research-article Data in the wild: some reflections Share on Authors: Chee Siang Ang University of Kent University of KentView Profile , Ania Bobrowicz University of Kent University of KentView Profile , Diane J. Schiano djs.ux.consulting djs.ux.consultingView Profile , Bonnie Nardi University of California, Irvine University of California, IrvineView Profile Authors Info & Claims InteractionsVolume 20Issue 2March + April 2013 pp 39–43https://doi.org/10.1145/2427076.2427085Published:01 March 2013 10citation1,360DownloadsMetricsTotal Citations10Total Downloads1,360Last 12 Months856Last 6 weeks95 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Amongst older adults, recent evidence suggests the most commonly stated reason for non-adoption of digital technologies is a lack of interest, rather than affordability or difficulty. This directly impacts upon the design community, both in terms of technologies we design for such groups to adopt, and the design methods we use for exploiting the untapped creativity and innovation amongst people who are not particularly interested in the outcome. This paper explores issues of technology non-acceptance amongst older adults, and reports on work designed to incorporate the values of older adults within the design process. We present the results of a series of interviews conducted with disengaged older adults, presenting the key themes found within a subset with these interviews.
There is an increasing need to find innovative activities to help the older population maintain a healthy life. Virtual worlds, which can provide social engagement, entertainment and creativity as well as useful information and services for older people might offer a solution to this issue. Although emerging studies have begun to look into the benefits of virtual worlds in healthcare, little has been done in the context of older people. Based on semi-structured interviews and previous research on healthy aging, we identified and described in depth four areas in which virtual worlds could be useful to support older people. In general, it was found that virtual worlds could help empower older people to manage their disabilities, facilitate social engagement, provide mental stimulation and productive activities.
Abstract: The perception of three-dimensional sculptural forms is quite different from two-dimensional art works such as painting and drawing. Though both are considered forms of artistic production, the distinction is the tactual and kinesthetic sensations of the three-dimensional sculptural forms. The understanding of the perception of sculptural forms adds another dimension to cognitive and emotive qualities embedded in art. The emotions evoked while observing, knowing, touching, and feeling a sculpture, as well as the experiences of working, creating, and producing one, affect an individual’s perception. People with dementia who develop visual and perceptual difficulties may gradually have a different experience of sculpture. The materiality of a sculpture and its tactile engagement have the capacity to influence their perception. With spatial errors, changes in colour, and misperceptions, there is a possibility that they see, appreciate, and experience, in a different way, both physical sculptural forms and those that are mediated through digital technology.