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Inclusivity Cards for the Elderly

Designing for beyond Touch and Hegemony

Duration
8 weeks
Members
4 persons
Roles played
UX Research
Inclusivity cards for the elderly

Prompt

Aligning with the current HCI research space which advocates and studies designing for DEIJ (Diversity, Equity, Inclusion, and Justice) perspectives, in this design project, engage in the broad question: How can we make conversational UIs (CUI) by, for, and about DEIJ?

Problem Statement

Regarding the DEIJ values in CUI, elderlies have long been excluded from technologies. This has left them in the dark and frustrated with technology in general.
By providing principles to designers, we hope to provoke them to consider some key elements to be implemented in a CUI. If we do not act immediately, this gap is only going to widen as technology becomes an increasingly prominent part of our lives.

Introduction

Storyboard

Purpose

To illustrate the problem space to audience about the issue that we are trying to solve

Takeaway

We began to question- WHY IS IT HARD FOR THE ELDERLY TO GRASP TECHNOLOGY

Please click through the images to go through the storyboard

Vision statement

To clearly communicate our vision, we framed our vision in the should do, can do, can know, and forms format.

Should Do

Improve Elderly's experience with technologies, Address the problem of inclusivity, Educate the elderly, Inspire the designers

Can Do

Scaffold the elderly, Motivate designers, Promote awareness around Inclusivity and other DEIJ aspects, Address issues for other minorities.

Can Know

Assess if the elderly have a "easier" conversation with CUI's.

Forms

Physical Cards

Design Process

Process
Overview

To make it easier for us to plan our timeline and work efficiently, We decided to follow the The PRInCiPleS Framework for Design Plans & Explanations.
1. Predispositions
2. Research
3. Insights
4. Concepts
5. Prototypes

1. Predispositions

Purpose

The team and I came up with a bunch of predispositions that exists around the Conversational UI (CUI) space.

Takeaway

We ended up choosing our problem space around
Predisposition 6: Older and younger audiences are more likely to have a conversation

Predisposition 1

Conversational UI manipulates users’ decisions

Conversational UI manipulates users’ decisions

Predisposition 2

Humans can control their decisions with the help of Conversational UI

Conversational UI manipulates users’ decisions

Predisposition 3

Users don’t trust the chatbot interface

Conversational UI manipulates users’ decisions

Predisposition 4

Virtual assistants are making our sentences shorter and changing our accents

Conversational UI manipulates users’ decisions

Predisposition 5

The AI in Conversational UI is biased

Conversational UI manipulates users’ decisions

Predisposition 6

Older and younger audiences are more likely to have a conversation with CUIs

Older and younger audiences are more likely to have a conversation

2. Research Methods

Literature Survey

Purpose

The purpose of a literature review is to become familiar with and understand existing research in a particular field before conducting a new investigation. It helped us  discover what research has already been done and identify what remains unexplored.

Takeaway

We got concrete proof about the fact that- The elderly are intentionally disregarded by technological industries. This has left them frustrated and unable to grasp technology.

Inclusion of Older Adults in the Research and Design of Digital Technology

"When it comes to technology, older adults are often stereotypically described as a homogeneous group that are lagging behind and associated with cognitive decline, frailty and needs. These stereotypes often affect designers in the design process of Digital Technology"

Finding

When it comes to designing and researching digital technology, it ought to be a designer’s goal to include older adults rather than exclude them, if we are to ensure that it can improve well-being.

A Double Burden of Exclusion? Digital and Social Exclusion of Older Adults in Times of COVID-19

"If inclusion in current society means active participation in the digital world, then older adults who are not online or otherwise active on the internet risk being socially excluded"

Finding

The elderly, especially those in long-term care facilities, who are frail and not online, suffer from a double burden of social and digital exclusion.

3. Insights

Semantic Differential

Purpose

Using semantic differentials, we were able to assess the "felt" experiences of the elderly around technology that are directly influenced by experiences, cultural background, and beliefs.

Takeaway

It provided us insight into how existing Conversational UIs stack up with respect to Diversity, Equity, Inclusivity, Justice, Privacy, and Accessibility

4. Concepts

Purpose

Helps put structure and gives a basic understanding of what the intended outcome is supposed to be.

Takeaway

It aided us to get a better understanding of the qualities and behaviours that an ideal CUI should possess in order to solve 3 main issues of the elderly-
1. Boredom
2. Novelty
3. Loneliness

Please click through the images to go through the concepts

Initial Prototype

Overview

Keeping all the attributes and pain points in mind, we came up with 6 design principles that we thought designers should consider while coming up with CUIs for the elderly.

  1. Familiarity

  2. Care

  3. Privacy

  4. Responsive

  5. Adaptability

  6. Boundaries

Familiarity

Creating a language which is familiar to the elderly in terms of context and culture.

Care

Consideration should be given to the Physical and Mental well being of the elderly

Privacy

CUI should be respectful to elderly's self-determination and personal data.

Responsive

CUI should be proactive in responding to the elderly, clarify and validate the given data

Adaptability

CUI should provide assistance as a need rather than a feature

Boundaries

The elderly should be able to set ground rules of levels of control that the assistant should follow

Usability test

We conducted 2 usability tests with our proposed design principles.
We asked the elderly for feedback about our initial principles in a conversation and at the same time used the Tarot cards of tech to validate and verify our principles.

1. Feedback from Elderly

Purpose

We conducted a usability test with 6 elderly participants. We asked them to indicate their level of comfort on a Likert scale between a conversation with the existing CUI and a CUI conversation with our principles applied.

Takeaway

We conducted a usability test with 6 elderly participants. We asked them to indicate their level of comfort on a Likert scale between a conversation with the existing CUI and a CUI conversation with our principles applied.

We asked them to compare the below two conversations and asked them their opinion

Likert scale

Ratings received for the "Before" conversation

Ratings received for the "After" conversation

What they said

Our team conducting a Usability test with a participant

2. Tarot cards of Tech

Purpose

Chose the Tarot cards of Tech of Usability test in order to figure out what kind of questions we were not asking ourselves.

Takeaway

We realized the gaps and shortcomings of our initial principles. We realized that not a lot of consideration was given to geriatrics and infirm elderlies.

The
Backstabber

What could cause people to lose trust in your product?

1. Intrusive
2. Misunderstanding
3. Confusion

The
Catalyst

How might cultural habits change how your
product is used? And how might your product change cultural habits?

1. Incentive to Use
technology More
2. Ubiquitous

The
Service Dog

How would your product
change to better serve the underserved population?

1. Enrichment
2. Bridge the Digital Gap

The
Forgotten

Whose perspective is missing
from product development?

1.Hearing-Speech Impaired
2. Cognitively declined

The
Superfan

How would a community of your most passionate users behave?

1. Inspire the Designers
2. Spread The Word

The
Smash Hit

What happens when
100 million people use
your product?

1. Reduce  Ageism in
Industry
2. Assessment of DEIJ values in CUI

Final concept

We went back to the drawing board and iterated on our concepts and came up with the following principles-

  1. Familiarity

  2. Nurture

  3. Tranquility

  4. Boundaries

  5. Proactivity

  6. Adaptability

Please hover over the card to flip it

Familiarity

Nurture

Tranquility

Boundaries

Proactivity

Adaptibility

Principles Consideration Map

All these principles work in coordination with each other.
With every conversation held, every action acted, these principles would learn and inform each other to better the existing experience for the elderly.

Ideal position for designers

Scenario Description Swim lanes

Purpose

Chose to come up with a scenario description swimlane in order to clearly illustrate to the audience how our principle can be used in a conversation with CUI. It is important to notice that the several principles can be applied to a single scenario.

Scenario Description Swim lanes for an Elderly adding to a grocery list

Future Work

Conclusion

This project has a special place in my heart since I got to empathize with a target group that I genuinely care about. We got to address a problem space that most of us have faced, either with our own parents or our grandparents.
Special thanks to Prof. Maryam Heidaripour for guiding us in the right path when we were unsure about what needed to be done and Prof. Chivukula Sai Shruthi for being a pragmatic stakeholder and pointing out use cases we hadn't thought of beforehand.
A huge shout out to Julie, Nishad, and Zhixian, the dream team that I worked with on this project. Their point of views and their creative methodologies really inspired me throughout the term of the project.

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