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Rendre possible l’engagement en familiarité dans les CHSLD : les savoir-être d’une pratique de design centrée sur l’usagerProulx, Sébastien 06 1900 (has links)
Les défis associés au phénomène du vieillissement démographique de la population se manifestent sous plusieurs formes et à de nombreux égards. Il y a des questions générales comme celles qui touchent l’économique et d’autres, plus spécifiques et situées, comme celles des modalités assurant des services et des soins adéquats aux personnes vulnérables. Par exemple, le colloque « La qualité de l’expérience des usagers et des proches : vers la personnalisation des soins et des services sociaux », programmé dans le cadre des Entretiens Jacques Cartier à l’automne 2014, s’était donné comme objectif d’examiner l’expérience personnelle des usagers relativement aux prestations de soins de santé et à l’organisation des services sociaux. L’origine de ces réflexions réside dans la nécessité de trouver un meilleur équilibre des pouvoirs dans les relations d’aide ou la prestation de soin. Cette problématique sous-entend l’idée de rendre les usagers capables d’un certain contrôle par l’adoption d’approches permettant aux professionnels de faire des ajustements personnalisés.
Cette thèse de doctorat s’inscrit directement dans le prolongement de cette problématique. La recherche vise à examiner les conditions en mesure de rendre possible, dans les Centres d’hébergement et de soins de longue durée (CHSLD), un rapport au monde catégorisé par ce que le sociologue Laurent Thévenot nomme le régime de la familiarité. Le régime de la familiarité fait référence aux réalités où l’engagement des personnes se déploie dans l’aisance. Autrement dit, ce régime d’engagement correspond à un rapport au milieu où la personne est en mesure de déployer ses habitudes, d’habiter le moment et de se sentir chez elle. Comme le montre Thévenot, ce type d’engagement commande la conception d’un monde qui offre aux personnes la possibilité d’articuler les modalités de leurs actions sur des repères qui font sens personnellement pour eux. Ainsi, l’objet de la recherche consiste à mieux comprendre la participation du design à la conception d’un milieu d’hébergement capable d’accueillir ce type d’engagement pragmatique.
Les orientations associées à la conception de milieux d’hébergement capables de satisfaire de telles exigences correspondent largement aux ambitions qui accompagnent le développement des approches du design centrées sur l’usager, du design d’expériences et plus récemment du design empathique. Cela dit, malgré les efforts investis en ce sens, les capacités d’appropriation des usagers restent un problème pour lequel les réponses sont précaires. La thèse interroge ainsi le fait que les développements des approches de design, qui ont fait de l’expérience des usagers une préoccupation de premier plan, sont trop souvent restreints par des questions de méthodes et de procédures. Le développement de ces connaissances se serait fait au détriment de l’examen précis des savoir-être également nécessaires pour rendre les designers capables de prendre au sérieux les enjeux associés aux aspirations de ces approches.
Plus spécifiquement, la recherche précise les qualités de l’expérience des établissements dont le design permet l’engagement en familiarité. L’enquête s’appuie sur une analyse des jugements posés par des équipes d’évaluation de la qualité du milieu de vie des CHSLD présents sur le territoire Montréalais. L’analyse a mené à la caractérisation de cinq qualités : l’accueillance, la convivialité, la flexibilité, la prévenance et la stabilité. Finalement, sous la forme d’un essai réflexif, un tableau de savoir-être est suggéré comme manière de rendre les designers capables de mettre en œuvre des milieux d’hébergement présentant les qualités identifiées. Cet essai est également l’occasion du développement d’un outil réflexif pour une pédagogie et une pratique vertueuse du design. / The phenomenon of an aging population brings with it a whole host of diverse challenges. Some of these challenges are of a general nature, such as those related to economics, while others are much more specific, such as the conditions and procedures needed to ensure that vulnerable individuals receive adequate care and services. For instance, a symposium entitled “Providing a quality experience for users and loved ones: personalization of care and social services,” held during the fall 2014 Entretiens Jacques-Cartier, aimed to examine personal user experiences pertaining to the delivery of health care services and the organization of social services. This meeting’s initial hypothesis underscored the need for a more balanced power dynamic with caregivers or in the delivery of care. This hypothesis is based on the concept of user capabilities, achieved through the adoption of practices which enable professionals to provide personalized care.
Further exploration of this particular issue is at the core of this doctoral thesis. This research aims to examine the conditions which would allow people living in long-term care facilities to engage with their environment in a way the sociologist Laurent Thévenot categorized as “familiar engagement.” Familiar engagement refers to realities in which people are able to rest on an accustomed dependency with the things and people that surround them. In other words, this type of engagement refers to a relationship with one’s environment which allows individuals to take part in their usual habits, and where they feel at home and at ease in their surroundings. As Thévenot’s analysis shows, this type of engagement requires the conception of a world which allows people to frame their actions around reference points which are personally relevant to them. Thus, this research aims to better understand the role of designers in the conception of nursing homes where this type of pragmatic engagement is made possible.
The guidelines for the development of residential facilities able to satisfy these criteria are largely in line with the expectations surrounding the development of user-centered design, experience design, and empathic design. That being said, despite the efforts put forth towards this initiative, self-identification with one’s environment remains an unresolved problem. Our hypothesis is that the evolution of user-centered design is too often restricted by methodological or procedural issues. Development in this direction has been done to the detriment of the precise examination of the virtues needed by designers in order to be able to seriously take on the issues associated with the goals of this design approach.
More specifically, this research identifies the qualities of long-term care facilities’ experience whose design allows for familiar engagement. For our study, we analyzed the findings and judgments of living environment evaluation teams concerning the quality of living environments of the long-term care facilities in the Montreal area. Through this survey, five qualities have been identified: welcomeness, conviviality, flexibility, thoughtfulness and stability. Finally, as a reflective essay, a portrait of virtues is suggested as a way for designers to implement facilities that share those qualities. The dissertation also presented a reflexive tool for a virtuous design practice and pedagogy.
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Culture as a project: design, self-determination and identity assertion in indigenous communitiesLeitão, Renata Marques 04 1900 (has links)
No description available.
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[pt] A CONTRIBUIÇÃO DO DESIGN GRÁFICO PARA PROMOVER A PARTICIPAÇÃO CIDADÃ EM REDES SOCIAIS DIGITAIS ATRAVÉS DAS ORGANIZAÇÕES DA SOCIEDADE CIVIL NO MÉXICO / [es] LA CONTRIBUCIÓN DEL DISEÑO GRÁFICO PARA PROMOVER LA PARTICIPACIÓN CIUDADANA EN LAS REDES SOCIALES DIGITALES A TRAVÉS DE LAS ORGANIZACIONES DE LA SOCIEDAD CIVIL EN MÉXICO / [en] THE CONTRIBUTION OF GRAPHIC DESIGN TO PROMOTE CITIZEN PARTICIPATION IN DIGITAL SOCIAL NETWORKS THROUGH CIVIL SOCIETY ORGANIZATIONS IN MEXICO24 May 2021 (has links)
[pt] As redes sociais digitais apresentam novas possibilidades de ação dentro do campo do design gráfico. Uma delas é incentivar novas formas de participação cidadã em interesses civis e sociais através das ORGANIZACOES DA SOCIEDADE CIVIL (OSC) no México. O espaço digital,transformou a forma de comunicação em um locus democrático que demanda conceitualizações sintetizadas nos processos de comunicação visual e que, pelas características das redes sociais digitais, permite a hiperconetividade, junto sobre-informação da mídia. As informações competem umas com as outras pela atenção dos usuários graças a rapidez e a indexação dos motores de busca. No caso do facebook, a carga visual impera, devendo provocar ao cidadão com a finalidade de que pare seu tour na rede e enxergue, leia para se sensibilizar, se conscientizar, e, sobre tudo, para ser participante através da interação, primeiro no espaço on-line, com o potencial de participar no espaço off-line, a fim de gerar ações coletivas para a mudança. Sob esta premissa, a presente pesquisa parte de um estudo exploratório de corte qualitativo. Para a exploração foi escolhido /selecionaram as OSC s focadas no tema da segurança publica, particularmente o facebook como rede social digital, e o design gráfico que pressupõe uma ação transformadora na sociedade para um bem comum. Cada um dos atores interpretam um papel, as OSC s geram os conteúdos, o facebook éa mídia e o design gráfico concretiza para comunicar o cidadão. A tese apresenta um olhar de acrônimoque inicia com uma aproximação teórica das OSC s no México, para dar seguimento para a sua conformação histórica entrelaçada com a contribuição do design gráfico, desde o seu material original, permitindo evidenciar o seu papel, valor de identidade cultural neste espaço no país. Assim mesmo, uma revisão teórica é apresentada
sobre as diferentes questões do design gráfico no âmbito social. A partir do marco teórico, uma pesquisa é realizada com um olhar sincrônico, ou melhor, uma fotografia do momento, baseada em entrevistas com uma seleção de organizações da sociedade civil (dedicadas ao tema da segurança publica) e recopilações de imagens publicadas nos perfis do facebook de ditas organizações, durante o período de 2015 - 2016, com o objetivo de realizar um estudo e organizar certas categorias de analise gráficabaseadas nas características da mídia e referenciadas com o mar co teórico. Isto para detectar uma seria de aproximações que contribuem para novas praticas e contextos do design social. Da mesma maneira é questionado se a conexão imagem-cidadã permite criar uma seria de reações para promover a participação cidadã. Nesse trabalho um exercício de observação éapresentado a categorização e analise a fim de estabelecer o potencial do vinculo entre do design gráfico e as OSC s no espaço digital do facebook. / [en] The digital social networks present new possibilities of action in the field of graphic design to foment new forms in the citizen participation in civic and social interests through the Organizations of the Civil Society (OSC) in Mexico. The digital space transformed the form of communication into a democratic space that demands synthesized conceptualizations of graphic design in the processes of visual communication, and which, due to the characteristics of digital social networks, allows hyper connectivity, along with media over-information. The information competes with each other for the attention of users, along with the speed and indexation of search engines (which make it easy to reach users). In the case of Facebook, the visual burden prevails, this should provoke the citizen: stop, look, see, read to raise awareness, become aware, to be a participant through interaction, first in online space, with the potential to participate in the off-line space, in order to generate collective actions for change. Under this premise, the research starts from an exploratory qualitative study. For its exploration were chosen::the CSOs focused on the issue of public safety, Facebook as a social digital network, and graphic design that presupposes a transforming a common good. Each of the actors plays a role: CSOs generate content, Facebook is the medium and graphic design concretizes to communicate to the citizen. The thesis presents a diachronic view that begins with a theoretical approach of the CSOs in Mexico, to give way to their historical conformation interlaced with the contribution of graphic design: original material that allows to show its role, identity and cultural value in this space in the country. Also, a theoretical review
is presented on the different issues of graphic design in the social field. From the theoretical framework, a synchronous look at the state-of-the-art based on interviews with a selection of civil society organizations (dedicated to the topic of public safety) and compilations of images published in the Facebook profiles of the organizations selected during the period 2015-2016, to carry out a study based on categories of graphic analysis based on the characteristics of the medium and referenced to the theoretical framework to evidence a series of approaches that contribute to new praxisand contexts of social design. It is also questioned whether the image-citizen connection allows creating a series of reactions to promote citizen participation. This research presents an exercise in observation, categorization and analysis in order to establish the potential of the link between graphic design and CSOs in Facebook s virtual space. / [es] Las redes sociales digitales presentan nuevas posibilidades de acción dentro del campo del diseño gráfico. Una de ellas es incentivas nuevas formas de participación ciudadana en intereses cívicos y sociales a través de las Organizaciones de la Sociedad Civil (OSC) en México. El espacio digital transformó la forma de comunicación en un locus democrático que demanda conceptualizaciones sintetizadas en los procesos de comunicación visual y que, por las características de las redes sociales digitales, permite hiperconectividad, junto con sobre-información del medio. Las informaciones compiten unas con otras por la atención de los usuarios gracias a la rapidez y la indexación de los motores de búsqueda. En el caso de Facebook, la carga visual impera, ésta debe provocar al ciudadano con el fin de que pare su recorrido en la red y mire, lea para sensibilizarse, concientizarse, y, sobre todo, para ser partícipe a través de la interacción, primero en el espacio on-line, con el potencial de participar en el espacio off-line, a fin de generar acciones colectivas para el cambio. Bajo esta premisa, la presente investigación parte de un estudio exploratorio de corte cualitativo. Para la exploración se eligió/seleccionaron las OSC s enfocadas al tema de seguridad pública, particularmente Facebook, como red social digital, y el diseño gráfico que presupone una acción transformadora en la sociedad para un bien común. Cada uno de los actores juega un rol; las OSC s generan los contenidos, Facebook es el medio y el diseño gráfico concretiza para comunicar al ciudadano. La tesis presenta una mirada diacrónica que inicia con una aproximación teórica de las OSC s en México, para dar paso a su conformación histórica entrelazada con la contribución del diseño gráfico, desde sus material original, que permiten evidenciar su rol, valor de identidad y cultural en este
espacio en el país. Asimismo, se presenta una revisión teórica sobre las diferentes cuestiones del diseño gráfico en el ámbito social. A partir del marco teórico, se realiza una investigación con una mirada sincrónica, es decir, una fotografía del momento, basada en entrevistas con una selección de organizaciones de la sociedad civil (dedicadas al tema de seguridad pública) y recopilaciones de imágenes publicadas en los perfiles de Facebook, de dichas organizaciones, durante el periodo de 2015-2016, con el objetivo de realizar un estudio a partir de categorías de análisis gráfico basadas en las características del medio y referenciadas con el marco teórico Esto, para detectar una serie de aproximaciones que contribuyen a nuevas praxis y contextos del diseño social. De igual modo se cuestiona si la conexión imagen-ciudadano permite crear una serie de reacciones para promover la participación ciudadana. En este trabajo se presenta un ejercicio de observación, categorización y análisis a fin de establecer el potencial del vínculo entre el diseño gráfico y las OSC s en el espacio digital de Facebook.
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Kiderly : - ett sällskapsspel med fokus på mötet mellan äldre och yngreEdgren, Julia January 2021 (has links)
I dagens samhälle lider många äldre av ofrivillig ensamhet. Effekterna av den ofrivilliga ensamheten leder till sämre välmående och utveckling av sjukdomar, både psykiskt och fysiskt. Livslängden på människan ökar tillsammans med belastningen på samhället och vården. Trots detta minskas omkostnaderna på äldrevården. Det ökade geografiska avståndet mellan familjemedlemmarna har gjort att barnens mor- och farföräldrar utesluts mycket mer från barnens liv än för 100 år sedan. Ändå finns det studier på att barn som har den äldre generationen i sin samvaro utvecklar färre sociala problem. Gävle kommun har ett pågående projekt där de ska kombinera skolverksamhet med äldrevård i samma byggnad. I inspiration från detta har examensarbetet utforskat hur en produkt kan öka och förenkla interaktionen mellan förskolebarn och boende på vård- och omsorgsboende. Den utforskande delen med intervjuer har ökat förståelsen för användarna och deras behov. Konceptet är byggt på att skapa ett naturligt möte hos äldre på vård och omsorgsboende och förskolebarn som har olika förutsättningar. Resultatet av arbetet blev Sällskapsspelet Kiderly som är anpassat efter målgruppernas olika behov och förutsättningar. Spelets fokus ligger på att hjälpa förskolebarn och boenden på vård och omsorgsboende till ett naturligt möte som uppmuntrar till konversation. / In today's society, many older people suffer from involuntary loneliness. The effects of involuntary loneliness lead to poorer well-being and the development of diseases, both mental and physical. The lifespan of people increases together with the burden on society and healthcare. Despite this, the costs of care for the elderly are reduced. The increased geographical distance between the family members has meant that the children's grandparents are much more excluded from the children's lives than 100 years ago. Nevertheless, there are studies that children who have the older generation in their company develop fewer social problems. Gävle Kommun has an ongoing project where they will combine school activities with elderly care in the same building. Inspired by this, the degree project has explored how a product can increase and simplify the interaction between preschool children and residents in care and nursing homes. The exploratory part with interviews has increased the understanding of the users and their needs. The concept is based on creating a natural meeting of elderly people in care and nursing homes and preschool children who have different conditions. The result of the work was the board game Kiderly, which is adapted to the target groups' different needs and conditions. The game's focus is on helping preschoolers and residents in care and nursing homes to a natural meeting that encourages conversation.
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A Space for Us : Rethinking public space for the common good.Feil, Ekaterina January 2021 (has links)
This design project delves into the realm of public spaces, considering sociocultural, sociopolitical, and participatory design aspects, catalyzed by the Covid-19 pandemic's lockdowns. By repurposing a parking lot, the project endeavors to scrutinize, trial, and understand the reactions and needs through a design interaction and multifunctional furniture set, the simple story of Prototype.
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<b>Augmenting Group Contributions Online: </b><b>How do Visual Chart Structures Applied to Social Data Affect Group Perceptions and Contributions</b>Marlen Promann (18437544) 01 May 2024 (has links)
<p dir="ltr">Humans are social beings and throughout our evolution we have survived and thrived thanks to our ability to cooperate [7]. Overcoming our current societal challenges from sustainability and energy conservation [8] to democracy, public health, and community building [9] will all require our continued cooperation. Yet, many of these present us with a dilemma where our short-term personal goals are at odds with the collective long-term benefits. For example, many of us listen NPR radio but never make a donation to help cover its operational costs. The success of cooperation during such dilemmatic situations often depends on communication, reward and punishment structures, social norms and cues [10], [11], [12], [13]. But how to encourage cooperation online where social cues are not readily available?</p><p dir="ltr">Accelerated by the COVID-19 pandemic and the prevalence of digital technologies, cooperation among individuals increasingly happens online where data-based feedback supports our decisions. Problematically, people online are often not only remote and asynchronous, but often also anonymous, which has resulted in de-individuation and antinormative behavior [14]. Social data, information that users share about themselves via digital technologies, may offer opportunities for social feedback design that affords perceptions of social cohesion and may support successful cooperation online.</p><p dir="ltr">This dissertation seeks to answer the normative question of how to design for cooperation in social data feedback charts in dilemmatic situations online. I conducted mixed methods design research by combining theory-driven design with a series of controlled experiments on Amazon Mechanical Turk to understand the perceptual and behavioral effects of visually unifying social data feedback charts. To achieve this, I mapped the design space for home energy feedback (<i>Chapter 2</i>) to guide my iterative and user-centered theorizing about how visual unity in social feedback charts might prime viewers with unified group perceptions (<i>Chapter 3</i>). I then validated my theorizing with controlled perceptual (<i>Chapter 4</i>) and decision experiments (<i>Chapter 5</i>).</p><p dir="ltr">The triangulated results offer evidence for visually unifying cues in feedback charts affecting social data interpretation (<i>Chapter 4</i>) and cooperation online (<i>Chapter 5</i>). Two visual properties: data point <i>proximity</i> and <i>enclosure</i> -, trigger variable levels of perceivable social unity that play a partial role in participants’ decision to cooperate in a non-monetary social dilemma situation online. I discuss the implications for future research and design (<i>Chapter 6</i>).</p>
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[pt] AS TRANSFORMAÇÕES TECNOLÓGICAS E IDOSOS: CONSIDERAÇÕES PARA O DESENVOLVIMENTO DE PROPOSTAS DE DESIGN QUE ENVOLVEM TECNOLOGIAS NÃO FAMILIARES / [es] LAS TRANSFORMACIONES TECNOLÓGICAS Y LOS ADULTOS MAYORES: CONSIDERACIONES PARA EL DESARROLLO DE PROPUESTAS DE DISEÑO QUE INVOLUCRAN TECNOLOGÍAS NO FAMILIARES / [en] TECHNOLOGICAL TRANSFORMATIONS AND THE ELDERLY: CONSIDERATIONS FOR THE DEVELOPMENT OF DESIGN PROPOSALS INVOLVING NON-FAMILIAR TECHNOLOGIESGEORGINA DURAN QUEZADA 28 July 2020 (has links)
[pt] O homem propõe e exposto a mudanças tecnológicas desde os primeiros dias da humanidade. No entanto, o XX e início do século XXI, apresentou uma aceleração no desenvolvimento de tecnologias que transformam a vida quotidiana. Os mesmos avanços tecnológicos, juntamente com a melhoria da qualidade de vida, têm gerado um acelerado processo de envelhecimento da população e propor um campo de ação que se torna indispensável a considerar para o Design. Este trabalho teve como ponto de partida as questões sobre como idosos interagem com novas tecnologias, qual é a relação que têm com os objetos e serviços que incluem tecnologias que são estranhas ou novas para eles, bem como o impacto e
a importância elas têm em suas vidas diárias. Também é importante saber, quais são os fatores que lhes permitem se aproximar ou afastar destas novas tecnologias? Para responder a estas perguntas, foram utilizadas técnicas metodológicas voltadas para o ser humano, e de inspiração etnográfica, design
empático e design emocional, como forma de reconhecer o usuário idoso e propor soluções que facilitam a interação entre as pessoas idosas e as novas tecnologias. Esta tese apresenta uma abordagem metodológica de aproximação e compreensão das características e necessidades do usuário idoso. Foi realizado em duas experiências imersivas em casas de convivência para idosos; uma no Rio de
Janeiro e outra na Cidade do México. Em ambos os casos foi proposta uma experiência de aprendizagem do uso básico de tablets e computadores para pessoas acima de 70 anos. A experiência serviu como uma técnica de pesquisa e reconhecimento de as motivações, frustrações e desejos que este grupo da
população tem com respeito de um tipo particular de tecnologia que era estranha para eles. A partir deste trabalho são apresentados conclusões e considerações que podem ser retomadas pelos designers quando eles enfrentem o desenvolvimento de propostas de design que envolvam novas tecnologias e cujo usuário final são aqueles que excedam os 70 anos. / [en] The human being, generates and exposes himself to technological changes from the earliest days of humanity; however, the 20th and 21st centuries have showed an acceleration in the development of technologies tha t transforms daily life. The same technological advances, added to an improvement in the quality of life, have generated an accelerated aging of the population. Both factors (technology and ageing combined) presents fundamental fields of action to consider for the Design. This work had as its starting points, questions about the way older adults interact and relate with objects and services that include
technologies that are new to them, as well as the impact and importance that these artifacts have in their daily lives, or the factors that bring them closer or far away of these new technologies. To answer these questions, human-centered design, empathic and emotional design and ethnographic-inspired methods, were used. This thesis presents a proposal for an approximation and understanding of the characteristics and needs of the elderly adult user related to technologies that are strange to them. It was made in two immersion experiences in recreation centers for seniors; one in Rio de Janeiro and the other in Mexico City. / [es] El ser humano propone y se expone a los cambios tecnológicos desde los primeros días de la humanidad, sin embargo, los siglos XX y XXI, han presentado una aceleración en el desarrollo de tecnologías que transforman la vida diaria. Los mismos avances tecnológicos, sumados a una mejora en la calidad de vida, han generado un acelerado proceso de envejecimiento de la población y proponen un campo de acción que se vuelve indispensable de considerar para el Diseño. Este trabajo tuvo como punto de partida los cuestionamientos acerca de cómo es que los adultos mayores interactúan con los nuevos medios, cuál es la relac ión que tienen con los objetos y servicios que incluyen tecnologías que les son ajenas o nuevas así como el impacto e importancia que tienen en su vida diaria. También es importante reconocer ¿Cuáles son los factores que los acercan o alejan de estas nuevas tecnologías?. Para responder a estos cuestionamientos, fueron utilizadas técnicas metodológicas centradas en el ser humano, y de inspiración etnográfica, el diseño empático y el diseño emocional, como la forma de reconocer al usuario adulto mayor, así como para proyectar propuestas de solución que faciliten la interacción entre los adultos mayores y las nuevas tecnologías. Esta tesis presenta una propuesta de metodología de aproximación y de entendimiento de las características y necesidades del usuario adulto mayor realizada en dos experiencias de inmersión en casas de esparcimiento para adultos mayores; una en Río de Janeiro y otra en la Ciudad de México. En ambos casos, se realizó una experiencia de aprendizaje básico de uso de tabletas y computadoras de escritorio para mayores de 70 años que sirvió como técnica de investigación y reconocimiento de las motivaciones, frustraciones y deseos que este grupo de la población tiene con respecto a un tipo de tecnología en particular que les resultaba ajena. A partir de este trabajo, se presentan conclusiones y consideraciones que pueden ser retomadas por los diseñadores cuando se enfrenten al desarrollo de propuestas de Diseño que involucran nuevas tecnologías y cuyo usuario final sean aquellos que sobrepasan
los 70 años.
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