Technology in general, and assistive technology in particular, is considered to be a promising opportunity to address the challenges of an aging population. Nevertheless, in health care, technology is not as widely used as could be expected. In this chapter, an overview is given of theories and models that help to understand this phenomenon. First, the design of (assistive) technologies will be addressed and the importance of human-centered design in the development of new assistive devices will be discussed. Also theories and models are addressed about technology acceptance in general. Specific attention will be given to technology acceptance in healthcare professionals, and the implementation of technology within healthcare organizations. The chapter will be based on the state of the art of scientific literature and will be illustrated with examples from our research in daily practice considering the different perspectives of involved stakeholders.
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Airborne wind energy (AWE) systems use tethered flying devices to harvest higher-altitude winds to produce electricity. For the success of the technology, it is crucial to understand how people perceive and respond to it. If concerns about the technology are not taken seriously, it could delay or prevent implementation, resulting in increased costs for project developers and a lower contribution to renewable energy targets. This literature review assessed the current state of knowledge on the social acceptance of AWE. A systematic literature search led to the identification of 40 relevant publications that were reviewed. The literature expected that the safety, visibility, acoustic emissions, ecological impacts, and the siting of AWE systems impact to which extent the technology will be accepted. The reviewed literature viewed the social acceptance of AWE optimistically but lacked scientific evidence to back up its claims. It seemed to overlook the fact that the impact of AWE’s characteristics (e.g., visibility) on people’s responses will also depend on a range of situational and psychological factors (e.g., the planning process, the community’s trust in project developers). Therefore, empirical social science research is needed to increase the field’s understanding of the acceptance of AWE and thereby facilitate development and deployment.
The temporal dimension of acceptance is under-researched in technology acceptance research. Yet, people’s perceptions on technology use may change over time when gaining user experiences. Our 6-month home study deploying an interactive robot provides insight into the long-term use of use interactive technology in a domestic environment. We present a phased framework for the acceptance of interactive technology in domestic environments. Based on 97 interviews obtained from 21 participants living in different household types, the results provide an initial validation of our phased framework for long-term acceptance showing that acceptance phases are linked to certain user experiences which evolve over time when people gain experience with the technology. Involving end users in the early stages of development helps researchers understand the cultural and social contexts of acceptance and enables developers to apply this gained knowledge into their future designs.
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.