Advancing Engagement

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Online Reality Intercession to Rural Social Mindfulness: Probing Social Awareness Communication Using Online Reality View Digital Media

Paper Presentation in a Themed Session
Shakti Banerjee  

Diverse culture, varied social beliefs, demographic, and geographic profiles with different languages and different religion make India a very complex country. India is growing fast and moving upwardly with technology and making a global market for others. But still, there is a limitation concerning media penetration to reach out to the rural places. The technological embodiment, psychological presence, and behavioural interactivity perspectives to analyse the awareness campaign better. At times, there are various social taboos which are not talked about publicly, whereas these should be addressed for better well-being. In Indian culture there are such taboos are persisting, which one needs to be addressed. One such issue is the menstruation cycle in teenage girls. There are lots of superficial myths which teenagers follow them blindly. Because of unawareness related to their hygiene, they suffer from illness. That leads to an unhealthy environment. Since numerous individuals would prefer not to discuss this subject straightforwardly and don't turn out in the community, the VR gadget can be boon to convey these social communication campaigns. VR can give a very personal experience to understand this kind of topic. A teenage girl can see the organic changes in her body and comprehend the period cycle herself glimpsing inside the VR without taking any other individual to help. This paper offers a perspective of the concepts and how to integrate a online reality product to enhance the understanding of social awareness communication in rural areas.

Lost and Found in Translation: Creative Tools and Methods of Co-design in the Development of Technology to Support Health and Wellbeing

Paper Presentation in a Themed Session
Paul Chamberlain  

Co-design and participatory design are practices through which designers and researchers attempt to co-operate with or learn from potential users of products or services which they are researching or developing (Steen 2011, p.48). This approach is regarded as key in the design of health-related technologies where non-acceptance of products is high (Sligo et al. 2017, Standing et al. 2018,). Whilst the value of co-design is accepted, to date few studies articulate how this might be achieved. This paper describes two case studies which detail innovative but polarising approaches to the development of these technologies. One set within the Horizon 2020 project NESTORE, a digital platform and tangible interface which seeks to promote wellbeing through meaningful health promoting activities. Second is an Innovate UK project concerned with the development of a wearable medical device in collaboration with a leading Medtec company. The research drew on an existing body of work by the authors ‘thinking through things’, utilising objects and artefacts as methods to stimulate and scaffold thinking, offering valuable vehicles through which the complexities of lives can be understood. The research programme engaged AGE platform Europe and over 100 end-users across four countries to build understanding of requirements of the technology but which then also co-developed methods to translate these between sectors (academic and commercial), between countries and between disciplines (health, design, technology). The paper concludes with a set of principles in relation to co-design and their transferability when developing health technologies based on the new insights achieved through this research.

Digital Media

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