Show simple item record

dc.contributor.authorWhite, P.J.
dc.contributor.authorMarston, Hannah
dc.contributor.authorShore, Linda
dc.contributor.authorTurner, Robert
dc.date.accessioned2023-03-06T12:32:37Z
dc.date.available2023-03-06T12:32:37Z
dc.date.copyright2020
dc.date.issued2020-04-29
dc.identifier.citationWhite P.J., Marston H.R., Shore L., & Turner, R. (2020). Learning from COVID-19: Design, Age-friendly Technology, Hacking and Mental Models. Emerald Open Research 2(21). doi:10.35241/emeraldopenres.13599.1en_US
dc.identifier.urihttps://research.thea.ie/handle/20.500.12065/4408
dc.description.abstractIn March 2020 the United Nations published an open brief for the creative community to propose interventions to the unfolding COVID-19 pandemic. However, when faced with unprecedented wicked problems such as these, the rigour of design and creative processes can tested. COVID-19 has demonstrated how important human centred design responses are in understanding the worldviews and ecosystems of users. Ad hoc design responses or design hacks have demonstrated that they have a role to play in how we create our future individual, community and societal ecosystems.   In terms of age friendly design, this pandemic makes us envision what should be, furthermore, how we could create better products and services through technology. For our ageing communities ‘Cocooning’ and other social restriction measures have exposed technological deficiencies for the needs of older people and opens up questions of our future preparedness for a growing ageing society. Now more than ever, designers need to understand the behavioural mind-set of older people in their own ecosystem and understand existing mental models.   In this opinion piece we posit what acts of design hacking can lead us to greater understanding of users mental models and therefore better understanding of technology needs for both older and younger adults. While presenting various examples of how design hacking is conducted by citizens and participants alike, it shows that it offers designers differing perspectives, experiences and inspiration for technology.en_US
dc.formatapplication/pdfen_US
dc.language.isoengen_US
dc.publisherEmeralden_US
dc.relation.ispartofEmerald Open Researchen_US
dc.rightsAttribution 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.subjectDesignen_US
dc.subjectage friendlyen_US
dc.subjecttechnologyen_US
dc.subjectMental Modelen_US
dc.subjectcoronavirusen_US
dc.subjectDesign Hackingen_US
dc.titleLearning from covid-19: design, age-friendly technology, hacking and mental modelsen_US
dc.typeinfo:eu-repo/semantics/articleen_US
dc.contributor.affiliationDesignCORE, Humanities, South East Technological University, Kilkenny Road, Carlow, Irelanden_US
dc.contributor.affiliationHealth & Wellbeing Strategic Research Area, School of Health, Wellbeing & Social Care, The Open University, Milton Keynes, Buckinghamshire MK7 6HH, UKen_US
dc.contributor.affiliationDesign Factors, School of Design, Science & Engineering Faculty, University of Limerick, Limerick, V94 T9PX, Irelanden_US
dc.contributor.affiliationAirbus Defence and Space, 28 Keswick Drive, Castleford, West Yorkshire, WF10 2RD, United Kingdomen_US
dc.description.peerreviewyesen_US
dc.identifier.doi10.35241/emeraldopenres.13599.1en_US
dc.identifier.issue21en_US
dc.identifier.orcidhttps://orcid.org/0000-0002-5716-8643en_US
dc.identifier.urlhttps://emeraldopenresearch.com/articles/2-21/v1en_US
dc.identifier.volume2en_US
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessen_US
dc.type.versioninfo:eu-repo/semantics/publishedVersionen_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record

Attribution 3.0 United States
Except where otherwise noted, this item's license is described as Attribution 3.0 United States