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  • 1. Ballesteros, S.
    et al.
    Peter, C.
    Waterworth, Eva L.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John A.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The role of ICT and networking in healthy ageing2012In: Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, ACM Digital Library, 2012Conference paper (Refereed)
    Abstract [en]

    In this paper, we report the results from the psychologicalassessment conducted using a test battery composed of cognitiveand social wellbeing tests and questionnaires performed by usersand controls that participated in the AGNES project in Spain,Sweden and Greece at the beginning of the study and after thedeployment of the first prototype. The project carries out noveltechnological interventions in an emerging area in ageingresearch. The main innovation is the integration of differenttechnological components and social networking to provide anovel solution to the ageing population living at home. Themotivation was based on relevant findings on the psychology ofageing and the need for technologies to support the ageingpopulation. End-users have been heavily involved, providingdesign input, continuum evaluation and feedback. Theprojectfocuses on improving the mental and physical wellbeing ofelderly people living at home, who often suffer the effects ofsocial and physical isolation including cognitive decline, lowactivity levels and poor mood states. The main results were thatthe users but not the control participants improved cognitiveperformance andthe feeling of being treated with respect, beingindependent, self-realization and greater achievement.

  • 2.
    Hoshi, Kei
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Pesola, Ulla-Maija
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva Lindh
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Tools, Perspectives and Avatars in Blended Reality Space2009In: Annual Review of Cybertherapy and Telemedicine 2009: Advanced Technologies in the Behavioral, Social and Neurosciences / [ed] Brenda K Wiederhold and Giuseppe Riva, Amsterdam: IOS Press, 2009, p. 91-95Chapter in book (Refereed)
    Abstract [en]

    Blended Reality Space is our term for an interactive mixed-reality environment where the physical and the virtual are intimately combined ill the service of interaction goals and communication environments aimed at health support and rehabilitation. The present study examines the effect on rated presence and self-presence of three key factors in the way blended realities may be implemented for these purposes. Our findings emphasize the importance of tangibility for presence, but suggest that presence and self-presence are unrelated phenomena. These findings will be incorporated into design principles for our planned work to develop free movement-based interactions for motor rehabilitation as well as blended-reality spaces for collaboration between hospitals, care organizations, and the home.

  • 3.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Perceptually-seductive technology: designing computer support for everyday creativity2001Doctoral thesis, monograph (Other academic)
    Abstract [en]

    Perceptually-seductive technology (PST) is introduced as a way of designing IT environments that can help support everyday creativity. This is done in part by using sensory stimulation, seclusion and other perceptual components to seduce an individual towards creative insights that would not occur on the basis of conceptual thought alone.

    Everyday creativity is characterised as the combination of novel solutions in addressing everyday problems, and learning, indicating endurance over time. Everyday creativity is sometimes referred to as personal creativity, since it concerns what is novel to an individual, not to society as a whole. As in exceptional or historical creativity, in everyday creativity the novelty arises from the individual concerned, not from outside. Literature reviews of learning and memory, emotion and creativity set the scene and provide the basis for introducing PST. The relation of the individual to the technology, and with the world through the technology, is also considered.

    A model of the design space for PST is proposed and related to a proposed view of the creative process. It is suggested that to stimulate and support the creative process, IT environments should encourage both presence (perceptual or experiential mental activity) and absence (conceptual or reflective mental activity), which are seen as end points of a continuum comprising the Focus dimension. Similarly, the importance of both conscious and unconscious activity (the Sensus dimension) is emphasised, as is the role of emotion in mediating the balance between the two. The Locus dimension refers to the real-virtual distinction. In PST, virtual realisations are used to represent real world things and events and in so doing support the memorisation and reflection that are essential to everyday creativity.

    Four different examples of designing and implementing PST are presented. The first is a media production within a novel environment called the Interactive Tent, and is a demonstration and validation of theoretical ideas behind the PST concept. Three educational PST environments and their formative evaluations are then presented. These are first steps towards designing PST for particular kinds of application, in this case as environments for memorisation. Taken together, these examples lead to design recommendations and suggestions for future work, including the application of PST in education, stress management and for the elderly and disabled.

  • 4.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wearables – The emperor´s new clothes???2000Report (Other (popular science, discussion, etc.))
  • 5.
    Lindh Waterworth, Eva
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Augustsson, Nils-Petter
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Game of memories2004In: Proceedings of WWCS: 7th International Conference on Work with Computing Systems, 2004Conference paper (Refereed)
  • 6.
    MacFarlane, Anne
    et al.
    Graduate Entry Medical School, University of Limerick, Limerick, Ireland.
    Clerkin, Pauline
    Discipline of General Practice, National University of Ireland, Galway, Galway, Ireland.
    Murray, Elizabeth
    e-Health Unit, Department of Primary Care & Population Health, University College London, Upper Floor 3, Royal Free Hospital, Rowland Hill Street, London NW3 2PF, UK.
    Heaney, David J
    Centre for Rural Health, University of Aberdeen, Inverness, UK.
    Wakeling, Mary
    Centre for Rural Health, University of Aberdeen, Inverness, UK.
    Pesola, Ulla-Maija
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva L
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Larsen, Frank
    Norwegian Centre for Integrated Care and Telemedicine, University Hospital of North Norway, Tromsø, Norway.
    Mäkiniemi, Minna
    Oulu University Hospital, Northern Ostrobothnia Hospital District, Oulu, Finland.
    Winblad, Ilkka
    Oulu University, Oulu, Finland.
    The e-health implementation toolkit: qualitative evaluation across four European countries2011In: Implementation Science, ISSN 1748-5908, E-ISSN 1748-5908, Vol. 06, no 122Article in journal (Refereed)
    Abstract [en]

    Background: Implementation researchers have attempted to overcome the research-practice gap in e-health by developing tools that summarize and synthesize research evidence of factors that impede or facilitate implementation of innovation in healthcare settings. The e-Health Implementation Toolkit (e-HIT) is an example of such a tool that was designed within the context of the United Kingdom National Health Service to promote implementation of e-health services. Its utility in international settings is unknown.

    Methods: We conducted a qualitative evaluation of the e-HIT in use across four countries--Finland, Norway, Scotland, and Sweden. Data were generated using a combination of interview approaches (n = 22) to document e-HIT users' experiences of the tool to guide decision making about the selection of e-health pilot services and to monitor their progress over time.

    Results: e-HIT users evaluated the tool positively in terms of its scope to organize and enhance their critical thinking about their implementation work and, importantly, to facilitate discussion between those involved in that work. It was easy to use in either its paper- or web-based format, and its visual elements were positively received. There were some minor criticisms of the e-HIT with some suggestions for content changes and comments about its design as a generic tool (rather than specific to sites and e-health services). However, overall, e-HIT users considered it to be a highly workable tool that they found useful, which they would use again, and which they would recommend to other e-health implementers.

    Conclusion: The use of the e-HIT is feasible and acceptable in a range of international contexts by a range of professionals for a range of different e-health systems.

  • 7.
    Nyberg, Annakarin
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Boken om AGNES: erfarenheter av ett projekt om äldre och IT2013 (ed. 1)Book (Other (popular science, discussion, etc.))
    Abstract [sv]

    Hur kan vi utveckla informationsteknik som passar äldre? Är sådan teknikspeciell, och i så fall hur och varför? Vad innebär det att vara äldre och delta iett sådant forskningsprojekt? Och när projektet är användardrivet och deäldre betraktas som de allra viktigaste deltagarna, vad innebär egentligendet?Det här är några exempel på de frågor som har lyfts i forskningsprojektetAGNES. Boken visar dels på erfarenheter av att skapa och driva ett projektmed syfte att bedriva användardriven teknikutveckling tillsammans medseniorer och representanter från näringsliv, kommun och universitetet. Delsvisar den på de äldres perspektiv på att ha deltagit i utveckling av nyinformationsteknik.

  • 8.
    Pesola, Ulla-Maija
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Evaluating e-health services for transnational implementation: an experience report2009In: ISHIMR The fourteenth International Symposium for Health Information Management Research: Kalmar, Sweden 14-16 October 2009 / [ed] Bath PA, Petersson G, Steinschaden T, 2009, p. 79-86Conference paper (Refereed)
  • 9.
    Pesola, Ulla-Maija
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Evaluating e-health services for transnational implementation within the sparsely populated areas of Northern periphery2009In: Telehealth and Assistive Technology, 2009Conference paper (Refereed)
  • 10.
    Peter, Christian
    et al.
    Graz University ofTechnology, Inffeldgasse 16c, 8010 Graz, Austria.
    Kreiner, Andreas
    Modernfamilies.net GmbH, Linz, Austria.
    Schröter, Martin
    Graz University ofTechnology, Inffeldgasse 16c, 8010 Graz, Austria.
    Kim, Hyosun
    Graz University ofTechnology, Inffeldgasse 16c, 8010 Graz, Austria.
    Beiber, Gerald
    Fraunhofer IGD, Rostock, Germany.
    Öhberg, Fredrik
    Umeå University, Faculty of Medicine, Department of Radiation Sciences, Radiation Physics.
    Hoshi, Kei
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Ballesteros, Soladad
    Facultad de Psicologia, UNED, Madrid, Spain.
    AGNES: connecting people in a multimodal way2013In: Journal on Multimodal User Interfaces, ISSN 1783-7677, E-ISSN 1783-8738, Vol. 7, no 3, p. 229-245Article in journal (Refereed)
    Abstract [en]

    Western societies are confronted with a number of challenges caused by the increasing number of older citizens. One important aspect is the need and wish of older people to live as long as possible in their own home and maintain an independent life. As people grew older, their social networks disperse, with friends and families moving to other parts of town, other cities or even countries. Additionally, people become less mobile with age, leading to less active participation in societal life. Combined, this normal, age-related development leads to increased loneliness and social isolation of older people, with negative effects on mental and physical health of those people. In the AGNES project, a home-based system has been developed that allows connecting elderly with their families, friends and other significant people over the Internet. As most older people have limited experience with computers and often special requirements on technology, one focus of AGNES was to develop with the users novel technological means for interacting with their social network. The resulting system uses ambient displays, tangible interfaces and wearable devices providing ubiquitous options for interaction with the network, and secondary sensors for additionally generating carefully chosen information on the person to be relayed to significant persons. Evaluations show that the chosen modalities for interaction are well adopted by the users. Further it was found that use of the AGNES system had positive effects on the mental state of the users, compared to the control group without the technology.

  • 11. Peter, Christian
    et al.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Voskamp, Jörg
    Sensing Mood to Counteract Dementia2007In: International Workshop on Pervasive Technologies for the support of Alzheimer's Disease and Related Disorders, 2007Conference paper (Refereed)
  • 12. Riva, Giuseppe
    et al.
    Mantovani, Fabiizia
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John A
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Intention, action, self and other: an evolutionary model of presence2015In: Immersed in media: telepresence theory, measurement & technology / [ed] Matthew Lombard, Frank Biocca, Jonathan Freeman, Wijnand IJsselsteijn, Rachel J. Schaevitz, New York: Springer, 2015, p. 73-99Chapter in book (Refereed)
    Abstract [en]

    The term "presence" entered in the wide scientific debate in 1992 when Sheridan and Furness used it in the title of a new journal dedicated to the study of virtual reality systems and teleoperations: Presence, Teleoperators and Virtual Environments. Following this approach, the term "presence" has been used to describe a widely re-ported sensation experienced during the use of virtual reality. The main limitation of this vision is what is not said. What is presence for? Is it a specific cognitive process? To answer to these questions, a second group of researchers considers presence as a broad psychological phenomenon, not necessarily linked to the experience of a medium, whose goal is the control of the individual and social activity. In this chapter we support this second vision, starting from the following broad statements: (a) the psychology of presence is related to human action and its organization in the environment; (b) the psychology of presence is related to the body and to the embodiment process; (c) presence is an evolved process related to the understanding and management of the causal texture of both the physical and social worlds. In the following paragraphs we will justify these claims and underline their relevance for the design and usage of interactive technologies.

  • 13.
    Riva, Giuseppe
    et al.
    Applied Technology for Neuro-Psychology Lab. – ATN-P Lab., Istituto Auxologico Italiano, I-20149, Milan, Italy.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Mantovani, Fabrizia
    From intention to action: the role of presence2011In: New ideas in psychology, ISSN 0732-118X, E-ISSN 1873-3522, Vol. 29, no 1, p. 24-37Article in journal (Refereed)
    Abstract [en]

    Recent research in neuroscience has tried to understand human action from two different but converging perspectives: the cognitive and the volitional. On one side, cognitive studies analyze how action is planned and controlled in response to environmental conditions. On the other side, volitional studies analyze how action is planned and controlled by a subject's needs, motives and goals. In this paper we suggest that the notion of presence may be the missing link between these two approaches, explaining how can we differentiate between perception, action and concepts.

    In particular, a consideration of presence can explain how can we distinguish between a perceived action, a planned or an executed one. We argue that the evolutionary role of presence is the control of agency through the unconscious separation of “internal” and “external” and the enaction/reenaction of intentions.

    The model makes sense in terms of evolutionary psychology and is beginning to be supported by evidence of the neural and other physical correlates of action, imitation and self-monitoring. Another strength of this model is that it provides testable predictions about how to improve the experience of presence in media: maximal presence in a mediated experience arises from an optimal combination of form and content, able to support the intentions of the user.

  • 14.
    Roberts, Anne
    et al.
    Centre for Rural Health, University of Aberdeen.
    Reponen, Jarmo
    Finn telemedicum and Raahe Hospital, University of Oulu.
    Pesola, Ulla-Maija
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Larsen, Frank
    Norwegian Centre for Integrated Care and Telemedicine, University Hospital of Norht Norway.
    Mäkiniemi, Minna
    Northern Ostrobothnia Hospital District, Oulu University.
    Heaney, David James
    Centre for Rural Health, University of Aberdeen, Inverness.
    Wakeling, Mary
    Centre for Rural Health , University of Aberdeen, Inverness.
    McFarlane, Anne
    Department of General Practice, National University of Ireland.
    Winblad, Ilkka
    Finn Telemedicum and Raahe Hospital, University of Oulu.
    Christensen, Bente
    Norwegian Center for Integrated Care and Telemedicine, University hospital of North Norway.
    Transnational comparison: A retrospective study on e-health in sparsely populated areas of the Northern periphery2010In: Telemedicine journal and e-health, ISSN 1530-5627, E-ISSN 1556-3669, Vol. 16, no 10, p. 1053-1059Article in journal (Refereed)
    Abstract [en]

    Healthcare delivery in the northern periphery of Europe is challenged by dispersed populations, geographical complexities (including mountainous terrain and inhabited islands), ageing populations, and rising patient expectations. It is challenged further by variations in transport networks and information communication technology infrastructure. This article provides an overview of e-health development across the northern periphery areas of four northern European countries (Finland, Sweden, Norway, and Scotland) by summarizing the outcomes of a mixed methods e-health mapping exercise and subsequently identifying service needs and gaps. A total of 148 applications, with a range of applied e-health solutions, were identified and the findings have promoted the sharing and transfer of e-health innovation across the four countries. The supporting telecommunications infrastructure and development of innovative telemedicine appear slower in sparsely populated areas of Scotland in comparison to its northern peripheral counterparts. All four countries have, however, demonstrated a clear commitment to the development of e-health within their remote and rural regions.

  • 15.
    Sandlund, Marlene
    et al.
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    Dock, Katarina
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation.
    Häger, Charlotte K
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Motion interactive video games in home training for children with cerebral palsy: parents' perceptions2012In: Disability and Rehabilitation, ISSN 0963-8288, E-ISSN 1464-5165, Vol. 34, no 11, p. 925-933Article in journal (Refereed)
    Abstract [en]

    Purpose: To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy.

    Method: Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their child. A qualitative content analysis approach was applied.

    Results: The parents' perception of the training was very positive. They expressed the view that motion interactive video games may promote positive experiences of physical training in rehabilitation, where the social aspects of gaming were especially valued. Further, the parents experienced less need to take on coaching while gaming stimulated independent training. However, there was a desire for more controlled and individualized games to better challenge the specific rehabilitative need of each child.

    Conclusions: Low-cost motion interactive games may provide increased motivation and social interaction to home training and promote independent training with reduced coaching efforts for the parents. In future designs of interactive games for rehabilitation purposes, it is important to preserve the motivational and social features of games while optimizing the individualized physical exercise.

  • 16.
    Sandlund, Marlene
    et al.
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    Hoshi, Kei
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Häger-Ross, Charlotte
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    A conceptual framework for design of interactive computer play in rehabilitation of children with sensorimotor disorders2009In: Physical Therapy Reviews, ISSN 1083-3196, E-ISSN 1743-288X, Vol. 14, no 5, p. 348-354Article in journal (Refereed)
  • 17.
    Sandlund, Marlene
    et al.
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    McDonough, Suzanne
    Häger-Ross, Charlotte
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    Interactive games in motor rehabilitation for children with sensor motor disorders2007In: 2007 virtual rehabilitation, New York: IEEE conference proceedings, 2007, p. 78-78Conference paper (Refereed)
    Abstract [en]

    Interactive computer environments may be a good way to make motor practice more fun and motivating for children with sensorimotor disorders. However, appropriate computer environments that could be used for this purpose need to be systematically tested in rehabilitation settings in order to evaluate their impact on motor aspects as well as on motivation and activity levels. This abstract describes pilot data from an ongoing intervention study involving children diagnosed with cerebral palsy. The interactive environment used is the Sony's EyeToy system for PlayStation2. The intervention is evaluated through interviews as well as with activity monitoring and motor assessments, including 3D motion analysis. Here we will report pilot data based on the interviews.

  • 18.
    Sandlund, Marlene
    et al.
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Häger-Ross, Charlotte
    Umeå University, Faculty of Medicine, Department of Community Medicine and Rehabilitation, Physiotherapy.
    Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy2011In: Developmental Neurorehabilitation, ISSN 1751-8423, E-ISSN 1751-8431, Vol. 14, no 1, p. 15-21Article in journal (Refereed)
    Abstract [en]

    Objective: To explore the feasibility of using low-cost motion interactive games as a home-based intervention for children with cerebral palsy (CP).

    Methods: Fourteen children with CP, 6–16 years old, practiced with the EyeToy for PlayStation2® in their homes during 4 weeks. Outcome measures were physical activity monitors, Movement Assessment Battery for Children-2 (mABC-2), Bruininks-Oseretsky Test of Motor Proficiency (sub-test 5 : 6), 1 Minute Walk Test and gaming diaries.

    Results: Motivation for practice and compliance of training were high. The children's physical activity increased during the intervention and activity monitors were feasible to use, although data loss may be a concern. According to mABC-2 the children's motor performance improved, but there were both floor and ceiling effects. The two additional motor tests showed only non-significant progress.

    Conclusion: It is highly feasible to use motion interactive games in home rehabilitation for children with CP. Specific motor effects need to be further explored.

  • 19. Villani, D
    et al.
    Riva, F
    Waterworth, Eva Lindh
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Freeman, J
    Riva, G
    Virtual Reality to Reduce Anxiety in Healthy Populations: The Relaxation Island2005In: CyberTherapy 2005, 2005Conference paper (Refereed)
  • 20.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Kan tekniken bidra till det goda äldrelivet?2014Conference paper (Other (popular science, discussion, etc.))
  • 21.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Varför du som senior har nytta av den digitala tekniken?2014Conference paper (Other (popular science, discussion, etc.))
  • 22.
    Waterworth, Eva Lindh
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Designing EmoHCI: Emotions and presence in HCI2005In: BCS HCI2005: The Bigger Picture, 2005Conference paper (Refereed)
    Abstract [en]

    Today emotions are more accepted as an important ingredient of human life. Several studies show that emotions play a vital role in almost everything we do, for example in cognitive functions, such as rational decision making and learning, as well as in perception.

  • 23.
    Waterworth, Eva Lindh
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Designing IT for Older People2006In: eChallenges, 2006Conference paper (Refereed)
  • 24.
    Waterworth, Eva Lindh
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    ELITE design: IT for the elderly2005In: BCS HCI2005: The Bigger Picture, 2005Conference paper (Refereed)
  • 25.
    Waterworth, Eva Lindh
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The ELITE approach to designing IT for the elderly2006In: Gerontechnology, ISSN 1569-1101, Vol. 5, no 2, p. 99-105Article in journal (Refereed)
    Abstract [en]

    We introduce the MAMA (Mobile Augmented Memory Aid) project, during which we gradually evolved a design approach that we call ELITE. MAMA was focused on older people with some kind of memory and associated communication problems, living in residential homes. The overall goal of the project was to examine how information and communication technology can best be used to support and improve memory and communication capacity in senior users, and in the process provide an aid to sensory and social stimulation. We briefly describe the hardware and software prototypes that have resulted so far, during which process the ELITE approach was evolved. We then present the ELITE design principles developed during the project, as a general approach to designing technology for older users. Note that in this paper, the term ELITE refers only to these design principles and should not be confused with any other organisation or company with a similar name.

  • 26.
    Waterworth, Eva Lindh
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The Presence of Emotion: Designing the Feeling of Being There in Interactive Media Experiences2006In: Design and Emotion, 2006Conference paper (Refereed)
    Abstract [en]

    We discuss key psychological factors relevant to the design of interactive experiences with intended specific emotional impacts: the sense of presence, reality judgement, and awareness of the need for embodied responses. The extent to which a participant experiences a sense of presence (the feeling of being there) within an external environment is particularly important, but is complicated by the fact that mediated experiences are influenced by many other factors, including mental media schemata, which vary across cultures, across historical timescales, and within and between individuals. We expand on these factors in relation to three example interactive environments, each designed to invoke specific emotional responses and types of experience.

  • 27.
    Waterworth, Eva Lindh
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John A.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Designing IT for Older People2006In: Exploiting the Knowledge Economy: Issues, Applications and Case Studies, PTS 1 AND 2, IOS Press, 2006, p. 1523-1530Chapter in book (Other academic)
    Abstract [en]

    Older people are largely excluded from the use of new information and communication technology (IT), a fact which contributes to the tendency for them to become socially isolated and under-stimulated TO understand any group of users, the design team needs to get to know them. Spending time with older people, especially observing and participating in their normal social activities, provides many clues on which to base design decisions. Older people with memory problems often cannot learn new skills, or at least cannot retain them. However, longstanding knowledge remains. For this reason, a design based around an interaction metaphor from earlier technology can prove effective. We briefly introduce the MAMA (Mobile Augmented Memory Aid) project, and describe the hardware and software prototypes that have resulted so tar. We go on to present Five design principles developed during the project, as a general approach to designing technology for older users. We indicate future work and how our approach can be applied more generally in the area of eInclusion.

  • 28.
    Waterworth, Eva Lindh
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Markus, Häggqvist
    Jalkanen, Kalle
    Olsson, Sandra
    Wimelius, Henrik
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Yttergren, Björn
    Mood Devices: Interactive media and mental health2004In: E-Society 2004 : proceedings of the IADIS International Conference, Ávila, Spain, July 16-19, 2004, IADIS Press, 2004Conference paper (Refereed)
    Abstract [en]

    We introduce Mood Devices, interactive digital media and environments designed to alter the inter-actor’s psychological state. In particular, we describe three very different virtual reality (VR) environments: Relaxation Island, the Exploratorium, and the Achievement Room, developed with our partners as part of the EMMA (Engaging Media for Mental Health) project. Relaxation Island is designed to support established relaxation techniques, as part of interventions to assist individuals cope with specific anxieties such as examination stress. The Achievement Room gives users with chronic restricted mobility the opportunity to sing and play in a virtual concert, in front of an audience of avatars programmed to respond to their performance. The aim is to provide a sense of achievement and encourage a more positive attitude. The Exploratorium, as the name suggests, takes a more user-directed approach: It provides an environment that can be explored in an embodied way, with three specific zones designed to elicited widely different moods. All three environments can be run on a range of platforms, from high-end immersive VR, to pocket-sized PDAs and web-based applications. We see such interactive media as providing an important contribution to the future of ehealth programmes.

  • 29.
    Waterworth, Eva
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Designing ICT for the over 80s2010In: Dementia, design and technology: Time to get involved, Amsterdam: IOS Press, 2010, 2, p. 125-137Chapter in book (Refereed)
    Abstract [en]

    Many older people (over 80 years) are excluded from the use of new information and communication technology (ICT) because of the prevalence of mild to moderate memory problems in this group. This is a factor which contributes to the tendency for them to become socially isolated and mentally under-stimulated and inactive, a situation which may exacerbate dementia and associated cognitive impairment. To understand any group of users, the design team needs to get to know them. Spending time with members of this particular group, and especially observing and participating in their normal social activities, provides many unexpected insights on which to base design decisions. Older people with mild to moderate cognitive impairment often cannot learn new skills, or at least cannot retain them. However, longstanding knowledge generally remains. For this reason, a design based around an interaction metaphor from earlier technology can prove effective. We introduce the MAMA (Mobile Augmented Memory Aid) project, aimed at older users with mild to moderate cognitive impairment. We describe the hardware and software prototypes that have resulted so far. We go on to present five design principles developed during the project, and suggest that these may serve as a general approach to designing technology for older people. We indicate future work and how our approach can be applied more generally.

  • 30.
    Waterworth, Eva
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Mediated presence in the future2010In: Immersed in Media: Telepresence in Everyday Life / [ed] Cheryl Campanella Bracken, Paul Skalski, London: Routledge , 2010, 1Chapter in book (Other (popular science, discussion, etc.))
  • 31.
    Waterworth, Eva
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, John
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Peter, Christian
    Ballesteros, Soledad
    Seniors in charge of ICT innovation2012In: Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, ACM Digital Library, 2012Conference paper (Refereed)
    Abstract [en]

    We present the user-driven AGNES project (aal-2008-1-014). The project has three user groups, one in each of Sweden, Spain andGreece, who have participated as full members of the project team. The method used for developing this novel ICT was an extension of the ELITE design approach for user driven innovation. The results presented in the paper are on how theusers’ attitudes changed during the project due to their having theexpert role in the development process and how they accepted andacted in that role. To start with, the elderly users were very polite, often negative about and frightened of technology. Some did not have a computer of their own and did not have any or much experiences of new communication technologies. During theproject the users were introduced to an interactive social network, generated design ideas for new ICT and also tested ICT solutions related to using the social network and connected devices. Thepaper gives examples of how the user attitudes towards technology changes during the project and discusses how theybecame true experts able to express their knowledge and in thatway exert control over the technical design in the project. The result is that the users have become bold, good at expressing theirknowledge, and good at marketing the project and the use oftechnology to other people, and in the process increasing theirsocial life both on the net and in the physical world.

  • 32.
    Waterworth, John A.
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva L.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Presence in the Future2008In: Presence 2008: Proceedings of the 11th International Workshopon Presence / [ed] Anna Spagnolli and Luciano Gamberini, Padova: HT Lab, University of Padova , 2008, 1, p. 61-65Conference paper (Other academic)
    Abstract [en]

    We view the sense of presence as being the result of an evolved neuropsychological process, created through the evolution of the central nervous system, and which solves a key problem for an organism’s survival: how to differentiate between the internal (the self) and the external (the other). When we experience strong mediated presence, our experience is that the technology has become part of the self, and the mediated reality part of the other. There is no attentional effort of access to information. We can perceive and often act directly, as if unmediated. The rapidly developing phenomena of mediated presence point beyond the replacement of the world with virtual other worlds, and towards dynamically changing relationships between self (and selves) and others. We discuss the implications these developments for the future of the sense of presence and of presence research.

  • 33.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lindh Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Riva, Giuseppe
    Mantovani, Fabiizia
    Presence: form, content and consciousness2015In: Immersed in media: telepresence theory, measurement & technology / [ed] Matthew Lombard, Frank Biocca, Jonathan Freeman, Wijnand IJsselsteijn, Rachel J. Schaevitz, Springer-Verlag New York, 2015, p. 35-58Chapter in book (Refereed)
  • 34.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Lundström, Ronnie
    Umeå University, Faculty of Medicine, Department of Public Health and Clinical Medicine, Occupational and Environmental Medicine.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    AGNES: user-sensitive home‐based systems for successful ageing in a networked society2010In: MTD 2010: Medicinteknikdagarna 2010, 2010Conference paper (Other academic)
  • 35.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Altered, expanded and distributed embodiment: the three stages of interactive presence2014In: Interacting with Presence: HCI and the Sense of Presence in Computer Mediated Environments / [ed] Riva, G, Waterworth, J. A. & Murray, D., Walter de Gruyter, 2014, 1, p. 32-45Chapter in book (Refereed)
    Abstract [en]

    This conceptual chapter outlines three stages in the development of interactive presence, and outlines some possibilities and challenges raised by each, and by their combination. The first stage, presence via altered embodiment, refers to the way technology allows us to experience the world with modified or enhanced senses. The second stage, via expanded embodiment, refers to technology pushing the envelope of the mental body in which one feels present, out beyond the physical body. Finally, distributed embodiment refers to how the sense of being present in the world can be separated from that of ownership of a particular body, through the development of new approaches to deploying the technologies of virtual realization. We suggest that presence is the yardstick of embodiment from an experiential perspective. If you cannot feel presence, you are not embodied in the world.

  • 36.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Distributed embodiment: real presence in virtual bodies2014In: The Oxford handbook of virtuality / [ed] Mark Grimshaw, Oxford: Oxford University Press, 2014, p. 589-601Chapter in book (Refereed)
    Abstract [en]

    This chapter discusses the notion of mediated presence, the feeling of being experientially present in a virtual or mixed reality, and describes how this form of virtuality is developing into "distributed embodiment". When we experience strong mediated presence, our experience is that the technology has become part of the self. Distributed embodiment describes how our sense of being present in the world is becoming separated from our sense of ownership of a particular body, through the development of new approaches to deploying the technologies of virtualization that give rise to what is known as "mediated presence", or "telepresence". The possibility for distributed embodiment comes from the physical-virtual nature of familiar, first-person embodiment. We move from a sense of presence in the physical world, though a mediated sense of presence in virtuality, to the mediated sense of being in the physical-virtual world in another body than our own.

  • 37.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva L.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Presence as a Dimension of Communication: Context of Use and the Person2006In: From Communication to Presence: Cognition, Emotions and Culture towards the Ultimate Communicative Experience: Festschrift in honor of Luigi Anolli / [ed] Giuseppe Riva, M. Teresa Anguera, Brenda K. Wiederhold, Fabrizia Mantovani, Amsterdam: IOS Press, 2006, p. 80-95Chapter in book (Refereed)
    Abstract [en]

    We claim that presence is elicited most strongly when information is presented as an inhabitable, external world. Technical developments that permit this, such as the creation of interactive, immersive virtual environments herald a profound change in how people relate to sources of information, and how they communicate. This change has psychological, social and cultural effects. It has been claimed that in many ways, our relationship to information becomes that of our ancestral, pre-literate relationship to the physical world. By this view, we are heading for a post-literate future of body-based communication. But this view is too simple, since information must serve a variety of purposes, and how much presence is desirable in a communicative situation depends on many factors, including the communication devices available, the intended use and the context of use. In addition, differences between individuals, such as personality, as well as physical and psychological state, will affect how readily presence is invoked and also its impact on the individual concerned. In this chapter, we expand on the general notion of presence as a dimension of communication, and how this perspective can inform an understanding of designed variations in presence as a function of use, context, and individual psychological factors.

  • 38.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva Lindh
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Relaxation Island: A Virtual Tropical Paradise. Interactive Experience2004In: Proceedings of BCS HCI2004: Designing for Life, Leeds, UK, September 2004., 2004Conference paper (Refereed)
    Abstract [en]

    We present Relaxation Island, one of several Mood Devices we have developed with our partners as part of the EMMA (Engaging Media for Mental Health Applications) project. Mood Devices are interactive digital media and environments designed to alter the inter-actor’s psychological state. Relaxation Island was designed to support established relaxation techniques, as part of interventions to assist individuals cope with specific anxieties such as examination stress, and also simply as a virtual place where anyone can go to relax. Attendees of this interactive experience will have the opportunity to relax on the island, navigating around the virtual space using a novel wireless “seashell” device

  • 39.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva Lindh
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    The Presence of Happiness2009In: Presence for Everyone: a short guide to presence research / [ed] David Benyon, Michael Smyth and Ingi Helgason, Edinburgh: Centre for Interaction Design, Edinburgh Napier University , 2009, 1, p. 25-29Chapter in book (Refereed)
  • 40.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva Lindh
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Manovani, Fabrizia
    Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy; Department of Epistemology and Hermeneutics of Education, University of Milan-Bicocca, Milan, Italy.
    Riva, Giuseppe
    Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy; Communication & Ergonomics of NEwTechnologies Lab, Università Cattolica del Sacro Cuore, Milan, Italy.
    On feeling (the) present: an evolutionary account of the sense of presence in physical and electronically-mediated environments2010In: Journal of consciousness studies, ISSN 1355-8250, E-ISSN 2051-2201, Vol. 17, no 1-2, p. 167-188Article in journal (Refereed)
  • 41.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva Lindh
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Mantovani, Fabrizia
    CESCOM, University of Milan-Bicocca, Milan, Italy.
    Riva, Giuseppe
    ICE-NET Lab., Università Cattolica del Sacro Cuore, Milan, Italy.
    Special issue: Presence and interaction2012In: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 24, no 4, p. 190-192Article in journal (Refereed)
  • 42.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, EvaUmeå University, Faculty of Social Sciences, Department of Informatics.Mantovani, FabriziaRiva, Giuseppe
    Special Issue on Presence and Interaction2012Collection (editor) (Refereed)
  • 43.
    Waterworth, John
    et al.
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Álvarez, Paula
    Gutiérrez, José
    Carús, Juan Luis
    Garcia, Sonia
    What do elderly users want and need from fitness technologies?: Findings from the ELF@Home project2016In: Integrating technology in positive psychology practice / [ed] Daniela Villani, Pietro Cipresso, Andrea Gaggioli, Giuseppe Riva, Hershey, USA: IGI Global, 2016, p. 104-126Chapter in book (Refereed)
    Abstract [en]

    It is well known that physical exercise has a significant beneficial effect on mental and physical health, and elderly fitness programs are a good and widely accepted approach to prevent frailty. In this chapter, we examine what elderly people actually want and need when it comes to technologies designed to support and encourage their physical fitness. We present the ELF@Home project as a case study, and report design insights and other results from user involvement in the project. User involvement is a key component of the approach and uses methods such as interviews, focus group meetings, early component and prototype tests with users, as well as inputs from medical experts. ELF@Home is a clear example of a "Positive Technology’" approach exemplifying the scientific and applied use of technology for improving the quality of personal experience through its structuring (by using a goal, rules, and a feedback system) and personal augmentation (to achieve multimodal and mixed experiences). The project proposes the adoption of new technology in everyday life from the perspective of positive psychology, approaching this aim by designing devices and systems that are actually usable and desirable in supporting extended healthy living for this target population.

  • 44. Winge, Monica
    et al.
    Johansson, Lars -Åke
    Nyström, Monica
    Umeå University, Faculty of Medicine, Department of Public Health and Clinical Medicine, Epidemiology and Global Health.
    Waterworth, Eva Lindh
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wangler, Benkt
    Collaboration in health and social care at home: needs and requirements2012Conference paper (Other academic)
  • 45. Winge, Monica
    et al.
    Johansson, Lars-Åke
    Lindh-Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Nyström, Monica
    Karolinska Institutet, Department of Learning, Informatics, Management and Ethics.
    Wangler, Benkt
    A New Care Concept: Making Collaborative Home Care Work2007In: Proceedings from the 6th International Conference on Perspectives in Business Informatics Research / [ed] Jyrki Nummenmaa & Eva Söderström, Tampere: Department of Computer Science, University of Tampere , 2007, p. 158-169Conference paper (Refereed)
  • 46. Winge, Monica
    et al.
    Johansson, Lars-Åke
    Nyström, Monica
    Lindh-Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wangler, Benkt
    Need for a new care model: getting to grips with collaborative home care2010In: Studies in Health Technology and Informatics, ISSN 0926-9630, E-ISSN 1879-8365, Vol. 160, no Pt 1, p. 8-12Article in journal (Refereed)
    Abstract [en]

    In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership, and how this fact places new and severe demands on health care and home service staff to communicate and collaborate. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level and how this aspect needs to be considered during procurement of home care services. Most importantly, by reasoning around a set of problematic areas, we derive a set of related problems and suggest solutions for dealing with them. The solutions are a mix of organizational/administrative measures and IT support for communication and coordination.

  • 47. Winge, Monica
    et al.
    Johansson, Lars-Åke
    Nyström, Monica
    Lind-Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Wangler, Bengt
    The need for a new care model: Getting to grips with collaborative home care2010In: MedInfo2010: Proceedings of the 13th World Congress on Medical and Health Informatics / [ed] C. Safran et al, IOS Press, 2010Conference paper (Refereed)
    Abstract [en]

    In this paper we discuss the fact that more and more patients are treated in their homes by a set of organizations, sometimes with different ownership, and how this fact places new and severe demands on health care and home service staff to communicate and collaborate. We point to the need for managers in different organizations to agree on ways of communicating and collaborating on the operational level and how this aspect needs to be considered during procurement of home care services. Most importantly, by reasoning around a set of problematic areas, we derive a set of related problems and suggest solutions for dealing with them. The solutions are a mix of organizational/administrative measures and IT support for communication and coordination.

  • 48. Winge, Monica
    et al.
    Wangler, Benkt
    Johansson, Lars-Åke
    Nyström, Monica
    Lindh-Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Co-Care: Collaborative health and social care2008In: Proceedings of the 13th International Symposium for Health Information Management Research, Massey University , 2008, p. 113-124Conference paper (Refereed)
  • 49.
    Winge, Monica
    et al.
    Department of Computer and Systems Sciences, Stockholm University, Stockholm, Sweden.
    Waterworth, Eva
    Umeå University, Faculty of Social Sciences, Department of Informatics.
    Scenario for a patient at home in health and social care2014In: Journal of Healthcare Leadership, ISSN 1179-3201, E-ISSN 1179-3201, no 6, p. 51-66Article in journal (Refereed)
    Abstract [en]

    This paper describes and discusses the situation for a typical patient with multiple illnesses and how his case would benefit from improved coordination, communication, and collaboration among all involved care providers. The paper is built around a patient case presented in a current scenario. The authors identified that for a single patient with several problems and diagnoses and the involvement of several care actors, the common issues concern lack of collaboration, lack of coordination, and awareness of what others have done to assess, plan, perform, and evaluate care. This presumably leads to a lack of care quality and a lack of effective use of care resources. The scenario and the findings are based on a patient-oriented perspective, on an analysis expressed in focus groups, and on interviews with key actors in health and social care. The paper also discusses the fact that an increasing number of patients are treated in their homes by a variety of organizations, and how this fact raises new and more intense demands on the various stakeholders forming the care staff to collaborate and coordinate care. We point to the need for managers in and between organizations to agree on the ways of collaborating at the operational level. Most importantly, by taking a basic set of issues as the starting point for reasoning, we derived a set of related problems and suggest solutions to deal with these. The literature currently lacks scenario descriptions that put the patient's situation into focus with respect to collaboration between health and social care. Finally, the paper presents a future case for collaboration including support by new e-services.

1 - 49 of 49
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