Speculative Design for Intergenerational Learning in 2050

2022
Service Design

Role

Team Work, My Role: Service Strategy, User Research, Interaction, Virtual World design, Prototyping & Testing

Timeline

3.5 months

🔍 About this Project

In 2050, Taiwan is expected to have 8 million elderly people. While current societal attention is on medical care, the project explores whether the younger generation desires interaction with and learning from the elderly. The goal is to empower every elderly person to continue and pass on their values, creating a dignified life. Through Empathetic Practice and different age stage participant interviews, the team developed Youth-Silver Island(青銀島), a virtual platform connecting generations. The prototype was tested with future elderly and young participants, focusing on usability and accessibility, with plans emphasizing empowerment, intergenerational learning, and social participation.

TL;DR

Problem

In 2050, Taiwan is anticipated to face a significant demographic shift with an estimated 8 million elderly people. The prevailing societal approach to elder care and welfare policies predominantly focuses on medical and financial aspects. While there is recognition of the need for support in healthcare and economic aspects, the emotional and social needs of the elderly are not receiving adequate attention. Furthermore, there exists a potential generational divide where the youth may hesitate to engage with the elderly due to fears of communication barriers and generation gaps. The challenge is to bridge the generation gap and create opportunities for meaningful interactions between the elderly and the younger generation.

Solution

The project begins with Empathetic Practice and interviews with individuals aged 30-65 to deeply understand the current needs of the elderly and their future expectations. The research informs the development of Youth-Silver Island(青銀島), ensuring that the platform is tailored to the specific requirements and preferences of the target demographic. Utilizing artificial intelligence and the concept of digital twins creates a virtual world where users can engage with each other through avatars, facilitating communication and interaction.

  • The platform facilitates interactions where the elderly can share their life experiences and social connections, while the younger generation contributes creativity and interests.
  • This intergenerational learning model aims to break down communication barriers and foster a sense of community between different age groups.

Result

Youth-Silver Island(青銀島) offers a virtual environment where users, represented by avatars, can communicate, interact, and learn from each other. Elderly individuals share their life experiences, while younger individuals contribute creativity and interests. Prototypes were tested with potential users, refining the concept based on usability and accessibility feedback. The ongoing focus is on empowerment, intergenerational learning, and social engagement as core service principles. The platform aims to address the diverse needs of both young and elderly users, promoting a sense of community and understanding across generations.

  • Acknowledged the value of speculative design and empathy in understanding and solving complex societal issues.
  • Advocated for inclusive design principles, emphasizing the need to consider both physical and emotional aspects.

Resource

Design Process

Research Methodologies

Exploration of Future Scenarios

In exploring the potential scenarios of the year 2050 and the significant factors influencing our world, the project used the STEEP framework (Social, Technological, Economic, Environmental, and Political) through the lens of Drivers of Change. The aim was to spark discussions and ideas about future challenges. The discovery phase began with a focus on the needs of the elderly, extending to the exploration of the future youth population and their gains from interacting with the elderly.

Desk Research Summary

Considering the National Development Council estimates, Taiwan is expected to reach its peak elderly population (65 years and above) of around 4.7 million in 2050. The impact of an aging population includes:

  • A narrowing family structure.
  • An increase in intergenerational gaps.
  • The normalization of "pole family" structures where grandparents outnumber grandchildren.

The team conducted a literature review and synthesized the results to address research questions about providing students with realistic experiences of various professions and enhancing their self-efficacy and confidence in career decision-making.

Brainstorming and Feasibility Prioritizing

After envisioning potential issues faced in 2050, the team brainstormed related problems and prioritized them through a feasibility analysis, deciding which issues to address.

‍User Research and Empathetic Practice

Empathetic Practice involves simulating the elderly physical and psychological conditions, such as hearing problems, presbyopia, back pain, and difficulty using existing tools. This immersive experience utilized tools like elastic bands to simulate back pain, headphones with white noise for hearing issues, and popular culture references to simulate generation gaps in communication. Additionally, VR360 apps were employed to simulate the experiences and visual impairments of people with dementia.

Interviews

In-depth interviews were conducted with participants of different age groups to understand the needs and expectations of future elderly people  (30-60 years), youth (20-30 years), and current elderly people  (65 years and above). The research analyzed social interactions, community, future perceptions, and technology acceptance.

Research Results Analysis and Definition

The interview results were analyzed and categorized into personas, highlighting key features distinguishing user types. Two primary personas were selected – future youth and future elderly – forming the basis for the service design. Value Proposition Maps were employed to view users from different angles and think of potential solutions, while Points of View and How Might We questions were used to define the design perspective and explore possible solution directions.

‍Service Design Concepts

In 2050, the project introduces "Youth-Silver Island," a virtual platform using advanced technology. Operating on the digital twin concept, users connect their brains by sitting or lying in a virtual space. Facial recognition facilitates brain connection, allowing users to share virtual experiences. The platform promotes collaboration between government, universities, and students, facilitating one-way and two-way communication. It offers courses where youth share knowledge with the elderly, earning rewards in return. Language barriers are tackled through automatic translation and holographic projections for the elderly.

Project Details

What will our world look like in 2050?

In the year 2050, Taiwan was home to 8 million elderly citizens. While the current societal focus on the elderly primarily revolves around healthcare and welfare policies, the importance of their psychological well-being and social needs cannot be overlooked. The challenge was to create a solution that empowers every elderly people , providing them with opportunities to continue and pass on their values, thereby fostering a dignified life.

Speculative Design allowed the team to project into the year 2050 and envision the challenges and opportunities in a society with 8 million elderly citizens. The project explored social, technological, economic, environmental, and political factors by using Drivers of Change and the STEEP framework, sparking discussions on potential future scenarios.

To empower every elderly individual, enhancing their chances of continuing and passing on values, thereby creating a life of dignity. 

The project embarked on a journey of Empathetic Practice and gain insights into nine participants, between 20-65+, tomorrow’s seniors (30-60 years old), young adults (20-30 years old), and today’s seniors (65+), gaining insights into the current needs of different age stage and their future aspirations. We also simulated the physical and psychological conditions of the elderly, such as hearing impairment, simulated aging effects, and virtual reality experiences, which enabled a deeper understanding of their challenges and needs.

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The speculative nature of the design process allowed the team to break free from conventional stereotypes and imagine a platform that would bridge the generational gap. Based on the problems discovered above, we discussed through Design Cards to propose possible service solutions to solve these problems, using the seven directions of Design Cards to increase diverse ideas.

  • Step 1 Share Design Cards
  • Step 2 Barnstorming with Design Cards
  • Step 3 Affinity Diagram & Anonymous Vote
Design Cards
Affinity Diagram & Anonymous Vote

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"Concerned about aging slowing down your thinking and the physical decline preventing you from engaging with interesting individuals after retirement? Do you desire interaction and learning from seniors with rich life experiences during youth but fear generational gaps in cross-generational communication?"

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The outcome of this research paved the way for the creation of "Youth-Silver Island" . This virtual platform, powered by artificial intelligence and digital twin concepts, aims to bring the elderly and the younger generation together in a virtual world for communication, interaction, and learning. The platform allowed the elderly to share their networks and experiences while the more youthful generation contributed creativity and interests.


The platform's features were designed to cater to a diverse user base:

Virtual Learning and Interaction:

  • Users could create avatars and engage in a virtual world for communication, interaction, and learning.
  • The AI and digital twin concepts facilitated a realistic virtual environment, connecting users through brainwave synchronization and facial recognition.

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Course Offerings and Learning Opportunities:

  • Unidirectional and bidirectional courses were available, encouraging both age groups to share knowledge.
  • Service exchange allowed young people to accumulate service hours, which could be exchanged for digital certificates, virtual rewards, or physical items.

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User Experience Enhancement:

  • Language translation (differences in buzzword used by young and older people) and adaptation supported seamless communication.
  • Holographic projection offered a specially designed experience for individuals with cognitive issues.

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In the end, the platform prototype invited users to experience its features and provide feedback. The onboarding process was designed flexibly, allowing users to choose their virtual personas carefully. The positive and concerned feedback reflected the users' appreciation for the platform's innovative features and apprehensions about aspects like real-time emotional sharing.

Youth-Silver Island Virtual Experience

The essence of "Youth-Silver Island" lies in its commitment to empowerment, intergenerational learning, and social participation. The platform aimed to create a space where the elderly's contributions filled the learning needs of the younger generation, and the companionship and listening of the younger generation met the elderly's need for interaction and dignity. In conclusion, "Youth Silver Island" became more than just a virtual platform; it became a bridge connecting the elderly and the younger generation, a space for shared learning, empathy, and the celebration of diverse experiences in the ever-evolving landscape of 2050.

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Key Takeways

đź“ŚUnderstanding and applying Speculative Design: The project highlights the value of speculative design in addressing complex societal issues. Through design thinking and empathetic practices, Youth-Silver Island demonstrates how speculative design offers valuable insights and inspires innovative solutions for future challenges.

đź“ŚDignified Inclusive Design: The emphasis on inclusive design for older adults goes beyond physical health, psychological well-being, and social needs. Youth-Silver Island showcases how technology can empower the elderly, providing a dignified and enriching space for sharing wisdom and interacting with younger generations.

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I'm Jen-Chu Hsu. My work focuses on themes of human behavior and emotional states. Within my work I am also driven to develop more accessible and user-friendly experiences.