TY - JOUR
T1 - Rethinking Age in HCI Through Anti-Ageist Playful Interactions
AU - Ferri, Gabriele
AU - Bardzell, Jeffrey
AU - Bardzell, Shaowen
N1 - Funding Information:
At the time of the initial draft of this study, the first author was employed at Indiana University Bloomington, where his work was funded by the Intel Science and Technology Center for Social Computing.
Publisher Copyright:
© The Author 2017.
PY - 2017/11/1
Y1 - 2017/11/1
N2 - Abundant HCI research exists on the many assistive technologies that provide help with everyday physical and cognitive tasks. However, while a purely assistive approach often casts aging people in passive roles, recent studies suggest that adults may be 'flourishing' way into advanced age, even though implicit ageist prejudices are difficult to eradicate. Negative age-related stereotypes are the hidden and yet urgent issue we address in this study. There is a clear opportunity for an anti-ageist perspective in HCI, an approach that we propose as complementary to assistive technologies: in addition to providing solutions for the aging population, we urgently call for designs about aging, to spark a conversation on age, raise awareness and ultimately contrast ageist stereotypes. We point at empathy as a key element to reconceptualize, at least in part, HCI's contribution to research on aging. We present a design critique of two interactive pieces that, although not without flaws, suggest how future empathy-raising artifacts might be. Our analysis combines pragmatist aesthetics, interaction criticism and ludology, and yields four design tactics (recurring configurations of significant elements) that are generative in bringing about broader design implications towards a different, empathy-based concept of aging in HCI.
AB - Abundant HCI research exists on the many assistive technologies that provide help with everyday physical and cognitive tasks. However, while a purely assistive approach often casts aging people in passive roles, recent studies suggest that adults may be 'flourishing' way into advanced age, even though implicit ageist prejudices are difficult to eradicate. Negative age-related stereotypes are the hidden and yet urgent issue we address in this study. There is a clear opportunity for an anti-ageist perspective in HCI, an approach that we propose as complementary to assistive technologies: in addition to providing solutions for the aging population, we urgently call for designs about aging, to spark a conversation on age, raise awareness and ultimately contrast ageist stereotypes. We point at empathy as a key element to reconceptualize, at least in part, HCI's contribution to research on aging. We present a design critique of two interactive pieces that, although not without flaws, suggest how future empathy-raising artifacts might be. Our analysis combines pragmatist aesthetics, interaction criticism and ludology, and yields four design tactics (recurring configurations of significant elements) that are generative in bringing about broader design implications towards a different, empathy-based concept of aging in HCI.
UR - http://www.scopus.com/inward/record.url?scp=85034814957&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85034814957&partnerID=8YFLogxK
U2 - 10.1093/iwc/iwx012
DO - 10.1093/iwc/iwx012
M3 - Article
AN - SCOPUS:85034814957
SN - 0953-5438
VL - 29
SP - 779
EP - 793
JO - Interacting with Computers
JF - Interacting with Computers
IS - 6
ER -