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LivingLab PJAIT
9 references·6 citing·46 second hop
LivingLab PJAIT (2017)LivingLab PJAITDesign for user empowerment (2015)Design for user empowermentLiving Lab Research Landscape: From User Centred Design and User Experience towards User Cocreation (2010)Living Lab Research Landscape…Co-designing for Society (2010)Co-designing for SocietyA Preliminary Taxonomy of Crowdsourcing (2010)A Preliminary Taxonomy of Cro…Co-creation and the new landscapes of design (2008)Co-creation and the new lands…Living Labs - the user as co-creator (2007)Living Labs - the user as co-…Ageing, Learning, and Computer Technology in Australia (2007)Ageing, Learning, and Compute…State-of-the-art and good practice in the field of living labs (2006)State-of-the-art and good pra…Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Cognition, technology and gam…Exploring the Opportunity of Augmented Reality (AR) in Supporting Older Adults to Explore and Learn Smartphone Applications (2024)Exploring the Opportunity of …A solution for creating dynamic networks of symptoms in cognitive-behavioral functional analysis and therapy – participatory design protocol (2023)A solution for creating dynam…VR with Older Adults: Participatory Design of a Virtual ATM Training Simulation (2019)VR with Older Adults: Partici…Technologies for Promoting Social Participation in Later Life (2019)Technologies for Promoting So…Older Adults and Voice Interaction: A Pilot Study with Google Home (2019)Older Adults and Voice Intera…Older Adults and Crowdsourcing (2018)Older Adults and CrowdsourcingThe Economic Institutions of Capitalism (1987)Agency Theory: An Assessment and Review (1989)Open Innovation: The New Imperative for Creating and Profiting from Technology (2003)An Empirical Taxonomy of Crowdfunding Intermediaries (2014)Crisis Crowdsourcing Framework: Designing Strategic Configurations of Crowdsourcing for the Emergency Management Domain (2014)Promoting open innovation in the public sector through social media monitoring (2016)Do older adults underestimate their actual computer knowledge? 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(2004)Attitudes Towards and Limitations to ICT Use in Assisted and Independent Living Communities: Findings from a Specially-Designed Technological Intervention (2013)Investigating older adults’ decisions to use mobile devices for learning, based on the unified theory of acceptance and use of technology (2018)Effectiveness of Instructional Strategies Designed for Older Adults in Learning Digital Technologies: A Systematic Literature Review (2022)Accessible Environments : Toward Universal Design (1991)Ability-Based Design (2011)Tenets for Social Accessibility (2018)Considerations for AI fairness for people with disabilities (2019)Unblind your apps (2020)MULTIPLE VIEWS OF PARTICIPATORY DESIGN (2008)Co-design and urban resilience: visioning tools for commoning resilience practices (2017)Guidelines towards better participation of older adults in software development processes using a new SPIRAL method and participatory approach (2018)Towards a framework for urban landscape co-design: Linking the participation ladder and the design cycle (2022)Nature of Prejudice (1954)Organizational Information Requirements, Media Richness and Structural Design (1986)Older Adults' Reasons for Using Technology while Aging in Place (2015)“Building the Threads of Connection that We Already Have”: The Nature of Connections via Technology for Older People (2020)Hugs, Bible Study, and Speakeasies: Designing for Older Adults’ Multimodal Connectedness (2021)Exploring older adult needs and preferences for technology-assisted group music-making. A qualitative analysis of data collected during the participatory user-centred design process (2022)Varieties of attention (1984)The handbook of aging and cognition (1992)The processing-speed theory of adult age differences in cognition. (1996)Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)A Review of Gamification for Health-Related Contexts (2014)Ethics and acceptance of smart homes for older adults (2021)Social intelligence: the new science of human relationships (2007)Living Labs: a systematic literature review (2015)Living labs: From scattered initiatives to a global movement (2019)Reallabore (2021)Experience-based Co-design and Healthcare Improvement: Realizing Participatory Design in the Public Sector (2015)Co-Production and the Co-Creation of Value in Public Services: A suitable case for treatment? (2016)What is co-creation? An interactional creation framework and its implications for value creation (2017)A milieu for innovation : defining living labs (2009)Technology Innovation Management Review (2012)Living labs: concepts, tools and cases (2015)Internet Social Networking (2011)Facilitating SME Innovation Capability through Business Networking (2012)Contextuality and Co-Creation Matter: A Qualitative Case Study Comparison of Living Lab Concepts in Urban Research (2015)
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References

  • 2008Co-creation and the new landscapes of design5,552 cited
  • 2006State-of-the-art and good practice in the field of living labs247 cited
  • 2006Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project183 cited
  • 2015Design for user empowerment164 cited
  • 2010Living Lab Research Landscape: From User Centred Design and User Experience towards User Cocreation153 cited
  • 2010A Preliminary Taxonomy of Crowdsourcing121 cited
  • 2007Ageing, Learning, and Computer Technology in Australia85 cited
  • 2007Living Labs - the user as co-creator75 cited
  • 2010Co-designing for Society74 cited

Cited by

  • 2019Technologies for Promoting Social Participation in Later Life33 cited
  • 2024Exploring the Opportunity of Augmented Reality (AR) in Supporting Older Adults to Explore and Learn Smartphone Applications28 cited
  • 2019VR with Older Adults: Participatory Design of a Virtual ATM Training Simulation24 cited
  • 2018Older Adults and Crowdsourcing23 cited
  • 2019Older Adults and Voice Interaction: A Pilot Study with Google Home22 cited
  • 2023A solution for creating dynamic networks of symptoms in cognitive-behavioral functional analysis and therapy – participatory design protocol

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3 cited