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-Stanford Design School Design Thinking process. Adapted from Stanford d.school ( n.d.).

-Stanford Design School Design Thinking process. Adapted from Stanford d.school ( n.d.).

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The past few years have seen an increasing dependence on the use of Information and Communication Technologies and never had the design of age-friendly technologies been so important as nowadays, given the ageing population. Indeed, most of the software development projects designed for older adults tend to rely on the designers’ assumptions of the...

Contexts in source publication

Context 1
... 124 Figure 53 -Respondents' perceived experience with the miOne online community ..... 127 Figure 54 -Respondents' willingness to use the miOne online community in a leisure/educational context. ............................................................................................ 128 Figure 55 -Respondents' willingness to recommend the miOne online community. ..... 128 Figure 56 -The most interesting functionalities of the miOne online communities pointed out by respondents. ...
Context 2
... 128 Figure 55 -Respondents' willingness to recommend the miOne online community. ..... 128 Figure 56 -The most interesting functionalities of the miOne online communities pointed out by respondents. .. ...
Context 3
... that understanding problems' complexity and current reality is one of the hallmarks of Design Thinking as suggested in this definition, this is a step-based process. Figure 3 shows the Stanford Design School Design Thinking process ( Figure 5). Drawing on the Stanford model shown in Figure 5, five stages are proposed (Henriksen, Richardson, & Mehta, 2017): ...
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... 3 shows the Stanford Design School Design Thinking process ( Figure 5). Drawing on the Stanford model shown in Figure 5, five stages are proposed (Henriksen, Richardson, & Mehta, 2017): ...
Context 5
... the activities respondents do when using the Internet, 71,4% (n=15) of respondents use the Internet to access social networks, 66,7% (n=14) to search content, 61,9% (n=13) to contact family and friends, 61,9% (n=13) to send e-mails and 42,9% (n=9) to read news. Figure 50 presents the five most performed activities on the internet. As illustrated in Figure 50, social networks are used by many respondents (71,4%, n=15). ...
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... 50 presents the five most performed activities on the internet. As illustrated in Figure 50, social networks are used by many respondents (71,4%, n=15). In specific, Facebook is by far the most used social network website -representing a total of 71,4% (n=15) of respondents using it every day and 9,5% (n=2) using it 4 to 5 times a week. ...
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... terms of the overall difficulty in using the miOne online community, 52.3% (N=11) found it moderately or very easy to use, whereas 4,8% (n=1) found it difficult. For the success of this community, the following five out of 15 functionalities were pointed out as the most interesting: Join communities, Health suggestions, Recommendations of places to visits, routes and plan trips, Reading News and Consulting Health Information ( Figure 56). One participant also added that the platform could have information about nutrition and another suggested that miOne could have a connection to Facebook. ...
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... general, 'Find the Fake News' was the participants' favorite activity, being elected by 70,6% (n=12) participants, followed by 'Lucky vs Unlucky Tourist' (52,9%; n=9), 'Secret Friend' (35,3%; n=6), 'More than Words' (29,4%; n=5), and 'News Match' (23,5%; n=4). Figure 57 shows the ranking of the participants' preference relative to the kit activities. ...
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... the analysis of the heatmap (Figure 58) of the main page, it is noticed that participants' eyes fixated at the "Where do you want to publish" while trying to find the groups menu. The participants did not use the hover menu to click in 'Ver grupos' (see groups), instead they clicked on the miOne community icon and were directed to the main page of that community and (n=4) participants had to be told how to enter the groups area (click on 'Groups' ('Grupos') at the navigation of the community). ...
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... participants did not use the hover menu to click in 'Ver grupos' (see groups), instead they clicked on the miOne community icon and were directed to the main page of that community and (n=4) participants had to be told how to enter the groups area (click on 'Groups' ('Grupos') at the navigation of the community). At the groups page, though the analysis of the heatmaps, it is possible to see that participants focused their eyes at the page navigation and information about the community - Figure 59. (n=2) participants needed to be told to click on the 'Travel' ('Viagens') group. ...
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... mentioned, participants felt difficulties in using this menu and it had to be altered during the co-design sessions. The old version, represented in Figure 65, was not perceived by the participants as being a menu and containing the groups. Furthermore, the 'hover' functionality was not used by any of the participants. ...

Citations

... This toolkit consists of 7 activities, 1 for the pre-experience ('More than Words), 5 for the experience phase ('Secret Rules', 'Lucky vs Unlucky Tourist', 'Secret Friend', 'Find the Fake News', 'News Match', 'Win-Win' and 'Doctor-Patient') and 1 for the post-experience ('Pic-UX'). These activities were relative to the topics covered in the community (Tourism, News, Health) and enabled the identification of users' needs, functionalities, and interface (re)designing using, for example, concept maps, user journey maps, and AEIOU Registration (Activities, Environments, Interactions, Objects and Users) [18]. Furthermore, a sticker book was given at the beginning of the process, as part of the toolkit and as a gamification tool (c.f. Figure 2) to ensure participants' weekly involvement in the activities. ...