The document discusses digital inclusion for older people in the UK. It provides 8 key points about older people who are existing and potential users of digital services: 1) They span all ages and income levels, 2) Some use devices but no online services, 3) Some show no interest, 4) They use or could use Age UK services, 5) Some are housebound, 6) Some feel isolated in rural/urban areas, 7) Some live in community housing, 8) Some have disabilities like dementia.
Slides from a presentation at the Riding the Wave Conference in Gimli, MB; 13 May 2011.
A update of an earlier presentation explorating the intersection of visual design, presentation design and instructional design.
Chariots of Death (or Herod the Great, Herod the Dead)
By Kathy Applebee
First Julius Caesar is murdered and now Herod the Great. Right after the 4th and controversial chariot race. Who killed him?
Mystery party games are an engaging alternative to studying life in the Roman Empire and make wonderful drama activities. Add spice to Bible classes or youth group activities while immersing everyone in Roman customs of the first century. Acting experience and knowledge of police procedures are not necessary for a party no one will forget. Each guests serves as both a suspect and investigator.
Kit includes character dossiers for 6-13 players (and as many extras as you wish), a host pack with complete instructions, menu suggestions, and the clues needed to solve the murder.
Utah Music Educators Association clinic presented by Jon Gudmundson of Utah State University. The topic concerns getting your big band saxophone section to sound bigger and better.
I. Introduction
II. Causes of the current financial crisis
III. A timeline of the most important events
IV. Fannie and Freddie
V. The current financial crisis’ nature
VI. The great depression & lessons from the past
VII. The Impact on Emerging Countries.
VIII. How to solve this problem
IX. Executive Summary
X. Sources
I made this paper for my English course. It\'s a nice paper if you\'re interested in the crisis. You don\'t need to be an economist to understand what I\'m writing about, it\'s written in clear,understandable English!
This version still contains some errors...(it\'s not the final version)
The Social Capital Effects: Resources, Tie Strength, & Digital Divides Wenhong Chen
More than 20 percent of Americans still have no access to the Internet. How to get them connected is critical to narrowing the digital divides. Drawing on a two-wave national panel dataset, this paper examines the implications of social capital for Internet access and use. Results demonstrate social capital facilitates Internet access and use. In particularly, resource-rich bonding social capital helps overcome the digital divides both in access, general use, and online communication. Before the Internet can revitalize social capital, there must be the right social capital in place to close the digital divides. Highlighting the effect of social connectivity on digital connectivity, the findings have important implications for policymakers and practitioners.
Slides from a presentation at the Riding the Wave Conference in Gimli, MB; 13 May 2011.
A update of an earlier presentation explorating the intersection of visual design, presentation design and instructional design.
Chariots of Death (or Herod the Great, Herod the Dead)
By Kathy Applebee
First Julius Caesar is murdered and now Herod the Great. Right after the 4th and controversial chariot race. Who killed him?
Mystery party games are an engaging alternative to studying life in the Roman Empire and make wonderful drama activities. Add spice to Bible classes or youth group activities while immersing everyone in Roman customs of the first century. Acting experience and knowledge of police procedures are not necessary for a party no one will forget. Each guests serves as both a suspect and investigator.
Kit includes character dossiers for 6-13 players (and as many extras as you wish), a host pack with complete instructions, menu suggestions, and the clues needed to solve the murder.
Utah Music Educators Association clinic presented by Jon Gudmundson of Utah State University. The topic concerns getting your big band saxophone section to sound bigger and better.
I. Introduction
II. Causes of the current financial crisis
III. A timeline of the most important events
IV. Fannie and Freddie
V. The current financial crisis’ nature
VI. The great depression & lessons from the past
VII. The Impact on Emerging Countries.
VIII. How to solve this problem
IX. Executive Summary
X. Sources
I made this paper for my English course. It\'s a nice paper if you\'re interested in the crisis. You don\'t need to be an economist to understand what I\'m writing about, it\'s written in clear,understandable English!
This version still contains some errors...(it\'s not the final version)
The Social Capital Effects: Resources, Tie Strength, & Digital Divides Wenhong Chen
More than 20 percent of Americans still have no access to the Internet. How to get them connected is critical to narrowing the digital divides. Drawing on a two-wave national panel dataset, this paper examines the implications of social capital for Internet access and use. Results demonstrate social capital facilitates Internet access and use. In particularly, resource-rich bonding social capital helps overcome the digital divides both in access, general use, and online communication. Before the Internet can revitalize social capital, there must be the right social capital in place to close the digital divides. Highlighting the effect of social connectivity on digital connectivity, the findings have important implications for policymakers and practitioners.
Older Adults: Are We Really Designing for Our Future Selves? (BAD Conf. 2022)Nexer Digital
Advice on designing for older people often urges us to consider this audience as our future selves. In one sense, this is helpful, as it fosters empathy with older users. But in another sense, it's misleading — it hints that all of the challenges we face in designing for more senior people now are ones we will face in 20, 30, or even 40 years.
Some design considerations are persistent because they relate to limitations that tend to come upon us as our bodies age. Eyesight dims, colour vision changes, hearing declines, joints lose flexibility, and memory isn't what it used to be. We will all experience some of these changes as we grow older, although at our own pace and in unique ways. And for the foreseeable future, bodies will continue to develop age-related limitations. Older people will always face these challenges simply because they are older, and our designs will always need to accommodate them.
Unfortunately, much of what we read and hear about designing for older adults mixes ageing-body limitations with issues such as comfort with technology, willingness to scroll, or typical online activities. Perhaps people will always become more hesitant to learn new technologies as they grow older and more frustrated when technology doesn't work as they expect. But the specific design considerations will change as technology evolves.
As designers, we need to understand which challenges we will always need to accommodate and which ones will evolve. It all boils down to the difference between challenges people have because they are older — and ones they have because they are older NOW.
This talk will help you understand what advice you can rely on for the long term and what issues you should keep testing for. It will illustrate with examples, including some from my own experience of being an older person who sees some age-related physical changes and is also very comfortable with technology.
This slide deck brings up to date the presentation of the same name that I gave at UX Cambridge in 2016 (and which can be found elsewhere among Nexer's uploads).
McCrindle Research exists to conduct world class research and communicate the insights in innovative ways.
The McCrindle Baynes Villages Census Report 2011 is Australia's benchmark industry report for the retirement villages sector.
The population of the developed world is aging. Most websites, apps, and digital devices are used by adults aged 50+ as well as by younger adults, so they should be designed accordingly. This talk, based on the presenter’s recent book, presents age-related factors that affect older adults’ ability to use digital technology, as well as design guidelines that reflect older adults’ highly varied capabilities, usage patterns, and preferences. Features:
• demographics of users of digital technology, by age,
• age-related factors affecting ability to use computers and online services,
• common design problems that decrease usability for older adults,
• design guidelines that can help designers avoid these common pitfalls.
The post-90s generation is becoming a primary consumer force in cultural products. In 2010, Horizon Research Consultancy Group conducted a survey of the values and consumer behavior of the post-90s generation. Detailed investigations have been made on their self-understanding, lifestyle, values, ideas about idols and authority, Internet usage, and consumption behavior, exploring the significance of these features in culture and commerce.
On Monday 16 November 2015, Tinder Foundation's CEO Helen Milner OBE visited a Parliament Week event in York to deliver a public lecture entitled 'Does Parliament Dream of Electric Sheep?' These are the slides from her speech.
Older Adults: Are We Really Designing for Our Future Selves? (BAD Conf. 2022)Nexer Digital
Advice on designing for older people often urges us to consider this audience as our future selves. In one sense, this is helpful, as it fosters empathy with older users. But in another sense, it's misleading — it hints that all of the challenges we face in designing for more senior people now are ones we will face in 20, 30, or even 40 years.
Some design considerations are persistent because they relate to limitations that tend to come upon us as our bodies age. Eyesight dims, colour vision changes, hearing declines, joints lose flexibility, and memory isn't what it used to be. We will all experience some of these changes as we grow older, although at our own pace and in unique ways. And for the foreseeable future, bodies will continue to develop age-related limitations. Older people will always face these challenges simply because they are older, and our designs will always need to accommodate them.
Unfortunately, much of what we read and hear about designing for older adults mixes ageing-body limitations with issues such as comfort with technology, willingness to scroll, or typical online activities. Perhaps people will always become more hesitant to learn new technologies as they grow older and more frustrated when technology doesn't work as they expect. But the specific design considerations will change as technology evolves.
As designers, we need to understand which challenges we will always need to accommodate and which ones will evolve. It all boils down to the difference between challenges people have because they are older — and ones they have because they are older NOW.
This talk will help you understand what advice you can rely on for the long term and what issues you should keep testing for. It will illustrate with examples, including some from my own experience of being an older person who sees some age-related physical changes and is also very comfortable with technology.
This slide deck brings up to date the presentation of the same name that I gave at UX Cambridge in 2016 (and which can be found elsewhere among Nexer's uploads).
McCrindle Research exists to conduct world class research and communicate the insights in innovative ways.
The McCrindle Baynes Villages Census Report 2011 is Australia's benchmark industry report for the retirement villages sector.
The population of the developed world is aging. Most websites, apps, and digital devices are used by adults aged 50+ as well as by younger adults, so they should be designed accordingly. This talk, based on the presenter’s recent book, presents age-related factors that affect older adults’ ability to use digital technology, as well as design guidelines that reflect older adults’ highly varied capabilities, usage patterns, and preferences. Features:
• demographics of users of digital technology, by age,
• age-related factors affecting ability to use computers and online services,
• common design problems that decrease usability for older adults,
• design guidelines that can help designers avoid these common pitfalls.
The post-90s generation is becoming a primary consumer force in cultural products. In 2010, Horizon Research Consultancy Group conducted a survey of the values and consumer behavior of the post-90s generation. Detailed investigations have been made on their self-understanding, lifestyle, values, ideas about idols and authority, Internet usage, and consumption behavior, exploring the significance of these features in culture and commerce.
On Monday 16 November 2015, Tinder Foundation's CEO Helen Milner OBE visited a Parliament Week event in York to deliver a public lecture entitled 'Does Parliament Dream of Electric Sheep?' These are the slides from her speech.
1. Digital Inclusion Framework Research
Prepared by Prescient, September 2012
Older people:
1. On high, medium and low incomes, across the age spectrum
2. Using kindles and DTV, but not able to use any online services
3. Who display no interest in digital and online technology
4. Existing and potential users of Age UK services
5. Housebound
6. Isolated in rural and urban communities
7. In community housing environments
8. With disabilities, including dementia
1
2. Our Typologies of Learners
e.g. Freda. “I want to be able to shop at M&S even though
Self my husband is housebound”
Motivated:
62% have self Can see the benefits… just need the tools and the confidence
motivated More likely to be: male, under 80 years old, ABC1, no
tendencies grandchildren
Coerced by others: e.g. Betty. “My children have set me up with a computer and
51% show co-erced Skype”; Brian “I’m a member of a local opera group. Now
by society they send all their information out by email”
tendencies
Willing to try and see the benefits…also need both tools and
confidence, and reassurance that they are not sacrificing
something (life) by turning to a screen
More likely to be: 55-69, ABC1, have children
Enforced e.g. John. “Everywhere you look it‟s „www.this or
by society: www.that‟”
44% show Need more persuading about the benefits…and a route in that
enforced by society feels as though this is on their terms
tendencies
More likely to be: over 80 years old, C2DE, be single/
separated / widowed or divorced, lack confidence with
2 computers, income less than £8k pa
3. Overview of Qualitative Groups and Depths
Flagship area Non flagship area
Groups South Coventry Cheltenham Stockport Hertfordshire Chichester
Tyneside
26/6 3/7 2/7 19/6 26/6 28/6
Self motivated Self motivated Coerced into Self motivated Self motivated Coerced into
to learn about to learn about learning to learn about to learn about learning
computers computers ABC1 computers computers ABC1
ABC1 C2DE 70-80 C2DE ABC1 55-69
55-69 70-80 55-69 70-80
Coerced into Feel enforced Feel enforced Feel enforced Coerced into Feel enforced
learning into learning into learning into learning learning into learning
C2DE ABC1 C2DE ABC1 70-80 C2DE
55-69 55-69 70-80 70-80 C2DE 55-69
Depths 1x 1 x paired 1x 1 x paired 1x 1x
housebound depth (carer housebound depth (carer housebound housebound
depth and person depth and person depth depth
Enforced with Self with Enforced Self motivated
dementia) motivated dementia)
Coerced Coerced
3
4. Omnibus
The Omnibus was hosted by TNS and conducted in September 2012,
among the following audience
Age Weighted Base: 593
55-69 years 58%
70-80 years 30%
81+ years 12%
0% 50% 100%
Gender
SEG
ABC1 44%
47% Men
C2DE 56% 53% Women
0% 20% 40% 60%
4
5. Experience of Training to Date
The majority of 55+ year olds (67%) have not
undertaken any training with computers or the Internet
to date.
Propensity to take up training is higher among:
- Younger age group (55-69 years)
- ABC1s
- Married / living as married
- Those without grandchildren
- Those who are confident with computers and the Internet
5
6. Likelihood to Access Training in Next Five Years
Question: How likely are you to access (further) training into computers or the Internet
for yourself in the next five years?
2%
6% All adults, 55+
Weighted Base:
11% 593
Very likely (1)
9% Quite likely (2)
Quite unlikely (3)
Very unlikely (4)
72% Don't know
Men slightly more likely than women to say they are very likely to access training
(9% vs. 4%). Those over 70 years significantly more likely to declare themselves
very unlikely to access training (80% of 70 – 80 year olds, 85% of 80+ year olds vs.
65% of 55-70 year olds)
Mean = 1.5 (most assert they are unlikely to access training)
6
7. Motivations To Access Training In The Future
Question: Why are you likely to access training for yourself in the next five years?
There is more I want to… 31% Base: 100, all those who
say they are likely to access
Part of work / business 25% training in the future
Want to keep up; things… 25%
Specific things I want to… 17%
Don't want to het left… 14%
Friends / relatives will… 12%
To get out / meet new… 7%
Want to benefit from… 5%
Pushed into it by media 2%
Necessity (housebound) 2%
0% 5% 10% 15% 20% 25% 30% 35%
7
8. Barriers To Access Training In The Future
Why are you unlikely to access training for yourself in the next five years
No interest in computers or the
Internet 44%
No need - can already use Base: 493, all
computers and Internet confidently 23%
those who say
No need - don't see what benefits they are unlikely
computers and the Internet bring 10%
to access training
No time / too busy 8% in the future
Family / friends help me when I
need it 4%
Too old / age 3%
Don't know 3%
No money / too expensive 3%
No need (no details given as to
why) 2%
Don't want to feel like I'm going
back to school 2%
Health / disability reasons 2%
8 0% 10% 20% 30% 40% 50%
9. Friendly, Flexible
•Warm, welcoming
Friendly •Non judgemental
and fun •Tutors have learners’ goals in mind
•Underpinned by positive human relationships
“It has got to be • Pairing learners up / buddying system
enjoyable to do” •An enjoyable experience for all
•Well structured but never rigid;
Flexible
•Meet individual needs in a way that is appropriate to them
(e.g. bus times, may miss session due to illness
•Different environments
“I might not be able to
go every week if I have
a hospital
appointment”
Coerced
9
10. Accessible
•Delivery across wide range of touch points
Accessible •Centres
•Libraries
•community schools
“I would need to have •Hospitals
something (a leaflet)
that takes me through •sheltered housing
what it is all about.
My son will show me •residential homes
things on the •Free parking; on bus route; easy to find
computer but he does
it so quickly I can’t •Space to enable learners to hear/no background
remember what to do.
noise
Then he gets cross if I
ask for help again” •Keep it simple – avoid/explain jargon
Coerced
•Supporting learning with good quality, written hand outs
for learners to take away and reference
10
11. Exclusion
Research revealed examples of exclusion which impacts upon those in later
life:
• Golf club competition entry invalid – not online
Use it, or lose out
• Higher insurance premiums;
• Higher utility bills because no to online/direct debit
• Person excluded from singing group news online
• Missed TV programmes (no idea how to watch on
iplayer)
• Limited budget airline choices
11
12. Identifying Desired Outcomes
The top five activities that non computer users would like
to be able to do are:
- To use a computer
- To send emails, with and without attachments
- Source general information
- Make purchases
- Book tickets
12
13. Activities Undertaken (1)
Questions: Which of the following activities have you ever done, with or without help?
And which have you done in the last month?
Sent / received emails 53%
without attachments 68%
Sourced general 42%
information 62%
Used a computer 50%
60%
Sent / received emails with 45%
attachments 58%
Done in last month
Made purchases 30%
51% Ever done
Booked tickets (travel) 25%
48%
Created a document 32%
47% All those who have
28% access to a computer
Digital photography 41% Weighted Base: 373
0% 20% 40% 60% 80%
13
14. Activities Undertaken (2)
Online banking 31%
38%
Sourced health 14%
information 32%
Watched TV / film 20%
32%
Paid utility bills 18%
30%
Looked up benefit / Done in last month
7%
council information 28% Ever done
Buying / selling on 15%
ebay 29%
Used skype 13%
25% All those who have
Used social network access to a computer
18% Weighted Base: 373
site 25%
0% 10% 20% 30% 40%
14
15. Activities Undertaken (3)
Learned something 10%
23%
Read ebook 13%
20%
Made a complaint 6%
19%
Signed a petition 6%
22%
Bought groceries 10%
20%
Played games online 11%
19%
Done in last month
Made a comment… 4%
11%
Ever done
Contacted MP /… 2% 11%
Written a blog 1%
3%
Used a chat room 2%
5%
Used online dating… 0% All those who have
2% access to a computer
Gambled online 0%3% Weighted Base: 373
0% 5% 10%15%20%25%
15
16. Activities Never Undertaken (1)
Send / receive emails 16%
26%
without attachments… 32%
Source general 20%
20%
information 38%
8%
42%
Use a computer 40%
Not now, but maybe
Send / receive emails 15%
26% in future
with attachments 42%
Would like to
21%
13%
Make purchases 49%
21% Never done
13%
Book tickets 52%
13%
14% All those who have
Create a document 53%
never undertaken these
16% activities. Variable
13%
Digital photography 59% bases
16 0% 20% 40% 60% 80%
17. Activities Never Undertaken (2)
Use social network site 7% 21% 75%
Use skype 9% 21% 75%
Buy / sell on ebay 8% 21% 71%
Look up benefit /… 12%
21% Not now, but
72%
maybe in future
Pay utility bills 14%
8% 70% Would like to
Watch TV / film 15%
13% 58% Never done
Source health… 22%
11% 68%
Online banking 15%
8% 62%
All those who have
never undertaken these
activities. Variable
bases
0 0.2 0.4 0.6 0.8
17
18. Activities Never Undertaken (3)
Learn something… 19% 77%
Read ebook 7% 80%
Make a complaint 7% 81%
Sign a petition 5% 78%
Buy groceries 6% 80% Not now but maybe in
Play games online 4% the future
81%
Would like to
Make a comment… 16% 89%
Contact MP /… 11% 89% Never done
Write a blog 3% 97%
Use a chat room 7% 95%
Use online dating… 1% 98%
All those who have
never undertaken these
Gamble online 1% 97% activities. Variable
bases
0% 20% 40% 60% 80%100%120%
18