Stirling research shapes better technology for older adults

Toolkit translates priorities of older adults into practical guidance

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University of Stirling researchers have developed a practical toolkit to help design digital products that better meet the needs of older adults, following a major UK study.

The toolkit, developed through the Generating Older Active Lives Digitally (GOALD) project led by the University of Stirling and the University of Plymouth, translates the priorities of older adults into practical guidance for developers designing technologies to support physical activity and social connection.

The research addresses a common challenge facing organisations which often lack the time and resources to undertake extensive co-design with end users.

Researchers worked with 157 participants across 15 community groups and care settings in Scotland and England. Over the course of the project, participants interacted with more than 20 digital technologies – including virtual reality (VR), online physical activity platforms, activity trackers and reminiscence technologies – before taking part in evaluation sessions and co-design workshops.

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The work identified seven themes that older adults considered important when designing digital technologies: motivation, content, barriers, design and inclusivity, suitability, acceptability and motivations to use. These findings formed the basis of a toolkit covering general design principles, online physical activity platforms and virtual reality technologies.

The toolkit was then evaluated by organisations developing technologies for older adults, including danceSing, Good Boost, Mature Movers, MOTUS Ltd., Triangular Pixels, HiCarer, Sentai, Weekday Wow Factor, Football Memories Scotland and Age Scotland.

The organisations reported that the toolkit helped them better understand older adults' priorities, validated design decisions and informed product adaptations. Reported changes included improving accessibility features, simplifying navigation and set-up, expanding content, introducing voice-based functions, developing intergenerational features and enhancing opportunities for physical activity and social interaction.

'Important work'

Age Scotland Chief Executive, Katherine Crawford, said: “We are extremely grateful to the University of Stirling's GOALD project for funding this important work, which enabled us to better collaborate with older people and leading academic experts to strengthen and enhance Body Boosting Bingo.

“Their input helped us make the resource more accessible, inclusive and evidence-based, with improvements including updated exercise guidance, subtitle support, older demonstrators and audio options in other languages.

“As a result, we believe more older people will be able to benefit from this fun, social way of improving strength, balance and confidence, helping them to stay active and independent for longer.”

'Translate needs'

Participating SMEs also reported business benefits, including strengthening investment cases, increasing product uptake and reducing operational costs through improved usability.

Professor Anna Whittaker of the University of Stirling's Centre for Research and Innovation in Sport (CRIS), who led on the physical activity element of the project, said: “I hope this toolkit will help companies, especially those with limited resources to spend on market research and codesign, to understand and prioritise what older people want when designing and improving their digital technologies aimed at the silver market.

“Getting these products right is really important for older adult users and this project has helped to translate their diverse needs into a toolkit.

“This research also showed that companies who tested out the toolkit found that the insights it provided helped improve their products and their business.”

Practical resource

The research found that older adults prioritised technologies that were easy to use, accessible and motivating, with clear instructions, varied content and opportunities for social interaction. Participants also highlighted the importance of technologies that reflected their interests, abilities and lived experiences.

For virtual reality technologies, older adults prioritised realistic environments, comfortable headsets, intuitive controls and experiences that enabled them to visit places they could no longer easily access, explore natural and heritage environments and engage in meaningful physical activity.

The researchers say the toolkit provides a practical way of translating rigorous co-design research into a resource that technology developers can use alongside direct engagement with older adults.

While it is not intended to replace co-design, they conclude that it may help organisations incorporate older adults' priorities into product development and support the development of more accessible and inclusive digital technologies.

The paper, Developing Digital Platforms to Help Older Adults Stay Physically and Socially Active: Codesign Study to Develop a Toolkit and Evaluate its Impact, was published in JMIR Aging.

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