SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Waterworth Eva 1952 ) "

Sökning: WFRF:(Waterworth Eva 1952 )

  • Resultat 1-9 av 9
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Lindh Waterworth, Eva, 1952-, et al. (författare)
  • Game of memories
  • 2004
  • Ingår i: Proceedings of WWCS.
  • Konferensbidrag (refereegranskat)
  •  
2.
  • Waterworth, Eva, 1952-, et al. (författare)
  • Designing ICT for the over 80s
  • 2009
  • Ingår i: Dementia, design and technology. - Amsterdam : IOS Press. - 9781586039509 - 9781607503927 ; , s. 125-137
  • Bokkapitel (refereegranskat)abstract
    • Many older people (over 80 years) are excluded from the use of new information and communication technology (ICT) because of the prevalence of mild to moderate memory problems in this group. This is a factor which contributes to the tendency for them to become socially isolated and mentally under-stimulated and inactive, a situation which may exacerbate dementia and associated cognitive impairment. To understand any group of users, the design team needs to get to know them. Spending time with members of this particular group, and especially observing and participating in their normal social activities, provides many unexpected insights on which to base design decisions. Older people with mild to moderate cognitive impairment often cannot learn new skills, or at least cannot retain them. However, longstanding knowledge generally remains. For this reason, a design based around an interaction metaphor from earlier technology can prove effective. We introduce the MAMA (Mobile Augmented Memory Aid) project, aimed at older users with mild to moderate cognitive impairment. We describe the hardware and software prototypes that have resulted so far. We go on to present five design principles developed during the project, and suggest that these may serve as a general approach to designing technology for older people. We indicate future work and how our approach can be applied more generally.
  •  
3.
  • Waterworth, Eva, 1952-, et al. (författare)
  • Mediated presence in the future
  • 2010
  • Ingår i: Immersed in media. - London : Routledge. - 9780415993401 ; , s. 183-196
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
  •  
4.
  •  
5.
  • Waterworth, John, et al. (författare)
  • What do elderly users want and need from fitness technologies? : Findings from the ELF@Home project
  • 2016
  • Ingår i: Integrating technology in positive psychology practice. - Hershey, USA : IGI Global. - 9781466699861 ; , s. 104-126
  • Bokkapitel (refereegranskat)abstract
    • It is well known that physical exercise has a significant beneficial effect on mental and physical health, and elderly fitness programs are a good and widely accepted approach to prevent frailty. In this chapter, we examine what elderly people actually want and need when it comes to technologies designed to support and encourage their physical fitness. We present the ELF@Home project as a case study, and report design insights and other results from user involvement in the project. User involvement is a key component of the approach and uses methods such as interviews, focus group meetings, early component and prototype tests with users, as well as inputs from medical experts. ELF@Home is a clear example of a "Positive Technology’" approach exemplifying the scientific and applied use of technology for improving the quality of personal experience through its structuring (by using a goal, rules, and a feedback system) and personal augmentation (to achieve multimodal and mixed experiences). The project proposes the adoption of new technology in everyday life from the perspective of positive psychology, approaching this aim by designing devices and systems that are actually usable and desirable in supporting extended healthy living for this target population.
  •  
6.
  • Lindh Waterworth, Eva, 1952- (författare)
  • Perceptually-seductive technology : designing computer support for everyday creativity
  • 2001
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Perceptually-seductive technology (PST) is introduced as a way of designing IT environments that can help support everyday creativity. This is done in part by using sensory stimulation, seclusion and other perceptual components to seduce an individual towards creative insights that would not occur on the basis of conceptual thought alone.Everyday creativity is characterised as the combination of novel solutions in addressing everyday problems, and learning, indicating endurance over time. Everyday creativity is sometimes referred to as personal creativity, since it concerns what is novel to an individual, not to society as a whole. As in exceptional or historical creativity, in everyday creativity the novelty arises from the individual concerned, not from outside. Literature reviews of learning and memory, emotion and creativity set the scene and provide the basis for introducing PST. The relation of the individual to the technology, and with the world through the technology, is also considered.A model of the design space for PST is proposed and related to a proposed view of the creative process. It is suggested that to stimulate and support the creative process, IT environments should encourage both presence (perceptual or experiential mental activity) and absence (conceptual or reflective mental activity), which are seen as end points of a continuum comprising the Focus dimension. Similarly, the importance of both conscious and unconscious activity (the Sensus dimension) is emphasised, as is the role of emotion in mediating the balance between the two. The Locus dimension refers to the real-virtual distinction. In PST, virtual realisations are used to represent real world things and events and in so doing support the memorisation and reflection that are essential to everyday creativity.Four different examples of designing and implementing PST are presented. The first is a media production within a novel environment called the Interactive Tent, and is a demonstration and validation of theoretical ideas behind the PST concept. Three educational PST environments and their formative evaluations are then presented. These are first steps towards designing PST for particular kinds of application, in this case as environments for memorisation. Taken together, these examples lead to design recommendations and suggestions for future work, including the application of PST in education, stress management and for the elderly and disabled.
  •  
7.
  •  
8.
  • MacFarlane, Anne, et al. (författare)
  • The e-health implementation toolkit : qualitative evaluation across four European countries
  • 2011
  • Ingår i: Implementation Science. - : BioMed Central. - 1748-5908. ; 06:122
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Implementation researchers have attempted to overcome the research-practice gap in e-health by developing tools that summarize and synthesize research evidence of factors that impede or facilitate implementation of innovation in healthcare settings. The e-Health Implementation Toolkit (e-HIT) is an example of such a tool that was designed within the context of the United Kingdom National Health Service to promote implementation of e-health services. Its utility in international settings is unknown. Methods: We conducted a qualitative evaluation of the e-HIT in use across four countries--Finland, Norway, Scotland, and Sweden. Data were generated using a combination of interview approaches (n = 22) to document e-HIT users' experiences of the tool to guide decision making about the selection of e-health pilot services and to monitor their progress over time. Results: e-HIT users evaluated the tool positively in terms of its scope to organize and enhance their critical thinking about their implementation work and, importantly, to facilitate discussion between those involved in that work. It was easy to use in either its paper- or web-based format, and its visual elements were positively received. There were some minor criticisms of the e-HIT with some suggestions for content changes and comments about its design as a generic tool (rather than specific to sites and e-health services). However, overall, e-HIT users considered it to be a highly workable tool that they found useful, which they would use again, and which they would recommend to other e-health implementers. Conclusion: The use of the e-HIT is feasible and acceptable in a range of international contexts by a range of professionals for a range of different e-health systems.
  •  
9.
  • Sandlund, Marlene, 1972-, et al. (författare)
  • Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy
  • 2011
  • Ingår i: Developmental Neurorehabilitation. - : Taylor & Francis. - 1751-8423 .- 1751-8431. ; 14:1, s. 15-21
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective: To explore the feasibility of using low-cost motion interactive games as a home-based intervention for children with cerebral palsy (CP).Methods: Fourteen children with CP, 6–16 years old, practiced with the EyeToy for PlayStation2® in their homes during 4 weeks. Outcome measures were physical activity monitors, Movement Assessment Battery for Children-2 (mABC-2), Bruininks-Oseretsky Test of Motor Proficiency (sub-test 5 : 6), 1 Minute Walk Test and gaming diaries.Results: Motivation for practice and compliance of training were high. The children's physical activity increased during the intervention and activity monitors were feasible to use, although data loss may be a concern. According to mABC-2 the children's motor performance improved, but there were both floor and ceiling effects. The two additional motor tests showed only non-significant progress.Conclusion: It is highly feasible to use motion interactive games in home rehabilitation for children with CP. Specific motor effects need to be further explored.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-9 av 9

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy