The 'implementation' and use of smart home technology to lengthen independent living of non-instutionalized elderly have not always been flawless. The purpose of this study is to show that problems with smart home technology can be partially ascribed to differences in perception of the stakeholders involved. The perceptual worlds of caregivers, care receivers, and designers vary due to differences in background and experiences. To decrease the perceptual differences between the stakeholders, we propose an analysis of the expected and experienced effects of smart home technology for each group. For designers the effects will involve effective goals, caregivers are mainly interested in effects on workload and quality of care, while care receivers are influenced by usability effects. Making each stakeholder aware of the experienced and expected effects of the other stakeholders may broaden their perspectives and may lead to more successful implementations of smart home technology, and technology in general.
Measurement methodologies are increasingly being deployed to monitor energy poverty or energy access, and to provide insights for policy development, both in the South and more recently also in the North. However, care should be taken with interpretation and use of the data, particularly if a gender perspective is lacking. This paper argues that taking a gender perspective is vital to understanding energy access and outcomes related to interventions, through consideration of gendered user differences in energy needs, access to energy services and gendered outcome pathways. We show that the standard practice of focusing on numbers of energy connections, availability and quality of supply, is insufficient to provide insights relevant to realising gender equal access and benefits. It is a political decision about what is measured and who decides on what is measured. Based on the literature, we discuss key elements of the use of gender approaches in the assessment of energy access and energy poverty. We show that by including gender approaches in the design and execution of qualitative and quantitative data collection and analysis, there is the potential to contribute to more equitable outcomes from improved energy access.
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Video game designers iteratively improve player experience by play testing game software and adjusting its design. Deciding how to improve gameplay is difficult and time-consuming because designers lack an effective means for exploring decision alternatives and modifying a game’s mechanics. We aim to improve designer productivity and game quality by providing tools that speed-up the game design process. In particular, we wish to learn how patterns en- coding common game design knowledge can help to improve design tools. Micro-Machinations (MM) is a language and software library that enables game designers to modify a game’s mechanics at run-time. We propose a pattern-based approach for leveraging high-level design knowledge and facilitating the game design process with a game design assistant. We present the Mechanics Pattern Language (MPL) for encoding common MM structures and design intent, and a Mechanics Design Assistant (MeDeA) for analyzing, explaining and understanding existing mechanics, and generating, filtering, exploring and applying design alternatives for modifying mechanics. We implement MPL and MeDeA using the meta-programming language Rascal, and evaluate them by modifying the mechanics of a prototype of Johnny Jetstream, a 2D shooter developed at IC3D Media.