It is recognized that empowering individuals to manage their own health and wellbeing will result in more cost-effective healthcare systems, improved health outcomes and will encourage healthy individuals to remain that way. With the advent of the quantifiedself movement in recent years, there has been an increase in technology applications supporting wellness self-management. Such applications allow people to self-track and self-report, with many providing feedback. However, little research in this area has examined how best to support older adults in health selfmanagement. This paper reports findings from a 5-month home deployment of YourWellness -an application that supports older adults in self-reporting on their wellbeing and provides feedback to promote positive wellbeing management. Our findings contribute to a greater understanding of older adults' attitudes and behaviours in relation to wellbeing self-management that can facilitate the creation of new, personalized health and wellbeing interventions for this population.
Facilitating intuitive interaction is a prerequisite for the ubiquitous computing paradigm in all its manifestations. How to achieve such interaction in practice remains an open question. Such interfaces must be perceived as being intuitive across a variety of contexts, including those of the hosting devices. Indeed, the heterogeneity of the device population raises significant challenges. While individual devices and the interaction modalities supported by, each satisfy the requirements of individual domains, integrating diverse devices such that the user experiences is perceived as consistent and intuitive is problematic. This chapter discusses and illustrates how intelligent agents may be harnessed for integrating a range of diverse interface and interaction modalities such that the ubiquitous user interface concept may be validated.
SANDPiT is a novel intergenerational project whereby 40 school students and 12 older adults worked together over 9 months to design and prototype technology applications for mobile devices. The main remit of the project was to design applications that are of benefit to younger and older generations alike, focusing on the similarities between generations rather than the differences. This paper explores some of the successes and challenges of creating an intergenerational design team, highlighting issues surrounding collaboration, communication, engagement and mutual learning.
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