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.
Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop follows a research-through-design approach where practise-relevant insights are gained while designing. The focus will be on intuitive and rational decision-making, the role of aesthetics in persuasion, social and spatial influences on persuasion and the ethics of designing for persuasion.
People suffering from dementia often have problems with way finding and feel restless. In this paper we present an interactive wall developed for decreasing the amount of wandering behaviour of people suffering from dementia. The installation aims at making these people feel more at home in the nursing homes by guiding them with a motion triggered audio path. This leads them to a wall with large windows displaying images and short movie tracks from their hometown. The results of an observation study show that the interactive wall succeeds in attracting people and thus reducing the wandering behaviour. Remarks of the elderly as well as their family and caretakers support this conclusion.