Aim: There is often a gap between the ideal of involving older persons iteratively throughout the design process of digital technology, and actual practice. Until now, the lens of ageism has not been applied to address this gap. The goals of this study were: to voice the perspectives and experiences of older persons who participated in co-designing regarding the design process; their perceived role in co-designing and intergenerational interaction with the designers; and apparent manifestations of ageism that potentially influence the design of digital technology. Methods: Twenty-one older persons participated in three focus groups. Five themes were identified using thematic analysis which combined a critical ageism ‘lens’ deductive approach and an inductive approach. Results: Ageism was experienced by participants in their daily lives and interactions with the designers during the design process. Negative images of ageing were pointed out as a potential influencing factor on design decisions. Nevertheless, positive experiences of inclusive design pointed out the importance of “partnership” in the design process. Participants defined the “ultimate partnership” in co-designing as processes in which they were involved from the beginning, iteratively, in a participatory approach. Such processes were perceived as leading to successful design outcomes, which they would like to use, and reduced intergenerational tension. Conclusions: This study highlights the potential role of ageism as a detrimental factor in how digital technologies are designed. Viewing older persons as partners in co-designing and aspiring to more inclusive design processes may promote designing technologies that are needed, wanted and used.
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Can you remember the last time the ground gave way beneath you? When you thought the ground was stable, but for some reason it wasn’t? Perhaps you encountered a pothole on the streets of Amsterdam, or you were renovating your house and broke through the floor. Perhaps there was a molehill in a park or garden. You probably had to hold on to something to steady yourself. Perhaps you even slipped or fell. While I sincerely hope that nobody here was hurt in the process, I would like you to keep that feeling in your mind when reading what follows. It is the central theme of the words that will follow. The ground beneath our feet today is not as stable as the streets of Amsterdam, your park around the corner or even a poorly renovated upstairs bedroom. This is because whatever devices we use and whatever pathways we choose, we all live in hybrid physical and digital social spaces (Kitchin and Dodge 2011). Digital social spaces can be social media platforms like Twitter or Facebook, but also chat apps like WhatsApp or Signal. Crucially, social spaces are increasingly hybrid, in which conversations take place across digital spaces (WhatsApp chat group) and physical spaces (meeting friends in a cafe) simultaneously. The ground beneath our feet is not made of concrete or stone or wood but of bits and bytes.
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OBJECTIVE: Loneliness and social isolation are pressing issues that can seriously impact the mental health and well-being of older adults. Interacting with nature can stimulate a feeling of connectedness. However, for older adults, access to nature is often troublesome because of physical limitations and mobility restrictions.METHODS: In the present mixed-method study, 37 older adults (62-99 years old) with varying care needs and mobility restrictions watched a video presenting a walkthrough of a simulated digital nature landscape.RESULTS: Quantitative results show a significant increase in social connectedness scores and enhanced peacefulness after experiencing a digital nature. Qualitative results stress the importance of variations in nature scenery and highlight the influence of contextual and person-related factors including nature experiences throughout the life span and mobility constraints that older adults may face.CONCLUSION: These findings testify to the potential of using digital nature as a complementary strategy when interactions with outdoor nature become increasingly difficult due to old age.
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Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.
Entangled Machines is a project by Mariana Fernández Mora that interrogates the colonial and extractive legacies underpinning artificial intelligence (AI). By introducing slowness and digital kinship as critical frameworks, the project reconceptualises AI as embedded within intricate social and ecological networks, thereby contesting dominant narratives of efficiency and optimisation. Through participatory, practice-based methodologies such as the Material Playground, the project integrates feminist and non-Western epistemologies to articulate alternative models for ethical, sustainable, and equitable AI practices. Over a four-year period, Entangled Machines develops theory, engages diverse communities, and produces artistic outputs to reimagine human-AI interactions. In collaboration with partners including ARIAS Amsterdam, Archival Consciousness, and the Sandberg Institute, the research seeks to foster decolonial and interdisciplinary approaches to AI. Its culmination will be an “Anarchive” – a curated assemblage of artistic, theoretical, and archival outputs – that serves as a resource for rethinking AI’s socio-political and ecological impacts.
Management policy for protected species is currently often based on literature reviews and expert judgement, even though it requires tailor-made species knowledge on a local level. While wildlife management should preferably be evidence based, tailor-made field data is seldom used in current practices, because it is hardly available, difficult to collect and expensive. Recent development of digital technology is changing the field of wildlife management with “more, better, faster and cheaper” ways of data collection. Especially automated collection of field data with different types of sensors is promising, whereas miniaturization and low cost mass-production increase availability and use of these sensors. For collection of field data about predator-prey interactions, there is a need to develop wireless sensor networks that automatically identify different species in a community, while they record their spatially explicit data and their behaviour. Therefore, we will put together a consortium of partners that will develop a EU LIFE programme proposal, with the focus to develop a sensor network necessary to automatically monitor multiple species (i.e., species communities) for species conservation management. The consortium will consist of Van Hall Larenstein, Sovon Dutch Centre for Field Ornithology, the Dutch Mammal Society, Sensing Clues and DIKW intelligence. It will bring together a strong mix of expert knowledge on applied species conservation and wildlife management, ecological field research, wildlife intelligence, and handling and analysis of big data. This project matches the Top sector High-tech Systems & Materials, and revolves around 4 distinct phases: selection of potential consortium partners, exploration of the problem, working towards a common action perspective and writing a EU LIFE programme proposal. We will use knowledge co-creation techniques to explore the first three project phases.