During the persuasive technology symposium, Marije Deutekom - Baart de la Faille and colleagues organised a symposium session with 4 presentations: • Presentation 1: A home based exercise program: are older adults able to use mHealth technology? (Sumit Mehra). • Presentation 2: Promoting healthy diet and physical activity in children through the use of games: bridging the gap between industry and science (Monique Simons). • Presentation 3: Increased motivation for exercise through exercise apps such as BAMBEA (Joey van der Bie & Nicky Nibbeling) • Presentation 4: Which factors are important for effectiveness of sport- and health-related apps? Results of focus groups with experts (Joan Dallinga).
DOCUMENT
The COVID-19 pandemic has changed many aspects of people’s lives, and seems to have affected people’s wellbeing and relation to technology now, and in the future. Not only has it changed people’s lives and the way citizens live, work, exercise, craft and stay connected, the pandemic has also altered the way Human Computer Interaction (HCI) professionals can engage in face-to-face interactions and consequently participatory, human-centered design and research. Limitations in being close to others and having physical, visible and shared interactions pose a challenge as these aspects are typically considered critical for the accomplishment of a transparent, attractive and critical understanding of technology and respective civic and digital engagement for wellbeing. Consequently, the risk now observed is that citizens in the new ‘normal’ digital society, particularly vulnerable groups, are beingeven less connected, supported or heard. Drawing from a study with an expert panel of 20 selected HCI related professionals in The Netherlands that participated on-line (through focus groups, questionnaires and/or interviews) discussing co-creation for wellbeing in times of COVID-19 (N=20), and civic values for conditional data sharing (N=11), this paper presents issues encountered and potential new approaches to overcome participatory challenges in the ‘new’ digital society. This study further draws on project reporting and a ‘one week in the life of’ study in times of COVID-19 with a physical toolkit for remote data collection that was used with older adults (65+, N=13) and evaluated with professionals (N=6). Drawing on such projects and professional experiences, the paper discusses some opportunities of participatory approaches for the new ‘distant’ normal.
DOCUMENT
Travelling independently in an urban environment is challenging for people with a visual impairment (PVI). Current Wayfinding-apps lack detailed environmental information and are often not fully accessible. With the aim to design a wayfinding solution that facilitates independent travel and incorporates PVI needs and wishes, we deployed a cocreation design approach with PVI and professionals as co-creators. Our combination of different co-creation techniques and iterative prototyping expands the related research on wayfinding solutions and allowed us to zoom-in on specific features. Our approach started with a userrequirements analysis through selfexperience sessions, observations and focus groups. This was followed by iterative prototyping with user evaluations in controlled indoor and outdoor environments. Over a period of two years we created an accessible wayfinding solution in co-creation with 31 PVI and 19 professionals. This resulted in an optimized accessible interface, a personalized route, personalized wayfinding instructions and detailed orientation and environmental information. Lessons learned for co- design with PVI included setting up an accessible workshop environment, applying diverse evaluation methods and involving reoccurring participants.
DOCUMENT