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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Honor thy User: Reconsidering You and Future Self in an Aging Society</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Columbia University GSAPP Incubator</institution>
          ,
          <addr-line>New York City</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Columbia University</institution>
          ,
          <addr-line>New York City</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2059</year>
      </pub-date>
      <fpage>36</fpage>
      <lpage>45</lpage>
      <abstract>
        <p>Human-Centered design is all about designing for whom and in which context, and in this paper we develop and explore cognitive ergonomic approaches to unpack such empathetic, contextual and imaginistic design thinking. By applying a future time perspective and a contextual reality perspective, we conducted a series of design workshops for thirty-eight young entrepreneurs to speculate traditional and future technologies for their future selves and the current elderly. We report their idea generation processes and design proposals, followed by a discussion on practical guidelines and conceptual resources for researchers and practitioners. Our goal is to expose and engage the younger generation in building an empathetic aging society with various traditional and future technologies.</p>
      </abstract>
      <kwd-group>
        <kwd>speculative design</kwd>
        <kwd>participatory design</kwd>
        <kwd>cognitive ergonomics idea generation</kwd>
        <kwd>aging society</kwd>
        <kwd>perspective-taking</kwd>
        <kwd>design strategy</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Cognitive ergonomics as a holistic component of human-centered design
practices did not appear magically from our ancestors of Stone Age, but the story
was romanticized through an industrial designer how a thirsty caveman found
his inspiration when he \instinctively dipped his cupped hands into a pool and
drank. Some of the water leaked through his ngers. In time he fashioned a bowl
from soft clay, let it harden, and drank from it; attached a handle and made
a cup; pinched the rim at one point to make a spout, creating a pitcher." [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
The anecdote envisioned how the concept of ergonomics evolved naturally in
terms of human beings' needs, capabilities, and constraints. We may know that
the very rst idea of a bowl for drinking generated through human minds and
shaped through human bodies harmoniously interacted with people by now. It
Copyright c 2019 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
is the psychological reality that explains how we store experiences in memory,
particularly how we can abstract from speci c experiences to general conceptual
understanding. Innovation is a process of abstraction that allows us to create
conceptual knowledge involving categories of structures and functions with
purposes, such as bowls, cups, pitchers and so on. These general cognitive
mechanisms grant us the ability to predict, to communicate, and to collaborate across
timelines and contexts [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>As lifelong learners and guerrilla researchers in design innovation, we see
cognitive ergonomics as a discipline that prioritizes addressing and learning about
human needs and well-beings over generating and populating industrial solutions
and digital designs. Designing for people has everything to do with how we are
born, how we live and even how we die. With science and technology extending
and altering human life, a new generation of cognitive ergonomists are also
required to possess knowledge of more than physical objects and structures and to
understand the interaction between the physical, non-tangible products and the
ever-changing human minds. We should not only care for a heritage of people's
e ciency and comfort but also attend to an adaptive living system of people's
struggles in the evolution of society.</p>
      <p>Therefore, designing for whom and in which context indicates an inclusive
consideration and speculation of individuals in every stages of life and the
relationships and interactions among them in an ecosystem of community(Fig. 1).
Our goal, in this paper, is to expose and engage the younger generation in
building an empathetic aging society with various technologies. By applying a
future time perspective and a contextual reality perspective as the major
cognitive ergonomic approaches, we conducted a series of design workshops for young
entrepreneurs to speculate traditional and future technologies for their future
selves and the current elderly. We report their idea generation processes and
design proposals and discuss practical guidelines and conceptual resources for
researchers and practitioners.
1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Design for an Aging Society</title>
      <p>
        It is estimated that from 2013 to 2050, the aging population (persons aged 60
years and over) in the world is expected to more than double its number, reaching
2 billion and at some point exceed the number of children [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Loneliness and
isolation among the elderly have posed high risks for life quality due to their
association with cardiovascular and infectious diseases, cognitive deterioration
and depression [
        <xref ref-type="bibr" rid="ref17 ref2 ref21 ref5">2, 17, 21, 5</xref>
        ].
      </p>
      <p>
        Loneliness is an umbrella term that refers to both objective and
subjective isolation due to a lack of social relationships and supports [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In existing
literature, loneliness of the elderly encompasses three dimensions, including 1)
existential loneliness referring to uncontrollable helplessness facing aging,
sickness and death, 2) social loneliness referring to boredom, deprivation, sadness
resulted from lacking social network, support and belonging and loss of friends
and loved ones, 3) emotional loneliness referring to psychological feelings such
as emptiness, anxiety, fear, lack of happiness [
        <xref ref-type="bibr" rid="ref12 ref20 ref23 ref5">20, 23, 12, 5</xref>
        ].
      </p>
      <p>
        Both Cognitive Ergonomics and Human-Computer Interaction have long
been actively designing technological solutions for ageing in di erent contexts,
mostly with a focus on speci c problems and needs of the current elderly. And
regarding the topic of loneliness and isolation, previous research has explored
into building a social network and companionship [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], supporting care-giving
and therapy [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], promoting psychological well-being from ambient lighting [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Recently, speculative design has received rising attention in designing with
future technologies [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. It applies critical inquiries and ctional storytelling to
imagine alternative uses and implications of technologies, and involves the
current elderly and other stakeholders such as policy-makers, designers, engineers,
caregivers together in the participatory design [
        <xref ref-type="bibr" rid="ref22 ref24">22, 24</xref>
        ]. However, little is known
about how the aging issue is related to the current younger generation. This
paper argues that it is important to engage young people in designing the
aging society for the following reasons. Firstly, the rapidly-increasing elderly care
calls for participation of the entire society, especially the younger generation
as the major force; secondly, the current younger generation themselves can be
equipped with better awareness and preparation to adapt to ageing in the future;
thirdly, time can play an important role in conceptualizing needs and planning
design actions (i.e., time-construe theory and perspective taking [
        <xref ref-type="bibr" rid="ref13 ref4 ref8">13, 8, 4</xref>
        ]), and
young people as key players in an aging society, can be \lead users" [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] for
thinking about alternative scenarios or a myriad of new needs for their future selves
in future. Therefore, young people's perspective into both the future possibilities
and the current realities are essentially complementary to existing participatory
studies.
      </p>
      <p>In this paper, we recognize young people's double roles, empathetic caregivers
to the current elderly and inevitable future elderly themselves, and seek to
speculate alternative technology designs in combining a future time perspective and
a contextual reality perspective, as well as to promote the inter-generational
engagement in building the aging society. In the following sections, we describe our
case study of a 6-week long design workshop conducted with young entrepreneurs
from diverse backgrounds. Participants started by imagining their future selves
as elderly and empathizing diverse aspects of loneliness, and then relating to
loneliness of the current elderly in various life contexts, and nally speculating
design ideas with traditional and future technologies.</p>
      <p>To align with the evolution of Cognitive Ergonomics in its broader scope of
analysis, we attempt to answer the following research questions. Firstly, how do
the current younger generation perceive aging in both the current and future
perspectives? Secondly, what are critical design considerations related to
traditional and future technologies? Thirdly, what are complexities of designing for
loneliness of diverse dimensions? In discussing these concerns with the younger
end of the young-old continuum, our intention is not to present the nal
technology design outcomes, but to highlight our design thinking approaches that
elicit and sca old participants' experience, thoughts and solutions around the
loneliness issue, and how these can serve as a cognitive foundation for future
technology design.
2</p>
      <sec id="sec-2-1">
        <title>Study Method</title>
        <p>A total of 38 young entrepreneurs aged between 22 and 35, took part in the
design workshop for elective university course credits,including 23 women, 15 men.
Participants represented a diverse set of educational backgrounds (at Bachelor,
Masters level) and professional experiences including business administration,
marketing, nance and banking. All of them participated in the co-design
activities across six workshops over six weeks, each lasted approximately 3 hours.
From the third week, participants were divided into 14 groups according to their
proposed design ideas.
2.1</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Workshop Structure</title>
      <p>Six workshops were divided into three stages of activity. At stage 1 (workshop
1), participants were involved in scoping, imagining and empathizing loneliness
of their future selves. At stage 2 (workshop 2-3), participants were involved
in observing, relating and telling stories about loneliness of other elderly in
various real life contexts. At stage 3 (workshop 4-6), participants were involved
in exploring, criticizing and designing traditional or future technologies to tackle
the loneliness and aging issue.
2.2
3
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Analysis</title>
      <p>Workshop recordings and participants' written reports of 6 weeks were
transcribed and analyzed using open coding. Transcripts were coded in an iterative
manner to capture recurring themes and contrasts among participants.</p>
      <sec id="sec-4-1">
        <title>Workshop Design and Findings</title>
        <p>
          Stage One (Workshop 1): Scoping and Imagining The Future
Self
Participants were asked to imagine themselves as a 75-year old in the future
time and to empathizing various aspects and consequences of loneliness and
isolation. To sca old this activity, we initiated a warm-up conversation adapted
from a \who are you?" dialogue between the Caterpillar and Alice [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] to engage
participants in re ecting on who they are, what they aspire to do and what they
would spend time for enjoyment. Following this, participants were asked to assess
themselves against a list of survey items regarding diverse aspects of elderly
loneliness. Our intention was to help participants to recognize and immerse their
personal identity and experience with speci c life details of a future 75-year old.
This list covered health conditions, psychological well-beings, leisure activities,
social interactions and supports, which were compiled and adapted from previous
measurements in the psychology and elderly care literature [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
3.2
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Findings From Stage One</title>
      <p>
        How do you imagine yourself getting old in loneliness and isolation?
Participants stereotyped. Most participants reported problems with moving and
carrying without support, chronic diseases like high blood pressure, heart disease,
arthritis without care. And they were able to relate their experience to future
conditions as the elderly. For example, one participant who loved playing
basketball described: \I would be very sad if cannot play basketball with my friends
when I'm getting very old... I want to stay safe and active on the court."
Another participant portrayed herself as a passive victim of the aging process: \It's
inevitable to get all kinds of chronic diseases, particularly, I fear for su ering
dementia when I become an old lady... I wish to live in a well-equipped place
surrounded myself with family and friends." Loneliness can be seen as two sided.
More than half of the participants expected to rely on support from friends and
neighbors, which conformed with the actual experiences highly reported by the
current elderly people [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. A few others, on the other hand, expressed desires to
\be independent and active at the same time" and \wished to enjoy a normal life
without causing inconvenience to his family... I would be very happy to live with
my camping and hiking gears,"which intended to defy the conventional image of
being old by voicing and coordinating their independence and liking.
      </p>
      <p>
        Stage Two (Workshop 2-3): Observing and Telling Stories
about Other Elderly
In a \where is Wally the elderly" activity adapted from [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], participants were
asked to identify and observe elderly people in various real life contexts from
far away and then interact with one elderly to probe further into the topic of
loneliness and aging. Following this, they were asked to tell a comprehensive
story of the current elderly. Our intention was to help participants to gather
situated details of aging and loneliness and to see how the current elderly di er
from their own images at stage one.
3.4
      </p>
    </sec>
    <sec id="sec-6">
      <title>Findings From Stage Two</title>
      <p>Many popular perceptions associating old age with illness and isolation were
found in participants' observations and interviews. Additionally, those who paid
special attention to the surroundings reported novel impressions of elderly in
unlikely places and at unusual times. For example, \a well-dressed elegant old
lady who was reading a novel on the bus," \an old gentleman who drank co ee
at McDonald's after midnight," \a retired policeman who volunteered to do
gardening on campus," \a grandma played a mobile game on the smart phone with
her grandchild on the subway." They reported feeling di erent types and levels
of loneliness if they themselves were in the similar situations, and such loneliness
was also two sided, as observed from stage one.</p>
      <p>Interviews and stories further revealed emotions and experiences behind the
scenes of loneliness, which implied various design opportunities. For examples,
curiosities and yet skeptics towards VR/AR in health and entertainment
(84and 80-year old couple, at the train station, hike weekly) and self-driving cars
(78-year-old retired engineer, love traveling); worries and disappointment from
con icts between likings and inadequacies (a 78-year-old retired engineer, live
alone: \love traveling but su er from leg injuries "), content with copings and
compromises (\watch popular TV shows or Net ix series about traveling as life
routine"); openness and excitement from being connected by new technologies
such as \using social media and social networking service like Facebook in
sharing interests ", \using smartphone to share life pictures "; comfortableness with
keeping life routines(\writing diaries ", \watching TV series "), remaining in their
own neighborhood and community, constant contact with friends and family,
especially the younger generations.
3.5</p>
      <p>
        Stage Three (Workshop 4-6): Designing Better With Di erent
Perspectives
Participants were introduced with the tools and digital technologies into the past
and future 60 years along the reality-virtuality spectrum [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and were asked to
critically discuss di erent technologies in tackling loneliness and aging. Following
this, they worked in small teams to iterate on design conceptualizations. An
online platform based on google forms and shared documents was set up to sca old
      </p>
      <p>Group
E1
E2
C1
S1
E3
S2
F1
H1
T1
C3
C4
H2
E4
T2
Design Concepts Generated During the Final Stage
\TO BE CONTINUED": To pursue unrealized dreams through a
personalized VR system.
\PreBOT": A personalized robot companion.
\INVISIBLE MediTAG": Real-time physiological monitoring system
to display daily health info and signal emergency care.
\GO! GO! SHOPPING!": An immersive VR shopping environment.
\!ME!": A virtual platform to personalize continuous learning
environments.
\FREE SPACE": A multi-user shopping platform allowing real-time
interaction with product experts and friends.
\A MOVABLE FEAST" Service: An outdoor farm-to-table group
dining experience for the elderly people.
\AGE-FRIENDLY" Health Village: To support community living
with group entertainment facilities.
\SUPER ElderlyAgent": A customizable wheelchair for the elderly
people in hospital settings and health facilities .
\FITNESS TOGETHER" Service: Group transportation service for
connecting the elderly people with sport facilities.
\LLNA(LIVE LONG NOT ALONE)" Service: An Oxygen Incubator
enhanced by VR and AR to heal body and mind at home.
\SILVER HAIR GARDEN OF EDEN" Housing Project:
Locationbased social networks connect the elderly people in physical settings.
\UP!": An location-based APP for organizing elderly group meetup
events.
\FLYING CHAIR": A customized door-to-door chair to promote
independence in everyday mobility.
thinking and stimulate sharing and further discussions. In the nal workshop,
14 teams presented their design concepts respectively.
3.6</p>
      <p>Findings From Stage Three
14 teams showed wide interests in a variety of traditional and future technologies,
and generated solutions to tackle loneliness and aging across a broad spectrum of
domain areas (Table. 1). Their solutions can be further analyzed into ve theme
categories, including materialistic or physical, social, active, independent and
spiritual. As they narrowed down and speci ed their problem scopes, many
participants developed critical thinking about loneliness and isolation and started
to see it as a risk factor rather than the problem itself.</p>
      <p>Interestingly, young participants' adoption of either a \current elderly"
perspective or a \future self" perspective a ected their design focus on either
traditional technologies or future technologies (Fig. 2). Speci cally, participants
taking the lens of current elderly people tended to develop alternative uses of
traditional and more familiar technologies for physical well-being and
fundamental living needs; while those with their own future needs and problems in
mind tended to explore new and future technologies for psychological well-being
needs featuring entertainment, learning and communication. Additionally, a few
of them also expressed concerns with imposing digital technologies everywhere,
posing critical questions such as whether advanced technology is necessary or
appropriate in di erent use scenarios and if such technology would bring drawbacks
or harms.
4</p>
      <sec id="sec-6-1">
        <title>Conclusions and Future Work</title>
        <p>In this study, we have focused on the dynamic roles of a user during the process of
generating design ideas. It helps deepen our understanding of how young people
perceive aging and loneliness from the lens of their future selves and the current
elderly. These young participants tended to think critically about the loneliness
issue as well as generated design ideas within the domains of traditional or future
technologies by adopting the current or future perspectives. Apart from ctional
storytelling, we have also discovered the importance of combining a future time
perspective and a contextual reality perspective in sca olding speculative
design, and proposed innovative uses of self-reported survey items compiled from
previous research literature to engage young people with detailed conditions
regarding loneliness and aging, as well as activity narratives such as Alice in
Wonderland and Where is Wally? to engage participants. Future research is required
to further understand the time perspective adoption among diverse populations
in idea generation and design context, and how to systematically scope
complex multi-dimensional society issues like \loneliness and aging" and facilitate
speculation with both traditional and future technologies on collaborative and
crowd-sourcing platforms.</p>
      </sec>
    </sec>
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