well-being. It has been designed to provide engaging gameplay that supports positive emotion, fosters online social connections between players, enables play with others in a player's physical surroundings, and integrates tasks that exercise physical and cognitive skills. This paper discusses the user-centered design approach that takes entertainment preferences, views on technology, and aspects of life that older adults consider meaningful as a basis. Based on the results of an exploratory survey and a series of workshops with the user group, this paper presents the initial game concept and the rationale behind its design. Finally, it describes early prototyping efforts and future activities.

Providing Life-style-Intervention to Improve Well-Being of Elderly People
Thomas Rist, Andreas Seiderer and Elisabeth André
(doi.org/10.1007/978-3-319-99426-0_45)

We report on a user-centered approach towards the development of an augmented digital picture frame - called "CARE" - for senior users with the aim to improve their general well-being. The central idea is to interleave the display of pictures with the provision of recommendations of activities that seniors may perform in addition to their ordinary daily routines. We also report on our attempt to encourage durable use of the CARE system by introducing reward schemes for recommended activities. Feedback from users suggests that reward schemes should be made individually configurable.

Intergenerational Joint Media Engagement: Pre-testing Interviews, Activities and Tablet's Applications
Ana Carla Amaro, Lidia Oliveira and Vania Baldi
(doi.org/10.1007/978-3-319-99426-0_46)

This paper presents the results of a preliminary study, in which grandchildren/ children and grandparents/middle aged to older adults were observed while interacting with each other and with an App, on a tablet, to develop a proposed activity. Before and after these Joint Media Engagement (JME) sessions, participants were also interviewed, in order to collect data and to assess the perceived impact of the JME sessions in the quality of the intergenerational relationship, on the attitude towards each other and on children and older adults' digital literacy. The main goals of this preliminary study were to validate data collection instruments and techniques, namely the JME sessions activities, Apps and protocols and the pre- and post-JME session interviews' scripts. This preliminary study is part of a research that aims to understand the interactions and communication processes taking place during JME sessions involving grandparents/older adults (over 55 years old) and grandchildren/children (5 to 10 years old) in collaborative usage of tablets and tablets' Apps, in order to develop guidelines for designing mobile contents and Apps to support and promote intergenerational interactions.

Storytelling: A Medium for Co-design of Health and Well-being Services for Seniors
Leah Burns and Masood Masoodian
(doi.org/10.1007/978-3-319-99426-0_43)

Much of the current research on ageing-related technologies, tools, and services has focused on issues related to supporting mainly the physical health and well-being of seniors. There is, however, a growing need for better support for other needs of ageing populations, including their entertainment, recreation and social connectedness. The success of future solutions for these needs require active participation of senior users in their co-design. In this paper, we investigate the potential of storytelling as a practical medium for supporting this co-design process.