TY - GEN
T1 - How to Democratize Internet of Things Devices
T2 - AHFE Virtual Conference on Design for Inclusion, the Virtual Conference on Interdisciplinary Practice in Industrial Design, the Virtual Conference on Affective and Pleasurable Design, the Virtual Conference on Kansei Engineering, and the Virtual Conference on Human Factors for Apparel and Textile Engineering, 2020
AU - Zallio, Matteo
AU - McGrory, John
AU - Berry, Damon
N1 - Publisher Copyright:
© 2020, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2020
Y1 - 2020
N2 - The global introduction of affordable Internet of Things (IoT) devices offers an opportunity to empower a large variety of users with different needs. However, many off-the-shelf digital products are still not widely adopted by people who are hesitant technology users or by older adults, notwithstanding that the design and user-interaction of these devices is recognized to be user-friendly. Considering the habits and preferences of those who have used mainly analog devices for most of their lives, such users may encounter challenges such as digital illiteracy and technology anxiety when faced with newly-released digital IoT-based products. In view of the potential of IoT-based devices, how can we reduce the obstacles of a cohort with low digital literacy and technology anxiety and enable them to be equal participants in the digitalized world? This article shows the method and results achieved in a community-stakeholder workshop, developed through the participatory design methodology, aiming at brainstorming problems and scenarios through a focus group and a structured survey. The research activity focused on understanding factors to increase the usability of off-the-shelf IoT devices for hesitant users and identifying strategies for improving digital literacy and reducing technology anxiety. A notable result was a series of feedback items pointing to the importance of facilitating educational experiences through learning resources to support individuals with different abilities, age, gender expression, to better adopt off-the-shelf IoT-based solutions. This fundamental first step of user experience research generated considerations for designing open-source learning tools to foster inclusive and more accessible use of IoT-based technologies for improving older people’s daily activities.
AB - The global introduction of affordable Internet of Things (IoT) devices offers an opportunity to empower a large variety of users with different needs. However, many off-the-shelf digital products are still not widely adopted by people who are hesitant technology users or by older adults, notwithstanding that the design and user-interaction of these devices is recognized to be user-friendly. Considering the habits and preferences of those who have used mainly analog devices for most of their lives, such users may encounter challenges such as digital illiteracy and technology anxiety when faced with newly-released digital IoT-based products. In view of the potential of IoT-based devices, how can we reduce the obstacles of a cohort with low digital literacy and technology anxiety and enable them to be equal participants in the digitalized world? This article shows the method and results achieved in a community-stakeholder workshop, developed through the participatory design methodology, aiming at brainstorming problems and scenarios through a focus group and a structured survey. The research activity focused on understanding factors to increase the usability of off-the-shelf IoT devices for hesitant users and identifying strategies for improving digital literacy and reducing technology anxiety. A notable result was a series of feedback items pointing to the importance of facilitating educational experiences through learning resources to support individuals with different abilities, age, gender expression, to better adopt off-the-shelf IoT-based solutions. This fundamental first step of user experience research generated considerations for designing open-source learning tools to foster inclusive and more accessible use of IoT-based technologies for improving older people’s daily activities.
KW - Inclusive design
KW - Internet of Things
KW - Learning tools
KW - Participatory design
KW - Smart ageing friendly environments
KW - Usability
KW - User experience research
UR - http://www.scopus.com/inward/record.url?scp=85088531412&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-51194-4_19
DO - 10.1007/978-3-030-51194-4_19
M3 - Conference contribution
AN - SCOPUS:85088531412
SN - 9783030511937
T3 - Advances in Intelligent Systems and Computing
SP - 139
EP - 150
BT - Advances in Industrial Design - Proceedings of the AHFE 2020 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, Interdisciplinary Practice in Industrial Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering
A2 - Di Bucchianico, Giuseppe
A2 - Shin, Cliff Sungsoo
A2 - Shim, Scott
A2 - Fukuda, Shuichi
A2 - Montagna, Gianni
A2 - Carvalho, Cristina
PB - Springer
Y2 - 16 July 2020 through 20 July 2020
ER -