Design for Older Adults: The COVID-19 Pandemic and Human-AI Interaction

A special issue of Multimodal Technologies and Interaction (ISSN 2414-4088).

Deadline for manuscript submissions: closed (15 May 2021) | Viewed by 10395

Special Issue Editors


E-Mail Website
Guest Editor
Department of Computer Science and Industrial Engineering, Universitat de Lleida-Igualada Campus, Barcelona, Spain
Interests: human–computer interaction; older people; ageing

E-Mail Website
Guest Editor
School of Business, Law and Social Sciences, University of Abertay, Dundee, UK
Interests: human–computer interaction; older people; sustainability

Special Issue Information

Dear Colleagues,

This special issue addresses technology design for older people (65+) in two timely and important design scenarios: the COVID-19 pandemic and Human–Artificial Intelligence (AI) interaction.

The COVID-19 pandemic has focused increased attention on social isolation and loneliness for all ages, particularly older people as the most vulnerable, at-risk segment of the population. Many of the traditional strategies for engaging older adults have become obsolete in the new normal. Over the course of the pandemic, we have seen evidence of openly ageist discourses (e.g., #BoomerRemover), which complicates the experiences of living through COVID-19 for older people. How can digital technologies be designed to improve connectivity in a time of recommended and required physical distancing for older people (and all of us)? What lessons can we learn from the COVID-19 pandemic to design better technologies for a growing ageing population?

We are moving toward an era of Human–AI interaction, as autonomous and intelligent systems, from voice assistants and product recommenders to smart-home devices, smart cars, and social robots, are becoming increasingly common in our lives. This has led to claims for examining AI as the new design material, exploring ways of prototyping Human–AI, and putting forward new design guidelines, as the best user experience no longer comes only from usability but from trustworthy, personalized, and ethical machine intelligence. At the same time, population ageing is poised to become one of the most significant social transformations of the 21st century, with implications for nearly all sectors of society. How do we design Human–AI interaction for, and with, older people?

This interdisciplinary Special Issue aims to bring together a selection of high-quality papers (e.g., case studies, insightful reviews, theoretical and critical perspectives, and viewpoint articles) that contribute to technology design for older people by addressing topics including, but not limited to:  

  • Older people, COVID-19, social isolation, loneliness, and ICTs;
  • Designing digital technologies for a growing ageing population post-COVID 19;
  • COVID-19 and digital ageism;
  • Artificial Intelligence as a design material and older people;
  • Ways of prototyping Human–AI interaction and older people;
  • Guidelines for Human–AI interaction and older people;
  • Ethically designed Human–AI interactions and older people.

Dr. Sergio Sayago
Dr. Paula Forbes
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Multimodal Technologies and Interaction is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Published Papers (2 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Other

10 pages, 1570 KiB  
Brief Report
Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19
by Pablo Campo-Prieto, Gustavo Rodríguez-Fuentes and José Mª Cancela-Carral
Multimodal Technol. Interact. 2021, 5(9), 52; https://doi.org/10.3390/mti5090052 - 01 Sep 2021
Cited by 16 | Viewed by 5030
Abstract
Life expectancy has increased in recent years. Physical activity has been postulated as a key element in active aging strategies. However, adherence to physical exercise programs has traditionally been low among the elderly, and the current situation of the COVID-19 pandemic has added [...] Read more.
Life expectancy has increased in recent years. Physical activity has been postulated as a key element in active aging strategies. However, adherence to physical exercise programs has traditionally been low among the elderly, and the current situation of the COVID-19 pandemic has added extra impediments. Immersive virtual reality (IVR) devices could motivate this population to practice exercise. This study aimed to analyse the use of IVR exergames as a tool to facilitate physical exercise in older people. Four healthy older adults (males, 65–77 years) participated in the study. They carried out two exergaming sessions with HTC Vive ProTM. Outcomes were evaluated using the Simulator Sickness Questionnaire (SSQ), System Usability Scale (SUS), Game Experience Questionnaire (GEQ post-game module), an ad hoc satisfaction questionnaire, and perceived effort. All participants completed the sessions without adverse effects, with no SSQ symptoms reported. SUS scores were high in both sessions (SUS > 85/100). Post-game GEQ scores were 3.08–3.41/4 (positive experiences) and 0.08–0.16/4 (negative experiences). Opinions showed high levels of satisfaction with the experience. Exergaming programs, based on commercial head-mounted displays, are a feasible alternative to traditional senior exercise, and could be a solution to the current situation that has arisen from the impact of the COVID-19 pandemic. Full article
Show Figures

Figure 1

19 pages, 7885 KiB  
Case Report
The Modality Card Deck: Co-Creating Multi-Modal Behavioral Expressions for Social Robots with Older Adults
by Kathrin Pollmann
Multimodal Technol. Interact. 2021, 5(7), 33; https://doi.org/10.3390/mti5070033 - 29 Jun 2021
Cited by 7 | Viewed by 3809
Abstract
Robots have been proposed as intelligent technology that can support the independent living and health of older adults. While significant advances are being made regarding hardware and intelligent software to support autonomous actions of robots, less emphasis has been put on designing robot [...] Read more.
Robots have been proposed as intelligent technology that can support the independent living and health of older adults. While significant advances are being made regarding hardware and intelligent software to support autonomous actions of robots, less emphasis has been put on designing robot behavior that is comprehensible and pleasant for older adults. However, good usability and user experience are crucial factors for acceptance and long-term use. One way to actively engage older adults in behavioral design for social robots is participatory design. The Modality Card Deck is proposed, a tool that helps to engage older adults in human-robot interaction design process and participate in design decision for robot behavior. The cards guide the users towards creating ideas for design solutions which are detailed enough to be implemented by interaction designers and software developers. This paper provides a detailed description of the Modality Card Deck and presents an evaluation of the tool in the scope of a case study. In the case study, the card deck was used in participatory design workshops with older adults to develop multi-modal robot behaviors for the Pepper robot and a quiz game application. After describing the procedure of the case study, the workshop results and learnings about working with the Modality Card Deck and older adults are presented. Full article
Show Figures

Figure 1

Back to TopTop