Despite its potential, the acceptance of technology to support the ability to live independently in one’s own home, also called aging in place, is not optimal. Family members may play a key role in technology acceptance by older adults; however, it is not well understood why and how they exert influence. Based on open interviews with 53 community-dwelling older adults, this paper describes the influence of family members, including spouses, on the use of various types of consumer electronics by older adults as was reported by themselves. Such a broad focus enables understanding the use of technology as was reported by older adults, instead of its intended use. Our study reveals that the influence of each family member has its own characteristics. The influence of technology acceptance is a natural and coincidental part of the interaction with spouses and grandchildren in which entertainment and pleasure are prominent. This is also partly true for the influence of children, but their influence also is intentional and driven by concerns. Our study indicates the importance of including all family members when implementing technology in the lives of older adults. Besides information for children about the use(fullness) of devices, it is worthwhile to give grandchildren an important role, because older adults easily adopt their enthusiasm and it might eventually lighten the burden on children.
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Proefschrift van drs. Jeroen Gradener naar de legitimiteit van community development (opbouwwerk). Niet vanzelf krijgen opbouwwerkers een mandaat van bewoners om hen te ondersteunen in het verbeteren van hun eigen leven en hun leefomgeving. Hoe deze opbouwwerkers erin slagen om ondanks weerstanden hun legitimiteit als professional te ontwikkelen is onderwerp van het internationaal vergelijkend promotieonderzoek.
Airborne wind energy (AWE) is an emerging renewable energy technology that uses kites to harvest winds at higher altitudes than wind turbines. Understanding how residents experience a local AWE system (AWES) is important as the technology approaches commercialization. Such knowledge can help adjust the design and deployment of an AWES to fit locals' needs better, thereby decreasing the technology's burden on people. Although the AWE literature claims that the technology affects nature and residents less than wind turbines, empirical evidence has been lacking. This first community acceptance study recruited residents within a 3.5 km radius of an AWE test site in Northern Germany. Using structured questionnaires, 54 residents rated the AWES and the closest wind farm on visual, sound, safety, siting, environmental, and ecological aspects. Contrary to the literature's claims, residents assessed the noise, ecological, and safety impacts similarly for the AWES and the wind farm. Only visual impacts were rated better for the AWES (e.g., no shadows were perceived). Consistent with research on wind turbines, residents who rated the site operation as fairer and the developer as more transparent tended to have more positive attitudes towards the AWES and to experience less noise annoyance. Consequently, recommendations for the AWE industry and policymakers include mitigating technology impacts and implementing evidence-based strategies to ensure just and effective project development. The findings are limited to one specific AWES using soft-wing kites. Future research should assess community responses across regions and different types of AWESs to test the findings' generalizability.
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Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.