Travelling with my SOULMATE: Participatory Design of an
mHealth Travel Companion for Older Adults
Lex van Velsen
1
, Marit Dekker-van Weering
1
, Floor Luub
2
, Astrid Kemperman
2
, Margit Ruis
3
,
Judith Urlings
4,8
, Andrea Grabher
5
, Marlene Mayr
5
, Martijn Kiers
6
, Tom Bellemans
7,8
and An Neven
8
1
eHealth Cluster, Roessingh Research and Development, Enschede, The Netherlands
2
Department of the Built Environment, Technical University of Eindhoven, Eindhoven, The Netherlands
3
Coöperatie Slimmer Leven 2020, Eindhoven, The Netherlands
4
Happy Aging | LifeTechValley VZW, Diepenbeek, Belgium
5
GEFAS
STEIERMARK, Graz, Austria
6
Institute of Energy, Transport and Environmental Managenent, FH Joanneum GmbH, Kapfenberg, Austria
7
ABEONAconsult BVBA, Zonhoven, Belgium
8
UHasselt - Hasselt University, Transportation Research Institute (IMOB), Diepenbeek, Belgium
judith.urlings@happyaging.be, grabher@kutz.at, mayr@generationen.at, martijn.kiers@fh-joanneum.at,
tom.bellemans@abeonaconsult.be, an.neven@uhasselt.be
Keywords: Older Adults, Mobility, Travel Aid, mHealth, Cognitive Impairments, Participatory Design.
Abstract: Mobility is an important factor in the coming about of quality of life of older adults. In this article, we discuss
the participatory design process of a mobile mobility aid for older adults (SOULMATE), which resulted in a
service model and functional specifications. We conducted 12 design sessions in Austria, Belgium, and the
Netherlands, in which we involved older adults and other stakeholders. The main values that older adults seek
to satisfy, with respect to mobility, are comfort, speed, and affordability. They also experience a myriad of
problematic situations while travelling, such as complicated ticketing systems for public transport.
Participants’ thoughts on the role of technology and their reactions towards existing applications resulted in
a service model for SOULMATE that consists of four modules: Travel planning, assistance, discovery and
training. Their functioning is detailed in a list of (non)functional requirements. As a next step, prototypes of
the SOULMATE technology will be developed and tested iteratively.
1 INTRODUCTION
Mobility is an important factor in the coming about of
quality of life of older adults. Being mobile allows
one to travel to desired people and places, leads to the
physical and psychological benefits of movement,
allows for involvement in one’s community, and
leads to a sense of self-esteem when knowing that one
is able to travel (Metz, 2000). However, due to
degeneration on the physical and cognitive front, the
mobility of older adults is often hampered over time
(Visser et al., 2005, O'Connor et al., 2010). This
manifests itself in difficulty with planning a trip and
proper navigation and orientation during a trip
(Tournier et al., 2016). For cognitively impaired older
adults, wandering becomes a serious threat (Algase et
al., 2001). In order to cope with the increasing
demand on different forms of travel by an
increasingly larger older population, new service
models and technological innovations need to be
developed (Alsnih and Hensher, 2003).
In recent years, a myriad of travel applications
was launched for mobile devices, such as
smartphones and tablets. The most well-known
application probably being Google Maps. These apps
focus on, for example, travel planning for public
transport, wayfinding while traveling, or sharing
rides. However, the functionality and visual design of
these applications do not cater towards the needs and
(cognitive and visual) disabilities of older adults
(Rassmus-Gröhn and Magnusson, 2014). As a result,
some dedicated applications for planning a trip and
wayfinding on route have been developed. Gomez
and colleagues (2015) created a travel planning and
wayfinding application for older adults with cognitive
impairments: AssisT-OUT. An evaluation showed
38
van Velsen, L., Dekker-van Weering, M., Luub, F., Kemperman, A., Ruis, M., Urlings, J., Grabher, A., Mayr, M., Kiers, M., Bellemans, T. and Neven, A.
Travelling with my SOULMATE: Participatory Design of an mHealth Travel Companion for Older Adults.
DOI: 10.5220/0007680200380047
In Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2019), pages 38-47
ISBN: 978-989-758-368-1
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
that the application outperforms standard applications
in allowing these older adults to reach and correctly
identify their final destinations. A different
smartphone application (AssisT-In) was developed to
support people with cognitive impairments with
wayfinding indoors. The app asked users to scan QR-
codes throughout the building, so that an optimal
route could be calculated and presented. A first
evaluation showed that the designated end-users
could indeed find their way while using the
application (Torrado et al., 2016).
Other studies have taken a more fundamental
approach and looked at the conditions that
wayfinding technology for older adults will need to
fulfil, or values it should satisfy. Sorri, Leinonen and
Ervasti (2011) found that older adults with some form
of dementia have difficulties with straying from
predefined routes, finding the right door, and specific
attractions like people or pretty views. They also
found that supporting navigation by showing
landmarks on a handheld device did not turn out to be
as effective as providing precise and correctly timed
advice (e.g., clearly stating “turn left” or “go straight
ahead”). Boerema and colleagues (2017) studied the
topic on a more abstract level and identified the
values that older adults have when it comes to using
mobility aids. Facilitating social interaction, fostering
independence, and relaxation were the most
important values in this.
However, in order to develop wayfinding
technology that can aid older adults (with or without
cognitive impairments) and that can collect the data
that is necessary for identifying cognitive decline,
design processes should highly involve prospective
end-users (Pulido Herrera, 2017). Apart from these
findings, the number of applications for planning a
trip and wayfinding on route for elderly and the
amount of evaluations that are published about these
applications are limited (Bosch and Gharaveis, 2017).
In this article, we discuss the participatory design
process of a mobile mobility aid for older adults,
taking into account their diversity in terms of mobility
profile, country of origin, and living environment.
Section 2 explains the Soulmate project which forms
the context of the development process. In Section 3,
we elaborate on the participatory design methods we
used to develop (1) a service model, and (2)
functional specifications. Results are presented in
Section 4, and discussed in Section 5.
2 THE SOULMATE PROJECT
In the SOULMATE (Secure Old people’s Ultimate
Lifestyle Mobility by offering Augmented reality
Training Experiences) project, a consortium of
research organizations, end-user organizations and
SME’s collaborate to develop a personalised,
customizable smartphone-based mobility solution for
older adults (Neven et al., 2018). The goal of the
Soulmate project is to develop a digital solution that
caters for the different mobility needs that older
adults have fitting their physical and cognitive
abilities. It should evolve alongside the end-user’s life
stages and needs (e.g., starting out as a healthy older
adult that just stopped working, to a senior with some
problems walking which impairs self-confidence, to
an older adult with mild or moderate cognitive
impairments). The SME’s involved bring in a set of
mobility solutions for older adults with a wide range
of mobility-related needs: Route training by means of
a virtual training environment (Memoride), passive
monitoring of trips to enable geofencing and travel
coaching by an informal caregiver from a distance
(Viamigo), indoor and outdoor route planning and
assistance during a trip (Ways4all), and finally, a
panic button for emergency assistance while
travelling.
3 METHOD
During the design phase of the SOULMATE
technology, a participatory approach was used, in
which prospective end-users and stakeholders
collaborated with researchers. In total, 12 design
sessions were held in two rounds. In the first round,
sessions focused on making an inventory of problems
that older adults encounter while travelling, and on
creating a service model for the Soulmate technology.
Sessions in the second round aimed at eliciting
functional and non-functional requirements, and at
assessing end-user acceptance of the individual
Soulmate technologies that the participating SME’s
brought in.
3.1 Participants
Participants of the design sessions needed to be at
least 65 years old, willing to provide informed
consent and able to discuss the topics on the table.
Since older adults of 65 and over is a very diverse
group, we applied a stratified recruitment strategy.
Travelling with my SOULMATE: Participatory Design of an mHealth Travel Companion for Older Adults
39
See Table 1 for the different groups that were
recruited.
Table 1: Participant groups in the design sessions.
Country Group 1 Group 2
Austria Native inhabitants Immigrants
Belgium Mobile Mobility impaired
Netherlands Urban Rural
For each group, a design session was held in the first
round and in the second round, which makes for a
total of 12 design sessions. Mobile participants were
defined as older adults that could travel without
assistance; participants with a mobility impairment
were recruited from an assisted living facility.
Besides older adults, representatives of secondary
end-users (e.g., family members or informal
caregivers) were also invited, as well as
representatives of tertiary end-users like informal
caregivers. These ‘additional’ participants were
treated like the primary end-users and asked to
collaborate in developing technology.
3.2 Round 1
The design sessions in the first round (which focused
on making an inventory of problems that older adults
encounter while travelling, and on creating a service
model for the Soulmate technology) consisted of the
following parts:
1. Introduction of the session moderators and goals
2. Introduction of the participants. They were asked
to state their name, and some basic demographics.
3. Value elicitation. By using the fictitious story of
Martin (who explained what he valued while
travelling), we questioned the participants about
their values and asked them to rate these values on
importance, by placing them on a radar (less
important on the outside, more important near the
center).
4. Inventory of troublesome situations. We provided
the participants with two typical journeys (going
to the grocery store, visiting family) and created a
visual overview of these travels. Different travel
modalities were used in these overviews (walking,
cycling, public transport, car). We asked the
participant to mark where they normally have
problems.
5. Potential role of technology. In pairs, participants
received the same overviews as in part 4, but were
asked to put stickers of different technologies
(e.g., wayfinding app, panic button) on it at the
places where they thought this technology would
be beneficial. They could also think of
technologies, besides the predefined stickers and
write these down on the overviews. Then, the
pairs were asked to present their work in plenary,
and the group discussed the results.
All sessions were audio-recorded and transcribed,
except for the Austrian ones, which were transcribed
while being conducted. Pictures were made of the
products that the participants made. Parts 2, 3 and 4
were closely scrutinized and similar answers were
counted. Part 5 served as input for the service model
design. Here, we combined the needs and wishes that
the participants expressed and the technical solutions
that could be, realistically, developed, and the
economic viability of the solution (as viewed by the
participating SMEs).
3.3 Round 2
The design sessions in round 2 (which focused on
eliciting functional and non-functional requirements,
and on assessing end-user acceptance of the
individual Soulmate technologies) consisted of the
following parts:
1. Introduction of the session moderators and goals.
2. Introduction of the participants. Similar to the
introduction round of round 1.
3. Co-design activity. In pairs, participants created
their own mobile travelling companion. More
specifically, they were given handouts of blank
mobile phones, colouring kits, ballpoints, etc. to
create an interface (or set of interfaces) for three
tasks: Preparing a trip, dealing with changes
during a trip (e.g., a delay while travelling by
train), and calling for help during a trip. These
tasks were chosen as they turned out to be
perceived as troublesome by the target population
during round 1. Since this was a creative, and
perhaps difficult task, session moderators helped
the participants continuously (e.g., by asking
questions that could guide design: “What kind of
information do you need here?”, “Which button
would you like to see here?”).
4. Plenary discussions of co-designs. All pairs
showed their designs to the group and explained
their design decisions. Other participants were
encouraged to provide comments or suggest
improvements.
5. Acceptance of Soulmate technology. The
different technologies that are provided by the
Soulmate SME’s were demonstrated. Then,
participants were asked about their first reaction
and whether they thought a technology was useful
or not.
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
40
Again, all sessions were audio-recorded and
transcribed, or transcribed on spot (Austria); pictures
were made of the co-designs. Demographics were
counted. Results of the co-design activity (drawings
and discussion) were scrutinized for relevant
functionalities or interface/interaction attributes and
then translated into a requirement. Prevalence was not
an important issue here, as an idea provided by a
single participant could be just as relevant as a
functionality desired by the far majority. Each
requirement was categorized using FICS
categorization (Functions & events, Interaction &
navigation, Content & structure, Style & aesthetics)
and prioritized via the MoSCoW method (Must have,
Could have, Should have, Won’t have). Furthermore,
the participating SME’s indicated whether each
requirement could be incorporated in the Minimum
Viable Product (MVP), a version 2.0, only in a later
version, or not at all. This way, we could grasp the
technical feasibility of each request.
4 RESULTS
4.1 Round 1
In total, 42 older adults participated in round 1, with
a mean age of 72 years. In the Netherlands, four
persons that lived in a rural area took part, while six
persons that lived in an urban area were present. In
Belgium, 14 mobile persons frequented a session,
followed by four less mobile older adults. In Austria,
finally, six native Austrians were present in a session,
while eight immigrants visited the next session.
Besides these end-users, stakeholders also
participated in the co-design meetings. In Belgium,
one psychologist/gerontologist and one mobility
volunteer were present. In Austria, two
representatives from the participating SOULMATE
SME’s participated in both sessions. Sessions lasted
about two hours.
4.1.1 Values
The values that were mentioned at least five times in
total by the different participants in the different
sessions are listed in Table 2. The table shows that
comfort, speed, affordability, safety, and
independence were mentioned most.
4.1.2 Troublesome Situations
During the workshops the participants were shown
(or asked to create) two trips and asked to indicate
problematic situations that could occur during such
trips. Per mode of transportation, the following
situations were mentioned.
Walking. Not many problems were experienced
while walking. Limited physical fitness was
mentioned in combination with the possible travel
distance and walking uphill.
Table 2: Travel-related values mentioned by participants (at least five times).
Value The Netherlands Belgium Austria Total
Urban Rural Mobile Less mobile Native Migrant
Comfort 3 3 3 1 4 2 16
Speed 3 2 6 1 1 1 14
Affordability 3 7 2 1 1 14
Safety 6 1 4 1 12
Independence 1 4 3 2 1 1 12
Social contact 3 1 3 2 1 1 11
Having information while
travelling
2 3 1 1 2 2 11
Having information
before travelling
1 1 1 2 2 2 9
Reliability, punctuality 5 1 1 2 9
Distance to public
transport
2 2 2 1 1 8
Transportation of luggage 1 3 2 1 1 8
Little physical activity 2 1 3 1 7
Physical activity 3 1 1 1 6
Avoid traffic congestions 1 4 1 6
Not being rushed 3 2 5
Travelling with my SOULMATE: Participatory Design of an mHealth Travel Companion for Older Adults
41
Biking. The participants felt vulnerable and
sometimes unsafe while riding a bicycle. They felt
threatened by cars and other cyclists who do not pay
enough attention. Some persons told of an accident,
which made them avoid cycling. Safety was only
mentioned by participants living in an urban
environment in the Netherlands and by both types of
participants in Austria, not in Belgium. In the
Netherlands an unsafe feeling was also caused by the
inconsistency in priority rules for Dutch roundabouts.
Driving a Car. Traffic congestions were considered
an annoyance while travelling by car. Participants
experienced stress while finding a parking spot or
finding directions on busy roads. When asked about
the possibility of being picked up or dropped off by a
friend or family member, several participants
indicated that they try to avoid this because they do
not want to burden other people.
Public Transport. All participants thought that the
public transport system, and the ticketing system in
particular, was confusing. To them, it was unclear
where or how tickets can be purchased and what the
difference between the types of tickets and pricing is.
Trains and Train Stations. In train stations, the fast
and inaudible information and lack of, or unclear,
signage leads to confusion. In the Netherlands,
problems were experienced with the accessibility of
the stations and platforms. In Belgium and the
Netherlands, the lack of information in general when
travelling by train was often mentioned. Situations
where a trip deviates from the normal, or planned,
itinerary (change of route or platform) were
considered stressful and led to fear of taking the
wrong train. The short transfer times and limited
boarding time gives a feeling of being rushed. Finally,
the crowdedness, possible lack of a seat and anti-
social behaviour of other passengers were also
reasons for concern.
Busses and Bus Stops. The lack of up to date travel
information at bus stops and unreliable schedules
were often mentioned in all countries. The lack of
seating and high entry of the bus were experienced as
troublesome, due to a lack of balance and physical
limitations, caused by older age. The distance to and
from the bus stop was mentioned as being too long,
depending on the preferences and level of physical
fitness of the participant.
4.1.3 Potential Role of Technology
The participants introduced and discussed several
general functionalities of technology that could
support them while travelling.
Route Training. Some participants stated that when
travelling to unfamiliar places, technology like route
training might be helpful to recognize landmarks.
They could imagine checking exits at train stations
and other important places before embarking on a
trip. However, most of the participants thought that
such functionalities would not be very useful, as they
would forget what they have seen while travelling.
Participants liked to view pretty views (like
buildings) or routes on the map, but could not imagine
training a route themselves.
Travel Planning. Travel planning was already used
by a lot of participants (e.g., Google maps, Quando).
It helps to know how long a trip will take, what they
will encounter en route, and what type of transport to
take. People wanted to know how much time they
would have for transferring between trains/ buses,
and to create a forecast of potential difficulties
(roadworks, delays, short transit times), so that they
could be prepared.
Real Time Travel Updates. Participants liked to
receive information about the remaining time a trip
would take and unforeseen events. Technology
should provide practical advice on how to deal with
such events. Besides, participants would like to
receive information about the history of the
destination and its local events. Finally, they would
like to know where the nearest restroom is at all times.
Route Security. Participants indicated that the older
one becomes, the more important it is to have other
people know where you are, as something might
happen. Participants saw the potential of such
services for other older people, but not for them.
Based on the inventory of troublesome situations
and the participants’ view on the potential of
technology, we created a service model for the
Soulmate service (see Figure 1). This service model
also took into account which technologies the
participating SME’s thought ready and interesting to
the market. The main premise is that the technology
is divided in four modules with a similar look and
feel. The reason for this is that the participants did not
express an overall wish for a set of services, but
linked these towards the physical and cognitive
capabilities of the end user (divided into healthy older
adults, mild cognitive impairments, moderate
cognitive impairments). Each module reflects a
product brought in by an SME, participating in
SOULMATE. The travel exploration and training
modules are the exception here. These modules are
basically the same, but are marketed differently.
Healthy older adults did not feel they need to train
their travelling, but were fine with exploring their
destinations. Each older adult can select the modules
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
42
Figure 1: SOULMATE service model.
that s/he would like to use. Whenever the Travel
assistance module is selected, secondary end-users
(friends, family, care professionals) become relevant
and can be linked to the individual end user, so that
they can assist them during their travels.
4.2 Round 2
In total, 40 older adults took part in round 2, with a
mean age of 71 years. This time, in the Netherlands,
five persons that lived in a rural area participated and
another five persons that lived in an urban area were
present. In Belgium, 13 mobile older adults
participated and six less mobile persons took part. In
Austria, finally, five native Austrians participated, as
well as five immigrants. Next to these potential end-
users, a coordinator of an elderly service center and a
mobility volunteer participated in Belgium. In
Austria, six representatives from one of the
participating SOULMATE SME’s were present. The
sessions lasted about two hours.
4.2.1 Requirements
The participants made a lot of co-designs for the
SOULMATE app to support them in the tasks of
preparing a trip, dealing with changes during a trip,
and calling for help during a trip. Figure 2, 3 and 4
provide examples of such designs. In Figure 2, the
participants created functionality for travel planning.
They wished to insert a destination address, select
their travel modality, and specified what they would
like to see as output (travel duration, distance,
obstacles, etc.). In Figure 3, participants specified
what they would like to receive from the mobile app
during a trip, like a map where the restroom and the
current location of the end-user is specified. Figure 4,
finally, shows that this pair of participants liked to
have a simple alarm function in which a list of names
was available, and that (video)calling a specific
person should be able with one click.
Travelling with my SOULMATE: Participatory Design of an mHealth Travel Companion for Older Adults
43
Figure 2: Co-design of travel planning functionality.
Based on the co-designs and the participants
presentation of their work, 58 requirements were
drafted. These 58 requirements were prioritized,
based upon the urgency with which the participants
mentioned a wish. Subsequently, the design team
discussed with the participating SME’s which
requirements were feasible for the MVP.
In relation to travel planning, the service must:
allow end-users to choose a location on a map as
the place of destination;
clearly show transfer times when travelling with
public transport;
allow end-users to select different transport
modes when planning a trip (e.g., bike, car, public
transport);
make very clear what the start and the end of a trip
is;
allow the end-user to define a route with multiple
stops;
provide a clear overview of the planned trip.
Wishes that were estimated to be too complicated
for inclusion in the MVP were transferred to version
2.0. These include showing the altitude of a route
(relevant in Austria), providing a checklist of things
that people need to bring on a trip, or indicating when
a trip is made in the dark or not (as the participants
indicated they want to prevent this).
With regard to travel assistance, the service must:
only display real-time travel updates when
travelling by public transport, car, or bike
show alternative routes in case of a calamity
(delay, traffic jam, road closure)
notify an end-user when going the wrong way
Figure 3: Co-design of travel assistance functionality.
Figure 4: Co-design of alarm functionality.
allow an end-user to store where they parked the
car or bike, or where they got off the bus
provide information about the accessibility of the
transport options and destination
not overload the end-user with information
provide a map of stations and airports and their
places of interest (escalators, exits, etc.)
share personal information with a person that is
being called in case of an emergency (including
location)
provide a panic button that can be activated by one
push
allow the end-user to choose between text and
speech feedback
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
44
provide the option to establish a video-chat in case
of an emergency.
Wishes that were transferred to version 2.0
include the option to provide a summary of a trip
when reaching the destination (e.g., kilometres
travelled, height covered), continuously sharing the
current location of the end-user with a predefined
friend or family member, or indicating when a person
needs to get off a bus, tram, or train.
With respect to travel discovery and training, the
co-designs did not generate any input for the
formulation of requirements. The participants thought
that this functionality was not of relevance for them.
As a result, the design team decided to integrate these
modules as a technology push. In general, the service
must have a clear and easy privacy statement, must be
battery-friendly, and must clearly show the current
location of the end-user on a map.
4.2.2 Gauging Acceptance
Finally, we gave demonstrations of the current
versions of the to-be integrated SOULMATE
technologies (i.e., the versions that were available
before the design sessions), and questioned the
participants about their acceptance.
Route Monitoring. This service (Viamigo,
www.viamigo.be) offers real-time monitoring of trips
by a remote coach. In short, it is determined whether
a person strays too far from a predefined route, in
which case the coach is alerted. Reaction to this
solution were mixed. Some participants thought that
if you need such a solution, you should probably not
travel at all. Others said that it would give comfort to
the family of the user, and might motivate people to
go out. Finally, participants were worried that
learning to use such technology might be difficult in
case you need it, due to cognitive impairments.
Route Training. This service (Memoride,
www.memoride.eu) offers people the possibility to
train a route on home trainers or while sitting, by
displaying a route (created from Google street view
images) on a large screen or tablet. Most of the
participants saw this solution as a ‘fun thing’, but not
for real training purposes. They did see the
possibilities for people who are not able to travel
anymore. For them, it could be a fun and health
exercise device. Most participants did not see the
value of this service for training a route. They thought
that the fun of travelling is in the unknown; to see
things for the first time. Even when they would train
the route, they said, they would probably not
remember it when making the actual trip. Finally,
they indicated that if they were in a situation where
they had to train a route, they would probably not
travel at all, as they would feel too insecure.
En Route Assistance. This demo showed the
Ways4all application (ways4all.at), which aims to
support active navigation. It provides indoor and
outdoor navigation, provides route information
(obstacles, elevators, restrooms) and takes into
account personal preferences and characteristics
while navigating (providing the shortest route, or one
without stairs). It can signal help (e.g., to a bus driver
when a person needs to be aided to disembark), and it
also provides a help button, which activates a
connection with a preselected person and conveys the
traveler’s location and planned route. Participants
responded positively towards this solution. Especially
in Austria, participants liked to communicate with
public transport personnel, and would also use the
video help function.
5 CONCLUSIONS
In this article, we have discussed the co-design
process of a mobile travel solution for older adults,
either with or without cognitive and/or physical
impairments. This process resulted in a service model
and a set of (non)functional requirements. Together,
they will be the foundation of the SOULMATE
service.
The SOULMATE service model offers older
adults the possibility to select one or multiple travel
modules, focused on travel planning, travel
assistance, and travel discovery/training. The targeted
end-users (and purchasers) of the service are older
adults of 65 years and above. Such a broad target
group was chosen to ease the transition from healthy,
active senior towards a senior with physical and/or
cognitive impairments. An older adult can choose to
use the travel planning module only when in good
shape, but can choose to extend the SOULMATE
service later on with a travel assistance module (and
panic button), when physical and/or cognitive
degeneration leads to a situation in which the traveler
does not feel as secure as s/he used to feel.
Participants in the design sessions indicated that they
thought many options were ‘not for them, but for
people that are actually old’. Previous research has
acknowledged that older adults cannot imagine using
or purchasing an assistive technology when there is
no direct personal need (Peek et al., 2017). And when
there is a need, issues like privacy, costs, stigma, and
factors related to usability and a need of training can
hinder uptake (Yusif et al., 2016). By offering
SOULMATE as a ‘normal’ travel app to older adults
Travelling with my SOULMATE: Participatory Design of an mHealth Travel Companion for Older Adults
45
first, and to extend the service when the need arises,
the barriers of stigma, usability and need for training
can be tackled.
The requirements which were derived from the
design sessions specify how a mobile travel service
for older adults (with or without cognitive
impairments) needs to have specific features to cater
for these end-users. Being able to notify a bus driver
that a person with mobility needs has to disembark,
storing the location where one parked a car, or
information about the nearest restroom are examples
of functionalities that make such a technology
interesting for older adults, and that allow them to
remain mobile when facing the consequences of
becoming older.
The SOULMATE requirements elicitation and
design approach were highly participatory. The use of
these design methods is slowly becoming common
practice when creating innovations for older adults
(e.g., van Velsen et al., 2015, Šabanović et al., 2015).
We found that during our sessions, older adults were
enthusiastic to collaborate. Unlike other projects, we
decided not to use the co-designs that the participants
made as a blueprint for the SOULMATE design.
Instead, we elicited the rationale behind their design
decisions and used these to draft (non)functional
requirements. Then, and in close collaboration with
the participating SME’s, we decided which
functionality to implement or not, also taking account
what is technically feasible and makes sense from a
business perspective.
5.1 Limitations
Like any study, this work has some limitations. First,
the sample of older adults that participated in the
design sessions had a slight overrepresentation of
healthy older adults. As a result, the participants’
views on assistive technology for people with
cognitive decline may be too negative. Or, they might
not have thought they might need or use the
technology at the moment, thereby giving a
somewhat biased image of the participants’ intention
to use the technology. Second, we did not have the
opportunity to conduct a full stakeholder analysis
(including mapping, determining salience). As a
result, we opted for including stakeholders that were
willing and able to participate.
5.2 Future Work
The next step in the SOULMATE project will be to
develop prototypical versions of the technology.
These prototypes will enter a series of iterations in
which technical reliability, usability, and acceptance
will be tested and improved. Then, the MVP will be
evaluated in a real-life study with a focus on mobility,
quality of life and informal caregiver burden. In the
meantime, the participating SME’s will work out a
value proposition, business model and exploitation
strategy.
ACKNOWLEDGEMENTS
This article is based on the research work conducted
in the SOULMATE project (AAL grant agreement
#2013-6-091); www.soulmate-project.eu. The
SOULMATE project is co-funded by the AAL
Programme of the European Union and by the
funding authorities Agentschap Innoveren en
Ondernemen (Flanders, Belgium), Austrian Ministry
for Transport, Innovation and Technology (Austria)
and ZonMw, the Dutch Organization for Health
Research & Development (The Netherlands).
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