As people age, physiological changes affect their thermal perception, sensitivity and regulation. The ability to respond effectively to temperature fluctuations is compromised with physiological ageing, upsetting the homeostatic balance of health in some. As a result, older people can become vulnerable at extremes of thermal conditions in their environment. With population ageing worldwide, it is an imperative that there is a better understanding of older people’s thermal needs and preferences so that their comfort and wellbeing in their living environment can be optimised and healthy ageing achieved. However, the complex changes affecting the physiological layers of the individual during the ageing process, although largely inevitable, cannot be considered linear. They can happen in different stages, speeds and intensities throughout the ageing process, resulting in an older population with a great level of heterogeneity and risk. Therefore, predicting older people’s thermal requirements in an accurate way requires an in-depth investigation of their individual intrinsic differences. This paper discusses an exploratory study that collected data from 71 participants, aged 65 or above, from 57 households in South Australia, over a period of 9 months in 2019. The paper includes a preliminary evaluation of the effects of individual intrinsic characteristics such as sex, body composition, frailty and other factors, on thermal comfort. It is expected that understanding older people’s thermal comfort from the lens of these diversity-causing parameters could lead to the development of individualised thermal comfort models that fully capture the heterogeneity observed and respond directly to older people’s needs in an effective way. (article starts at page 13)
MULTIFILE
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.
Social needs are important basic human needs; when not satisfied, loneliness and social isolation can occur and subsequently sickness or even premature death. For older people social needs can be more difficult to satisfy because of the loss of resources such as health and mobility. Interventions for older people to satisfy social needs are often not evaluated and when evaluated are not proven successful. Technological interventions can be successful, but the relationship between technology and social wellbeing is complex and more research in this area is needed. The aim of this research is to uncover design opportunities for technological interventions to fulfil social needs of older people. Context-mapping sessions are a way to gain more insight into the social needs of older people and to involve them in the design of interventions to fulfil social needs. Participants of the context-mapping sessions were older people and social workers working with older people. Four sessions with a total of 20 participants were held to generate ideas for interventions to satisfy social needs. The results are transcripts from the discussion parts of the context-mapping sessions and collages the participants created. The transcripts were independently analysed and inductive codes were attached to quotations in the transcripts that are relevant to the research question and subsequently thematic analysis took place. Collages made by the participants were independently analysed by the researchers and after discussion consensus was reached about important themes. The following three main themes emerged: ‘connectedness’, ‘independence’ and ‘meaningfulness’. Technology was not identified as a separate theme, but was addressed in relation to the above mentioned themes. Staying active in a meaningful way, for example by engaging in volunteer work, may fulfil the three needs of being connected, independent and meaningful. In addition, interventions can also focus on the need to be and remain independent and to deal with becoming more dependent. The older people in our study have an ambivalent attitude towards technology, which needs to be taken into account when designing an intervention. We conclude this paper by making recommendations for possible technological interventions to fulfil social needs.
Dutch society faces major future challenges putting populations’ health and wellbeing at risk. An ageing population, increase of chronic diseases, multimorbidity and loneliness lead to more complex healthcare demands and needs and costs are increasing rapidly. Urban areas like Amsterdam have to meet specific challenges of a growing and super divers population often with a migration background. The bachelor programs and the relating research groups of social work and occupational therapy at the Amsterdam University of Applied Sciences innovate their curricula and practice-oriented research by multidisciplinary and cross-domain approaches. Their Centres of Expertise foster interprofessional research and educational innovation on the topics of healthy ageing, participation, daily occupations, positive health, proximity, community connectedness and urban innovation in a social context. By focusing on senior citizens’ lives and by organizing care in peoples own living environment. Together with their networks, this project aims to develop an innovative health promotion program and contribute to the government missions to promote a healthy and inclusive society. Collaboration with stakeholders in practice based on their urgent needs has priority in the context of increasing responsibilities of local governments and communities. Moreover, the government has recently defined social base as being the combination of citizen initiatives, volunteer organizations , caregivers support, professional organizations and support of vulnerable groups. Kraktie Foundations is a community based ethno-cultural organization in south east Amsterdam that seeks to research and expand their informal services to connect with and build with professional care organizations. Their aim coincides with this project proposal: promoting health and wellbeing of senior citizens by combining intervention, participatory research and educational perspectives from social work, occupational therapy and hidden voluntary social work. With a boundary crossing innovation of participatory health research, education and Kraktie’s work in the community we co-create, change and innovate towards sustainable interventions with impact.
The FlexEd project is intended as an extension of the Leisure Choices and Wellbeing (LCW) project which is now very concretely and definitively planned to run from November 2024 through January 2026. The LCW project is facilitated by the Academy for Leisure. The Leisure Choices and Wellbeing, The LCW project will use a weekly longitudinal questionnaire of 200 individuals (final sample after attrition) over 40 weeks to measure leisure activity planning, participation, and wellbeing. The three main aims of the project are to uncover the roles of 1) social interaction during leisure, 2) novelty/change in routine during leisure, and 3) leisure travel duration and frequency, in explaining individuals’ and families’ wellbeing. By measuring changes in these leisure activities week to week, it will be possible to uncover how development in leisure choices accrues to improved well-being over time. Societal issueFlexibility in the education calendar for better vacation impacts in society.Collaborative partnersCELTH, ANVR.
GAMEHEARTS will seek to maximise the value of the European videogame industry ecosystems (hereafter, EVGIE) within a wider social context of the creative and cultural industries (hereafter, CCI). This will consider the importance of the EVGIE in contributing to economic growth, job creation, physical and mental wellbeing, and social and cultural cohesion, by particularly focusing on, how a stronger and closer working relationship between more the traditional and emergent cultural sectors, can work better to create more inclusive and socially responsible cultural experiences. The consortium will offer policy recommendations and roadmaps setting out how the EVGIE can and should develop, and where it could act as a driver for sustained innovation and economic growth. It will utilise an evidence-based approach that focuses not just on videogame development, but rather adopts a holistic ecosystem approach, utilising both established and more innovative methodologies, to consider the competitiveness and development of the EVGIE, and how videogame know-how and technologies could drive innovation in the wider CCI. In doing so, GAMEHEARTS will develop ‘ludic experiences’, to explore possibilities of more inclusive, engaging, and empowering cultural experiences. Working across seven work packages the universities of Salford (UK), Tampere (Finland), Vienna (Austria), Breda University of Applied Sciences (Netherlands), and Wroclaw University of Economics and Business (Poland) will work in parentship with Ubisoft (France) and other major videogame partners and associations (including the ISFE & EGDF) to explore current and future trends in the EVGIE.