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Mobile	Age:	Open	Data	Mobile	Apps	to	Support	Independent	Living
Conference	Paper	·	May	2017
DOI:	10.1145/3027063.3053244
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Mobile Age: Open Data Mobile Apps to
Support Independent Living
Abstract
We present design insights for developing mobile
services for senior citizens which have emerged
through substantive engagement with end users and
other stakeholders. We describe the aims of the Mobile
Age project, and the ideas and rationale for applications
that have emerged through a co-creation process. A
trusted data platform is proposed along with apps that
bring open data and mobile technology to work for an
underserved population.
Author Keywords
Co-creation; independent living.
ACM Classification Keywords
H.5.2 User Interfaces: User-centered design;
Introduction
Mobile Age1 is an EU project with several partner
organisations and trial sites around Europe. Each trial
site is developing apps and services targeting older
adults, principally to ensure they are beneficiaries of an
increasingly digital society [3,10] but each with
different focus. The project aims to mobilise mobile
technologies and open data for the presently
underserved older adult population. The specific focus
1 http://www.mobile-age.eu/
Permission to make digital or hard copies of part or all of this work for
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Copyright is held by the owner/author(s).
CHI'17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA
ACM 978-1-4503-4656-6/17/05.
http://dx.doi.org/10.1145/3027063.3053244
.
Christopher N. Bull
Will Simm
Bran Knowles
Oliver Bates
Nigel Davies
School of Computing and
Communications,
Lancaster University,
Lancaster, UK
c.bull@lancaster.ac.uk
branknowles9@gmail.com
w.simm@lancaster.ac.uk
o.bates@lancaster.ac.uk
n.a.davies@lancaster.ac.uk
Anindita Banerjee
Lucas Introna
Niall Hayes
Centre for the Study of Technology
and Organisation,
Lancaster University,
Lancaster, UK
a.banerjee2@lancaster.ac.uk
n.hayes@lancaster.ac.uk
l.introna@lancaster.ac.uk
Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA
2410
of the Lancaster research team and associated South
Lakeland trial site is independent living: a) enabling
older adults to access online government services they
need to effectively perform activities of daily living, and
b) providing tools to mitigate some of the risk factors
typically precipitating transition to assisted living.
To inform the development of appropriate apps and
services, we undertook a co-creation process involving
University researchers, the non-profit group AgeUK2;
South Lakeland District Council (SLDC)3, and end-user
‘older adults’ (we have adopted AgeUK’s banding for
‘older adults’, i.e. age 55+). It is intended to develop a
research partnership between partners, so we base our
activities on a framework developed across domains
involving the hard-to-reach in technology innovation
projects [4]. This is delivered through a traditional
“plan, act, reflect” action research process [5] across
an overlapping four phase co-creation process -
formative, co-design, co-develop, and sustain engaging
all partners in activities at each phase. We are at the
stage of entering co-development, heavily informed by
partners and users in cycles of iterative development.
The process has so far comprised of interviews with the
partners and end users, two idea generation sessions
with AgeUK and SLDC representatives, and a series of 9
ideation and paper prototyping workshops with end-
users (activities listed in the sidebar). These activities
informed the context in which the apps and services are
to be deployed, helped to identify the problems we
might address and their respective priorities for
different stakeholders, and shed light on specific
2 http://AgeUK.org.uk
3 http://southlakeland.gov.uk
challenges of designing for older users. We outline
some of these insights below.
Experience with Technology
One of the key challenges known at the outset of the
project, which has been further illuminated through the
engagement process, is to do with older adults’
attitudes toward and competence with technology. In
line with prior work in HCI ageing and accessibility
research (e.g. [6, 13, 11]), we found that while our
participants were not against the idea of using
digital/mobile technologies, they lack confidence in
their ability to use them. With a little time, money and
energy, they described being highly discerning in terms
of the tools they were willing to invest time in learning.
These tools were typically those deemed high win/low
risk: greatest benefit to the individual balanced against
concerns such as security. In many cases, our
participants expressed a preference for what they
perceived as simpler ways of doing things—e.g. going
into a physical shop, speaking face-to-face, using paper
diaries and calendars. This was not purely out of habit,
though having known pathways towards achieving
goals played a role in determining which tools seniors
thought appropriate (see sidebar on next page). More
importantly, non-digital tools were perceived to be
more trustworthy: not in and of themselves, but
because of the confidence of the user. In other words,
our participants tend to have greater confidence in their
ability to use tools they had used for many years—
notably those rooted in larger systems of organisation
that they understood. Computer technology is
sometimes seen as “frightening” -without an
understanding of translatable UI principles, participants
described being unable to problem solve when
something unexpected arose during an interaction (e.g.
Workshop Series
1 Introductions
Describe personal
experiences through
experience of the use of
mobile & web technologies.
2 Lived Experience
Document typical weekly
activities on a paper calendar
3 Theme Identification
Theme identification &
discussion .
4 Theme Prioritization
Theme prioritization card
sorting exercise.
5 Events A
Document events attended,
those not attended and
reasons why.
6 Events B
Exploration of existing events
applications, and alternative
interfaces.
7 Services A
Focus on specific services
that users access.
8 Services B
Prompted Services
discussions using an SLDC
supplied list.
Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA
2411
when a system update introduced changes to the
interface), and unable to pick up and experiment with
new technologies (cf. [2,6]).
With this in mind, the Mobile Age team identified
several core, high-level design requirements for
systems and apps for older adults:
 The UI needs to be consistent, intuitive and
sympathetic to users who require reassurance.
 Avoid tech jargon; use plain English.
 Develop a training component (cf. [6]).
 Anticipate anxiety provoking interactions and
devise mechanisms to prevent escalation/rejection.
 Ensure that value to users is high and risks are
low; and communicate the value to potential users.
 Use intelligent analytics and context awareness to
push information at the right time, rather than rely
on the user searching for it.
Early Insight
Key features of the senior experience emerged through
the interviews and formative workshop stages. The
dominant theme was loneliness: many participants
were widowed / widowered and therefore lived alone.
They often shop purely for the social contact it
afforded. Volunteering was similarly valuable as a form
of socialisation; but volunteering also fit in with a
strong ethic of social responsibility, which was universal
amongst our participants. Their lives are busy and
complicated, with most taking part in a host of
activities to stay active, and memory decline was a
universal problem; therefore, planning and organisation
were critical. Money concerns were prevalent, as
seniors tend to live on limited pensions (hence
purchasing new technology was a real and often
unreasonable investment of resources).
Having said that, we came to understand that there is
no one “senior experience.” The participants at
workshops are mobile, for example, as they are capable
of traveling to the workshops; they may be especially
volunteer-minded, with a desire to contribute time to
research; and they likely have a higher than average
interest in technology, knowing that this was the topic
of the workshops. In the end, we have so far taken our
cues about what to develop from those who have
participated- in doing so where possible we consider
the value of interventions for those who were absent
from the process through developing user stories.
The emergent themes were prioritized by users, and
ideas inspired by those themes were explored with
users, informing development of ideas taken forwards:
Community shopping. Participants expressed interest in
online supermarket shopping, feeling that it would
reduce their reliance on others and save them time.
They explained that they were prohibited from using it
because their weekly shop would fall short of the
minimum cost for delivery. They were enthusiastic
about the idea of pooling orders with neighbours—
particularly because it would create an opportunity to
socialise with people which would otherwise be lost by
not going to the store. We chose not to pursue this
because a similar app has been developed already [8],
and we do not have a supermarket partner.
Swap shop. Recognising that our participants had
varied technological ability and skills in other areas, as
well as a seemingly universal desire to help each other,
we conceived of a service that matched people with a
need to people who could help fill that need. This would
replace an existing leaflet based system provided by
The role of habit
P2: “I still think about using the
telephone. I still think about
writing. I haven’t gotten myself
geared up, like [P1] has, to
actually look up a lot of things.
Or to look [up] government
things…. I realise it’s just
getting over a hurdle, because
sometimes I’ve been making a
um, cooking something, a
sauce, and I’m not sure what to
do and I can’t find the recipe in
a book.”
P1: “I do that!”
P2: “And I ring up my
daughter.”
P1: “Oh [for godsake], go
online! Oh [bum!] I thought you
were going to say go online.”
P2: “Oh no, I’d never even think
of going online, you know. I do
now.”
P5: “My mum lost her
phonebook. She spent months
moaning at me about this lost
phonebook, I said, ‘Mum, well
why don’t you just go online?
You know, you don’t need a
phonebook, just Google it.’ ‘Oh,
I never thought of that!’”
P2: [laughing] “Exactly!”
Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA
2412
AgeUK, which advertises vetted services. The main
feature lacking from this leaflet, our participants
explained, was the ability to read/contribute reviews of
these individuals. While it would be simple to develop a
Rated.com type app, we felt that a) there was
comparatively little benefit to end-users (this would not
greatly improve their independence), and b) there was
little research novelty in this idea.
Vetted information portal. Participants often raised the
fact that it can be difficult to know which sources of
information, and which sites, to trust (see sidebar). For
example, it is not always clear which internet sites are
genuine government sites. We explored the idea of a
bespoke portal which could mediate interactions with
sites that would be useful to them—ensuring that they
could find the genuine sites of interest, and providing a
consistent interface with which to view relevant content
(e.g. removing the reliance on external websites which
vary and change frequently). While not a project we
decided to take forward, the basic concept is evident in
the platform we will be designing (see Future Work).
Online banking. Despite the potential benefits of using
online banking, older adults are resistant to using such
tools [12]; and our participants are no exception. They
are deeply anxious about the security of such tools, and
doubted their competence in being able to use them
well enough to avoid losing their money, either by
pressing the wrong button or being defrauded by
hackers. In particular, they noted the lack of an ‘undo’
button, and a perceived inability to recover from
mistakes. One suggestion was for an interface that
mediated contact with the bank’s online system, e.g.
inserting a delay between pressing send and sending
the command, to enable users to cancel unintended
transfers. This could be a significant improvement on
existing systems and might entice holdouts to begin
using online banking. Our decision not to pursue this
route, however, was two-fold: 1) the risks to our
participants and to researchers if we were to deploy a
faulty app are great; 2) we would need to secure a
bank as partner in development to gain access to their
API and to ensure we were not breaching any laws.
Future Work (Prototypes Taken Forward)
Some of the above is not uniquely insightful, but
nevertheless we plan to continue the co-creation
process in the most promising directions to gain further
insight into co-creating with older adults. We plan to
initially develop a trusted space umbrella platform that
will support two initial apps. At the moment, these are
raw ideas, we will work with our end users to resolve
the specific details of how they will work.
Trusted space (platform)
Trust in technology is a prominent theme that was
discussed during the co-creation workshops.
Participants were security conscious, and, when asked,
wanted to share a minimal amount of information with
service providers (cf. [7]). This also translates to a
reluctance to share personal information on social
networks. Mobile Age apps are therefore intended to be
a trusted and safe space for older adults.
To that end, this platform will allow apps within this
trusted space to share information between each other,
when allowed by the user. The platform will collate
analytics data from the apps which will then be reused
by the apps, and broker the sharing of personal data
and context information between apps. It is planned to
do this in a transparent way, making clear to the users
Scam savvy
P2: “Talking about the
government [getting license
renewed online], one of the
things, which I learned, was
[there are websites] they look
as though they’re government—
it happened to a friend of
mine… [she wanted a health
form to renew her license for
free online], and she came [and
said], ‘You have to pay.’
Anyway, I queried this at the
post office, and the post office
said, ‘Oh, you’ve got scroll all
the way down, and make sure
you get the right one.’ And that
is something we could have
helped with.”
I: “…Just making it easier for
you to get to the right one?”
P2: “…[I]f you don’t know any
different, you pay…”…
P1: “It’s very crafty because the
form—”
P2: “Oh, everything looks the
same. The logo, even.”
Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA
2413
when this information is used and from where it is
derived, giving the users agency and control, which in
turn should foster trust in the system.
Social Events (app)
The combination of mobile sensor context data, some
limited personal information, weather forecasts, open
public transport and traffic data has the potential to not
only raise awareness of events, but most significantly
to present information tailored to the individual’s ability
to get to an event. We found many events are missed
because people do not know how or if they can get to
an event, or what the weather will be like – the effort
of the logistics is great. By knowing what transport the
user has available and the schedule of a user, events
can be presented not by location or time, but by the
ability of that user to get to an event.
Examples of events could be coffee mornings, dance
classes, village fairs, etc. Our participants also informed
us that it is difficult to know what is on due to the
distributed nature of data sources – organizers tend to
host and maintain their own lists of events. Here we
will work with project partners to integrate listing into
their processes, build an API, and scrape key sources.
This app is desirable by the Mobile Age project as it is
1) desired by our co-creation participants; 2)
extensible, with future capabilities being able to easily
demonstrate other Mobile Age platform functionality; 3)
directly attempts to alleviate social isolation in older
adults and 4) research novelty.
Benefits eligibility (app)
A recurring point raised by participants is that they do
not know if they are receiving all the government
benefits they are entitled to. Whilst there are services
available to assist with this, they are incredibly time
consuming due to the repeated data entry required.
The benefits app will use context data and the platform
personal data store to remove duplicate data entry, and
aim to simplify the process of discovering eligibility.
Other similar apps for accessing government services
have been discussed and may be explored, for example
an app for “flooding help” – services for citizens
affected by flooding to reduce the pain of repetitive
paperwork tasks, and allowing the citizen to share
information one time, automating much of the activity.
These apps will source data from the trusted platform
which, user permitting, will be shared with relevant
end-points (e.g. government services or departments).
This information may be reused to allow the app itself
to determine eligibility locally, without needing to share
data until the point of application, retaining user control
and agency in the data lifecycle. Also, when a user’s
information changes, the user could be notified
automatically that they may now be eligible to receive
new or updated benefits.
Conclusion
The apps proposed here make use of the unique
capabilities afforded by mobile technologies and open
data, bringing those to an underserved population. We
initially allowed the exploration to go wider than mobile
and open data, looking for the opportunities for these
technologies, rather than imposing them. One of the
most compelling components to emerge from co-
creation is the novel structuring and presentation of
information by personal context in the events app.
However, possibly more significantly the co-creation of
a “trusted platform” has the potential to improve trust
Paper Prototype: Social
Events App
This is an example of one of
the paper prototypes used
during the co-creation
process. It depicts a
homepage of the Social
Events app created in
workshop 6.
Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA
2414
in digital services and retain user control and agency in
the sharing of personal data. The co-creation process
has driven the emergence of these ideas and the
development of the apps proposed here, which have
the potential to support independent living leading to
improvements in the experience of senior adults.
Acknowledgements
We thank AgeUK, SLDC, and especially our user group
participants. This project has received funding from the
European Union’s Horizon 2020 research and innovation
programme under grant agreement No 693319.
References
1. AgeUK. Technology and Older People: Evidence
Review. http://www.ageuk.org.uk/documents/en-
gb/for-professionals/computers-and-
technology/evidence_review_technology.pdf
2. Crabb, M., and Hanson, V. L. An analysis of age,
technology usage, and cognitive characteristics
within information retrieval tasks. ACM
Transactions on Accessible Computing, Volume 8
Issue 3, Article 10 (May 2016), 26 pages.
3. Czaja, S. J., & Lee, C. C. (2007). The impact of
aging on access to technology. Universal Access in
the Information Society, 5(4), 341-349. Chicago.
4. Ferrario, M. A., Simm, W., Newman, P., Forshaw,
S., & Whittle, J. (2014, May). Software engineering
for ‘social good': integrating action research,
participatory design, and agile development. In
Companion Proc. 36th International Conference on
Software Engineering (pp. 520-523). ACM.
5. Hayes, G. R. (2011). The relationship of action
research to human-computer interaction. ACM
Transactions on Computer-Human Interaction
(TOCHI), 18(3), 15.
6. Kumar, S., Ureel II, L. C., King, H., & Wallace, C.
(2013, May). Lessons from our elders: identifying
obstacles to digital literacy through direct
engagement. In Proc. 6th International Conference
on PErvasive Technologies Related to Assistive
Environments (p. 22). ACM.
7. Little, L., & Briggs, P. (2009, June). Pervasive
healthcare: the elderly perspective. In Proc. 2nd
International Conference on Pervasive Technologies
Related to Assistive Environments (p. 71). ACM.
8. Red Ninja. Helping Hand. 2015. Available:
http://www.redninja.co.uk/design-technology-
work/age-friendly-technology/
9. Smith, A. Older adults and technology use:
Adoption is increasing, but many seniors remain
isolated from digital life. 2014. Available:
http://www.pewinternet.org/2014/04/03/older-
adults-and-technology-use/.
10. Sourbati, M. (2009). ‘It could be useful but not for
me at the moment’. Older people, internet access
and e-public service provision. New Media &
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11. Suopajärvi, T. (2015). Past experiences, current
practices and future design: Ethnographic study of
aging adults' everyday ICT practices—And how it
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12. Vines, J., Blythe, M., Dunphy, P., & Monk, A.
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13. Waycott, J., Pedell, S., Vetere, F., Ozanne, E.,
Kulik, L., Gruner, A., & Downs, J. (2012,
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In Proc. 24th Australian Computer-Human
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Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA
2415
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Mobile Age: Open Data Mobile Apps to Support Independent Living

  • 1. See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/316613889 Mobile Age: Open Data Mobile Apps to Support Independent Living Conference Paper · May 2017 DOI: 10.1145/3027063.3053244 CITATIONS 0 READS 43 8 authors, including: Some of the authors of this publication are also working on these related projects: Software Architecture for Mental Health Self Management (SAMS) View project Sustainable and Responsible Computing View project Christopher Neil Bull Lancaster University 12 PUBLICATIONS 63 CITATIONS SEE PROFILE Oliver Bates Lancaster University 23 PUBLICATIONS 106 CITATIONS SEE PROFILE All content following this page was uploaded by Lucas D. Introna on 27 October 2017. The user has requested enhancement of the downloaded file.
  • 2. Mobile Age: Open Data Mobile Apps to Support Independent Living Abstract We present design insights for developing mobile services for senior citizens which have emerged through substantive engagement with end users and other stakeholders. We describe the aims of the Mobile Age project, and the ideas and rationale for applications that have emerged through a co-creation process. A trusted data platform is proposed along with apps that bring open data and mobile technology to work for an underserved population. Author Keywords Co-creation; independent living. ACM Classification Keywords H.5.2 User Interfaces: User-centered design; Introduction Mobile Age1 is an EU project with several partner organisations and trial sites around Europe. Each trial site is developing apps and services targeting older adults, principally to ensure they are beneficiaries of an increasingly digital society [3,10] but each with different focus. The project aims to mobilise mobile technologies and open data for the presently underserved older adult population. The specific focus 1 http://www.mobile-age.eu/ Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). CHI'17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA ACM 978-1-4503-4656-6/17/05. http://dx.doi.org/10.1145/3027063.3053244 . Christopher N. Bull Will Simm Bran Knowles Oliver Bates Nigel Davies School of Computing and Communications, Lancaster University, Lancaster, UK c.bull@lancaster.ac.uk branknowles9@gmail.com w.simm@lancaster.ac.uk o.bates@lancaster.ac.uk n.a.davies@lancaster.ac.uk Anindita Banerjee Lucas Introna Niall Hayes Centre for the Study of Technology and Organisation, Lancaster University, Lancaster, UK a.banerjee2@lancaster.ac.uk n.hayes@lancaster.ac.uk l.introna@lancaster.ac.uk Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA 2410
  • 3. of the Lancaster research team and associated South Lakeland trial site is independent living: a) enabling older adults to access online government services they need to effectively perform activities of daily living, and b) providing tools to mitigate some of the risk factors typically precipitating transition to assisted living. To inform the development of appropriate apps and services, we undertook a co-creation process involving University researchers, the non-profit group AgeUK2; South Lakeland District Council (SLDC)3, and end-user ‘older adults’ (we have adopted AgeUK’s banding for ‘older adults’, i.e. age 55+). It is intended to develop a research partnership between partners, so we base our activities on a framework developed across domains involving the hard-to-reach in technology innovation projects [4]. This is delivered through a traditional “plan, act, reflect” action research process [5] across an overlapping four phase co-creation process - formative, co-design, co-develop, and sustain engaging all partners in activities at each phase. We are at the stage of entering co-development, heavily informed by partners and users in cycles of iterative development. The process has so far comprised of interviews with the partners and end users, two idea generation sessions with AgeUK and SLDC representatives, and a series of 9 ideation and paper prototyping workshops with end- users (activities listed in the sidebar). These activities informed the context in which the apps and services are to be deployed, helped to identify the problems we might address and their respective priorities for different stakeholders, and shed light on specific 2 http://AgeUK.org.uk 3 http://southlakeland.gov.uk challenges of designing for older users. We outline some of these insights below. Experience with Technology One of the key challenges known at the outset of the project, which has been further illuminated through the engagement process, is to do with older adults’ attitudes toward and competence with technology. In line with prior work in HCI ageing and accessibility research (e.g. [6, 13, 11]), we found that while our participants were not against the idea of using digital/mobile technologies, they lack confidence in their ability to use them. With a little time, money and energy, they described being highly discerning in terms of the tools they were willing to invest time in learning. These tools were typically those deemed high win/low risk: greatest benefit to the individual balanced against concerns such as security. In many cases, our participants expressed a preference for what they perceived as simpler ways of doing things—e.g. going into a physical shop, speaking face-to-face, using paper diaries and calendars. This was not purely out of habit, though having known pathways towards achieving goals played a role in determining which tools seniors thought appropriate (see sidebar on next page). More importantly, non-digital tools were perceived to be more trustworthy: not in and of themselves, but because of the confidence of the user. In other words, our participants tend to have greater confidence in their ability to use tools they had used for many years— notably those rooted in larger systems of organisation that they understood. Computer technology is sometimes seen as “frightening” -without an understanding of translatable UI principles, participants described being unable to problem solve when something unexpected arose during an interaction (e.g. Workshop Series 1 Introductions Describe personal experiences through experience of the use of mobile & web technologies. 2 Lived Experience Document typical weekly activities on a paper calendar 3 Theme Identification Theme identification & discussion . 4 Theme Prioritization Theme prioritization card sorting exercise. 5 Events A Document events attended, those not attended and reasons why. 6 Events B Exploration of existing events applications, and alternative interfaces. 7 Services A Focus on specific services that users access. 8 Services B Prompted Services discussions using an SLDC supplied list. Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA 2411
  • 4. when a system update introduced changes to the interface), and unable to pick up and experiment with new technologies (cf. [2,6]). With this in mind, the Mobile Age team identified several core, high-level design requirements for systems and apps for older adults:  The UI needs to be consistent, intuitive and sympathetic to users who require reassurance.  Avoid tech jargon; use plain English.  Develop a training component (cf. [6]).  Anticipate anxiety provoking interactions and devise mechanisms to prevent escalation/rejection.  Ensure that value to users is high and risks are low; and communicate the value to potential users.  Use intelligent analytics and context awareness to push information at the right time, rather than rely on the user searching for it. Early Insight Key features of the senior experience emerged through the interviews and formative workshop stages. The dominant theme was loneliness: many participants were widowed / widowered and therefore lived alone. They often shop purely for the social contact it afforded. Volunteering was similarly valuable as a form of socialisation; but volunteering also fit in with a strong ethic of social responsibility, which was universal amongst our participants. Their lives are busy and complicated, with most taking part in a host of activities to stay active, and memory decline was a universal problem; therefore, planning and organisation were critical. Money concerns were prevalent, as seniors tend to live on limited pensions (hence purchasing new technology was a real and often unreasonable investment of resources). Having said that, we came to understand that there is no one “senior experience.” The participants at workshops are mobile, for example, as they are capable of traveling to the workshops; they may be especially volunteer-minded, with a desire to contribute time to research; and they likely have a higher than average interest in technology, knowing that this was the topic of the workshops. In the end, we have so far taken our cues about what to develop from those who have participated- in doing so where possible we consider the value of interventions for those who were absent from the process through developing user stories. The emergent themes were prioritized by users, and ideas inspired by those themes were explored with users, informing development of ideas taken forwards: Community shopping. Participants expressed interest in online supermarket shopping, feeling that it would reduce their reliance on others and save them time. They explained that they were prohibited from using it because their weekly shop would fall short of the minimum cost for delivery. They were enthusiastic about the idea of pooling orders with neighbours— particularly because it would create an opportunity to socialise with people which would otherwise be lost by not going to the store. We chose not to pursue this because a similar app has been developed already [8], and we do not have a supermarket partner. Swap shop. Recognising that our participants had varied technological ability and skills in other areas, as well as a seemingly universal desire to help each other, we conceived of a service that matched people with a need to people who could help fill that need. This would replace an existing leaflet based system provided by The role of habit P2: “I still think about using the telephone. I still think about writing. I haven’t gotten myself geared up, like [P1] has, to actually look up a lot of things. Or to look [up] government things…. I realise it’s just getting over a hurdle, because sometimes I’ve been making a um, cooking something, a sauce, and I’m not sure what to do and I can’t find the recipe in a book.” P1: “I do that!” P2: “And I ring up my daughter.” P1: “Oh [for godsake], go online! Oh [bum!] I thought you were going to say go online.” P2: “Oh no, I’d never even think of going online, you know. I do now.” P5: “My mum lost her phonebook. She spent months moaning at me about this lost phonebook, I said, ‘Mum, well why don’t you just go online? You know, you don’t need a phonebook, just Google it.’ ‘Oh, I never thought of that!’” P2: [laughing] “Exactly!” Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA 2412
  • 5. AgeUK, which advertises vetted services. The main feature lacking from this leaflet, our participants explained, was the ability to read/contribute reviews of these individuals. While it would be simple to develop a Rated.com type app, we felt that a) there was comparatively little benefit to end-users (this would not greatly improve their independence), and b) there was little research novelty in this idea. Vetted information portal. Participants often raised the fact that it can be difficult to know which sources of information, and which sites, to trust (see sidebar). For example, it is not always clear which internet sites are genuine government sites. We explored the idea of a bespoke portal which could mediate interactions with sites that would be useful to them—ensuring that they could find the genuine sites of interest, and providing a consistent interface with which to view relevant content (e.g. removing the reliance on external websites which vary and change frequently). While not a project we decided to take forward, the basic concept is evident in the platform we will be designing (see Future Work). Online banking. Despite the potential benefits of using online banking, older adults are resistant to using such tools [12]; and our participants are no exception. They are deeply anxious about the security of such tools, and doubted their competence in being able to use them well enough to avoid losing their money, either by pressing the wrong button or being defrauded by hackers. In particular, they noted the lack of an ‘undo’ button, and a perceived inability to recover from mistakes. One suggestion was for an interface that mediated contact with the bank’s online system, e.g. inserting a delay between pressing send and sending the command, to enable users to cancel unintended transfers. This could be a significant improvement on existing systems and might entice holdouts to begin using online banking. Our decision not to pursue this route, however, was two-fold: 1) the risks to our participants and to researchers if we were to deploy a faulty app are great; 2) we would need to secure a bank as partner in development to gain access to their API and to ensure we were not breaching any laws. Future Work (Prototypes Taken Forward) Some of the above is not uniquely insightful, but nevertheless we plan to continue the co-creation process in the most promising directions to gain further insight into co-creating with older adults. We plan to initially develop a trusted space umbrella platform that will support two initial apps. At the moment, these are raw ideas, we will work with our end users to resolve the specific details of how they will work. Trusted space (platform) Trust in technology is a prominent theme that was discussed during the co-creation workshops. Participants were security conscious, and, when asked, wanted to share a minimal amount of information with service providers (cf. [7]). This also translates to a reluctance to share personal information on social networks. Mobile Age apps are therefore intended to be a trusted and safe space for older adults. To that end, this platform will allow apps within this trusted space to share information between each other, when allowed by the user. The platform will collate analytics data from the apps which will then be reused by the apps, and broker the sharing of personal data and context information between apps. It is planned to do this in a transparent way, making clear to the users Scam savvy P2: “Talking about the government [getting license renewed online], one of the things, which I learned, was [there are websites] they look as though they’re government— it happened to a friend of mine… [she wanted a health form to renew her license for free online], and she came [and said], ‘You have to pay.’ Anyway, I queried this at the post office, and the post office said, ‘Oh, you’ve got scroll all the way down, and make sure you get the right one.’ And that is something we could have helped with.” I: “…Just making it easier for you to get to the right one?” P2: “…[I]f you don’t know any different, you pay…”… P1: “It’s very crafty because the form—” P2: “Oh, everything looks the same. The logo, even.” Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA 2413
  • 6. when this information is used and from where it is derived, giving the users agency and control, which in turn should foster trust in the system. Social Events (app) The combination of mobile sensor context data, some limited personal information, weather forecasts, open public transport and traffic data has the potential to not only raise awareness of events, but most significantly to present information tailored to the individual’s ability to get to an event. We found many events are missed because people do not know how or if they can get to an event, or what the weather will be like – the effort of the logistics is great. By knowing what transport the user has available and the schedule of a user, events can be presented not by location or time, but by the ability of that user to get to an event. Examples of events could be coffee mornings, dance classes, village fairs, etc. Our participants also informed us that it is difficult to know what is on due to the distributed nature of data sources – organizers tend to host and maintain their own lists of events. Here we will work with project partners to integrate listing into their processes, build an API, and scrape key sources. This app is desirable by the Mobile Age project as it is 1) desired by our co-creation participants; 2) extensible, with future capabilities being able to easily demonstrate other Mobile Age platform functionality; 3) directly attempts to alleviate social isolation in older adults and 4) research novelty. Benefits eligibility (app) A recurring point raised by participants is that they do not know if they are receiving all the government benefits they are entitled to. Whilst there are services available to assist with this, they are incredibly time consuming due to the repeated data entry required. The benefits app will use context data and the platform personal data store to remove duplicate data entry, and aim to simplify the process of discovering eligibility. Other similar apps for accessing government services have been discussed and may be explored, for example an app for “flooding help” – services for citizens affected by flooding to reduce the pain of repetitive paperwork tasks, and allowing the citizen to share information one time, automating much of the activity. These apps will source data from the trusted platform which, user permitting, will be shared with relevant end-points (e.g. government services or departments). This information may be reused to allow the app itself to determine eligibility locally, without needing to share data until the point of application, retaining user control and agency in the data lifecycle. Also, when a user’s information changes, the user could be notified automatically that they may now be eligible to receive new or updated benefits. Conclusion The apps proposed here make use of the unique capabilities afforded by mobile technologies and open data, bringing those to an underserved population. We initially allowed the exploration to go wider than mobile and open data, looking for the opportunities for these technologies, rather than imposing them. One of the most compelling components to emerge from co- creation is the novel structuring and presentation of information by personal context in the events app. However, possibly more significantly the co-creation of a “trusted platform” has the potential to improve trust Paper Prototype: Social Events App This is an example of one of the paper prototypes used during the co-creation process. It depicts a homepage of the Social Events app created in workshop 6. Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA 2414
  • 7. in digital services and retain user control and agency in the sharing of personal data. The co-creation process has driven the emergence of these ideas and the development of the apps proposed here, which have the potential to support independent living leading to improvements in the experience of senior adults. Acknowledgements We thank AgeUK, SLDC, and especially our user group participants. This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 693319. References 1. AgeUK. Technology and Older People: Evidence Review. http://www.ageuk.org.uk/documents/en- gb/for-professionals/computers-and- technology/evidence_review_technology.pdf 2. Crabb, M., and Hanson, V. L. An analysis of age, technology usage, and cognitive characteristics within information retrieval tasks. ACM Transactions on Accessible Computing, Volume 8 Issue 3, Article 10 (May 2016), 26 pages. 3. Czaja, S. J., & Lee, C. C. (2007). The impact of aging on access to technology. Universal Access in the Information Society, 5(4), 341-349. Chicago. 4. Ferrario, M. A., Simm, W., Newman, P., Forshaw, S., & Whittle, J. (2014, May). Software engineering for ‘social good': integrating action research, participatory design, and agile development. In Companion Proc. 36th International Conference on Software Engineering (pp. 520-523). ACM. 5. Hayes, G. R. (2011). The relationship of action research to human-computer interaction. ACM Transactions on Computer-Human Interaction (TOCHI), 18(3), 15. 6. Kumar, S., Ureel II, L. C., King, H., & Wallace, C. (2013, May). Lessons from our elders: identifying obstacles to digital literacy through direct engagement. In Proc. 6th International Conference on PErvasive Technologies Related to Assistive Environments (p. 22). ACM. 7. Little, L., & Briggs, P. (2009, June). Pervasive healthcare: the elderly perspective. In Proc. 2nd International Conference on Pervasive Technologies Related to Assistive Environments (p. 71). ACM. 8. Red Ninja. Helping Hand. 2015. Available: http://www.redninja.co.uk/design-technology- work/age-friendly-technology/ 9. Smith, A. Older adults and technology use: Adoption is increasing, but many seniors remain isolated from digital life. 2014. Available: http://www.pewinternet.org/2014/04/03/older- adults-and-technology-use/. 10. Sourbati, M. (2009). ‘It could be useful but not for me at the moment’. Older people, internet access and e-public service provision. New Media & Society. 11. Suopajärvi, T. (2015). Past experiences, current practices and future design: Ethnographic study of aging adults' everyday ICT practices—And how it could benefit public ubiquitous computing design. Technological Forecasting and Social Change, 93, 112-123. 12. Vines, J., Blythe, M., Dunphy, P., & Monk, A. (2011). Eighty something: banking for the older old. In Proc. 25th BCS Conference on Human- Computer Interaction (pp. 64-73). British Computer Society. 13. Waycott, J., Pedell, S., Vetere, F., Ozanne, E., Kulik, L., Gruner, A., & Downs, J. (2012, November). Actively engaging older adults in the development and evaluation of tablet technology. In Proc. 24th Australian Computer-Human Interaction Conference (pp. 643-652). ACM. Late-Breaking Work CHI 2017, May 6–11, 2017, Denver, CO, USA 2415 View publication statsView publication stats