Why Do Playgrounds Still Look the Same?

Public playgrounds have existed for little more than a century, yet their physical appearance has changed surprisingly little. Swings, slides, and climbing frames arranged on soft surfaces remain the dominant model in cities around the world. While these spaces are widely accepted as “safe,” they are often criticized for being repetitive, predictable, and limited in terms of creativity. This raises an important question: why do playgrounds still look the same despite decades of research on child development and play?

One key reason lies in the rise of risk-averse attitudes toward childhood. As Tim Gill explains in No Fear: Growing Up in a Risk-Averse Society, parents and institutions have increasingly prioritized supervision and risk elimination over children’s independent exploration (Gill, 2007). Concerns about injury and liability have led to strict safety standards, which strongly influence playground design. As a result, playgrounds became standardized environments optimized to minimize physical risk rather than to support imagination or curiosity.

Historically, early playgrounds were often supervised and included equipment that would be considered unacceptable today due to injury risks. However, from the mid-20th century onward, safety regulations and cost considerations encouraged uniform solutions. Impact-absorbing surfaces and fixed equipment became the norm, reinforcing a one-size-fits-all design approach. While research shows that the actual risk of serious injury in playgrounds is extremely low, fear continues to shape design decisions more than evidence does (Gill, 2007).

Another reason playgrounds remain unchanged is their adult-centered design process. Children are rarely involved in early design stages, and decisions are typically made based on adult assumptions about safety, order, and control. Brown et al. (2021) highlight that many playgrounds are designed to meet regulatory and accessibility requirements but fail to consider how children actually experience play. This often results in environments that are inclusive in theory but limited in playful engagement.

The persistence of similar playground designs is therefore not due to a lack of alternatives, but to a system shaped by fear, regulation, and adult perspectives. Reimagining playgrounds requires shifting the focus from eliminating risk to designing meaningful play experiences, where creativity, curiosity, and social interaction are valued alongside safety. For designers, this opens an opportunity to rethink playgrounds not as fixed installations, but as dynamic environments that support children’s development in richer and more diverse ways.

References

[1] T. Gill, No Fear: Growing Up in a Risk-Averse Society. London, UK: Calouste Gulbenkian Foundation, 2007.

[2] D. M. Y. Brown et al., “A Scoping Review of Evidence-Informed Recommendations for Designing Inclusive Playgrounds,” Frontiers in Rehabilitation Sciences, vol. 2, 2021.

[3] Future Foundation, Changing Patterns of Parental Time and Supervision, Report, 2006.

Temporal Experience in UX: How Interfaces Shape Our Sense of Time 6/10

Case Study Review: Digital Products That Already Practice Slowness 5/10

How do Ubiquitous Computing and Calm Technology relate to the field of User Experience Design?

In my last blog post, I introduced the idea of calm technology. But what actually makes a technology feel calm? In their 1996 paper, Mark Weiser and John Seely Brown suggest that technology becomes calming when it:

  1. Places information in the periphery, letting us stay aware without being overloaded.
  2. Allows smooth movement from the periphery to the center of attention, giving us control when action or response is needed.

This balance increases awareness while keeping users in control, rather than dominating their attention. Designing for the periphery is therefore a key part of creating calm technology that genuinely supports people.

Weiser and Brown define calm technology through three characteristics:

  1. Smooth transitions between the center of attention and the periphery
  2. Expansion or Enhancement of peripheral perception and awareness
  3. “Locatedness”, which creates calm by fostering a connection to the environment enabling to act confidently within it

Technology feels calm when it works with, rather than against, the way human attention naturally functions. It empowers our periphery by quietly supporting awareness, giving more context and control without demanding attention. This creates a feeling of comfort, familiarity, and “being at home” in our environment. Technology achieves this calmness when it blends seamlessly into its surroundings and aligns with our expectations, allowing attention to flow uninterrupted. Just as grammar mistakes pull us out of a text or a rearranged kitchen disrupts the act of cooking, intrusive or poorly aligned technology breaks our focus. When technology preserves our flow of attention, it naturally feels calm.

How is Calm Technology connected to Ubiquitous Computing?

Both concepts are firstly introduced by Mark Weiser (and John Seely Brown). The early research on Ubiquitous computing inevitably led to the concept of calm technology. So both concepts are closely intertwined. Let me explain why:

Ubiquitous computing enables and requires calm technology at the same time. Once computers are everywhere, it will be crucial to consciously design interactions to ensure they do not overwhelm users. Calm technology is the design philosophy that ensures ubiquitous computing remains unobtrusive and supportive. At the same time, the fact that interactions with digital information can now take place anywhere creates an opportunity to design them in a more supportive way.

This means that ubiquitous computing is the technological vision, and calm technology is the human-centered design principle that guides how that vision should interact with people. They are intertwined because one sets the stage, and the other ensures it’s usable and fits with human needs.

How do Ubiquitous Computing and Calm Technology relate to Today’s field of User Experience Design?

Human Computer Interaction has evolved alongside the evolution of computing, which can be summarized in three stages. In the mainframe stage, computers were rare, expensive, and shared by multiple users. Interaction during this stage was driven primarily by technological possibilities rather than human capabilities. As computers became more accessible, the personal computing stage emerged, establishing one-to-one relationships between individuals and their machines. This shift brought technology closer to people and made user experience a central concern, moving the focus of interaction from the technology itself to the user.

In the following ubiquitous computing stage, people interact with numerous embedded computers throughout their daily lives, making calm technology not just desirable but necessary. The Internet has accelerated this evolution, raising questions about how pervasive technology may impact our environment and everyday experiences. In the state we are currently in, technology constantly competes for our attention. New technology is developed in a high speed and to keep up the pace user-tests are often skipped, resulting in bad user experience and usability (Monse-Maell, 2018). In response, many contemporary design trends have emerged, all based on the same underlying concept: Calm Technology. Within the design field, this idea is commonly framed in terms of attention and presence (Calm UXQuiet UXMindful UX), simplicity and reduction (Minimalist UXEffortless UXInvisible Design), spatial and peripheral interaction (Ambient UXPeripheral Interaction), and human well-being and pace (Well-being UXSlow Technology).

Sure you already heard of some of those terms and are familiar with the ideas behind it. They all come down to the same main idea. They take the philosophy of Calm Technology and translate them into concrete design practices. Calm Technology gives designers a philosophical and ethical grounding. The specification into one of those terms usually provides concrete methodologiespatterns, use cases and heuristics. That’s why it makes sense to engage with these fundamental ideas, as they form the basis for current design trends and shape much of today’s interaction design thinking.

Now that we’ve covered these fundamentals, I want to take a closer look at human–computer interaction and what types of interactions we can use to achieve calmer, more effortless technologies. In the next blog entry, I’ll explore how we intuitively understand how to use objects, how information is perceived in our periphery, and what this means for designing interfaces.

References:

AI Assistance Disclaimer:

AI tools were used to improve grammar and phrasing. The ideas, examples, and content remain entirely the author’s own.

Calm & Slow Interaction: Key Principles for Designing Attention – Aware Interfaces 4/10

#3 Testing and Research

Background

This week I had a situation that perfectly illustrated why I chose this topic. I was explaining some functionalities of a new app to my grandfather. He has always been very tech-savvy, he still works on his own website but even he struggles with certain concepts from time to time. He often tells me that everything takes him much longer than it used to and even when I show him a quicker or easier way to do something, he still sticks to the method he already knows. I believe this is partly a matter of habit and partly a reluctance to change something that “still works.”

What surprised me most was watching him interact with the app after my explanation. I assumed that once I had shown him how the app worked, it would be straightforward. But when he tried it on his own, he had to stop and ask for help at many points. It made me realize how much prior knowledge and digital literacy designers unconsciously expect from users, even when the interface seems simple to us.

This small moment showed exactly why designing for older adults matters: even motivated users with experience and interest in technology can struggle when interactions are not intuitive, forgiving or aligned with their mental models.

But here comes the real question: Is the problem rooted in the design of digital products or in the mental models that older adults bring with them? In other words, should we focus on improving the interfaces or on helping older people build the conceptual frameworks they need to understand how technology works in the first place?

Research

Problems older adults face with technology usually come from two sides: the design of the technology and the way older people understand and process information. When these two sides don’t match, it leads to confusion and mistakes. [1][3]

Many digital products simply aren’t designed with older adults in mind. This creates barriers that make technology hard to use.

  • Interfaces that feel cluttered or complicated: When apps have too many features or unclear layouts, older adults struggle to find what they need.[3]
  • Physical design that clashes with age-related changes: Small buttons, close-together touch targets or gestures like pinching and swiping can be difficult due to reduced vision, motor skills or dexterity.[3]
  • Unclear icons: Small, abstract or unfamiliar icons can be hard to recognize. Older adults often expect bigger, more descriptive labels instead of symbolic icons. [3]
  • Inconsistent design: If the interface doesn’t behave in predictable ways, it breaks the user’s expectations. This lowers trust and makes people feel unsure about what will happen next. [5]

(Planned) Sources

[1] D. Orzeszek et al., ‘Beyond Participatory Design: Towards a Model for Teaching Seniors Application Design’, arXiv [cs.CY]. 2017.

[2] L. Kane, “Usability for Seniors: Challenges and Changes,” Nielsen Norman Group, Sep. 08, 2019. https://www.nngroup.com/articles/usability-for-senior-citizens/

[3] G. A. Wildenbos, L. Peute, and M. Jaspers, ‘Aging barriers influencing mobile health usability for older adults: A literature based framework (MOLD-US)’, International Journal of Medical Informatics, vol. 114, pp. 66–75, 2018.

[4] J. Nielsen, “Usability for Senior Citizens: Improved, But Still Lacking,” Nielsen Norman Group, May 28, 2013. https://www.nngroup.com/articles/usability-seniors-improvements/

[5] Thefinchdesignagency, “Building User Trust in UX Design: Proven Strategies for Better Engagement,” Medium, Feb. 05, 2025. https://medium.com/@thefinchdesignagency/building-user-trust-in-ux-design-proven-strategies-for-better-engagement-c975aa381516

Research update + Doomscrolling and anxiety

Personal experiments:

Screentime before:  

What I spend most of my time on is the category “social”. The second one is “travel” which is just when I have gps on my phone while driving to and from my hiking trips. The third category is “productivity and finance”.  

Screentime after setting a time limit on most used social media apps:  

One week into setting a timelimit on my most used social media apps, my screentime went down by 54 minutes on average. The third of the top three categories changed from “Productivity and finance” to “entertainment”.   

As i mentioned in a previous blog post, I didn’t feel like setting the time limit was working due to it being too easy to ignore. The screentime dropping slightly could be an indicator that even though I ignored the limit, maybe it was a little nudge to a little more conscious use of social media platforms and made me limit my use somewhat.  

The third category being changed to “entertainment” shows that when i met my limit for the social media apps, sometimes i just exited that app and opened up another application used for entertainment.  

I’m still not where I want to be with my screentime and will continue to implement my tools for reducing it and cupdate later on how also following the 30 min scroll time project affects me.

Secondary research

This week I also conducted more secondary research about the reasons why humans tend to doomscroll and some of the side affects it leads to.

Why do we doomscroll?

Why we doomscroll can be explained by how our brains are wired for threat and novelty. As Harvard Health Publishing explains, the brain’s fight-or-flight response pushes us to scan for danger when we perceive uncertainty or risk, and doomscrolling feeds directly into that impulse. Meanwhile, Newsweek notes that, especially for younger people, social media serves like a “digital pacifier”, a convenient distraction from stress, loneliness and boredom. Which makes doomscrolling feel like a quick way to cope even when nothing has really changed. In these situations it works as a quick fix and not as a long term solution. Because news feeds and apps constantly deliver new content at irregular intervals, each swipe can feel like a small “reward”, encouraging us to keep scrolling in search of the next one.  

How can doomscrolling trigger anxiety?

Constant exposure to negative or alarming content through doomscrolling can have serious repercussions for our mental and physical health. According to Harvard experts, doomscrolling overloads our stress response: extended exposure to distressing news can lead to symptoms like trouble speeling, muscle tension, headaches, irritability, or even elevated blood pressure. A 2023-2024 review even links excessive doomscrolling to decrease overall well-being and increases existential anxiety, a sense of dread of panic about life and the future. Moreover, as Newsweek points out, what feels like staying informed or reducing uncertainty often does the opposite, delivering “fleeting relief” but ultimately reinforces worries because each new negative headline renews anxiety instead of easing it.  

Why doomscrolling is most common with younger people

Doomscrolling appears to be especially widespread among younger age groups. In a 2024 survey cited by Newsweek, around 53% of gen Z respondents identified themselves as regular doomscrollers, a far higher rate than the general adult population. The article explains this by noting how deeply intertwined social media is with younger people’s daily lives: manually use their phone for hours, and social platforms often act as distraction from stress, isolation, or uncertainty. Because younger people are more frequently online and more exposed to algorithm driven content cycles, their risk of falling into habitual doomscrolling (and the mental health consequences that come with it) becomes much greater than for older generations.  

“Anxiety among young adults almost tripled between 2019 and 2023 in the U.S. according to Department of Health and Human Services data cited by the report. ”

Sources:

https://www.newsweek.com/gen-z-doomscrolling-problem-2065999

https://www.health.harvard.edu/mind-and-mood/doomscrolling-dangers

https://www.ipsos.com/en/axa-mind-health-report-mental-health-continues-deteriorate-around-world

https://www.ssb.no/kultur-og-fritid/tids-og-mediebruk/statistikk/norsk-mediebarometer/artikler/dette-er-de-mest-populaere-sosiale-mediene?utm_source=chatgpt.com

https://www.southerncross.co.nz/society/info-hub/members-hub/your-toolbox/wellbeing/thinking-well/the-dangers-of-doomscrolling?utm_source=chatgpt.com

https://www.theguardian.com/society/2022/sep/06/doomscrolling-linked-to-poor-physical-and-mental-health-study-finds

The future is too bright

satellite photo of Europe where light pollution can be seen
Artificial light as seen from satellites. Protege Noctem, Mattia Balsamini

83% of the world’s population has never seen the Milky Way, living disconnected from our cosmos. This is due to light pollution, which is the excessive or inappropriate use of artificial outdoor light. Apart from distancing us from nature, it impacts human health and wildlife behaviour.

The invention of light completely changed our society: thanks to artificial illumination, after sunset we can do almost everything we would do during daytime. This revolution has lengthened the workday, allowing economic growth.

But like all great inventions, it comes with a downside. Due to poor design, light reflects in directions other than the intended one: streetlamps, cars, windows, factories and billboards significantly brighten the night sky, especially over urban areas. 

For what concerns health, artificial light confuses the production of melatonin, therefore damaging the human circadian cycle. This results in sleep deprivation, stress, anxiety and according to recent studies it is even linked to cancer.

a person lying on a bed with a measuring device attached to their head
Studies show how exposure to artificial light is linked to several health issues. Protege Noctem, Mattia Balsamini

Wildlife is also deeply affected: migration patterns are damaged, wake-sleep habits changed, nocturnal insects are disoriented, plant leaves no longer sense the start of winter. Often the consequence of these anomalies is death.

dead moths
Artificial light causes the death of many small insects. Protege Noctem, Mattia Balsamini

I became passionate about this cause after visiting the photography exhibition Protege Noctem by photographer Mattia Balsamini. In his project, he documents the disappearance of the night and its creatures. Thinking about what humans are doing to nature is frustrating and I often feel powerless about it. I decided to try to contribute by asking myself: “How can interaction design combat light pollution?”. 

I think there are three directions that can be taken: raising awareness, designing eco-friendly products and supporting ways to take action. My aim for the next few weeks is to explore each of these aspects, starting from what already exists in the design field, moving onto what can be implemented and finally figuring out what is missing.

We can raise awareness on the disappearing stars, the health risks of light pollution and its impact on wildlife. In addition, we can draw attention to the importance of preserving darkness. There are several organizations working to reduce light pollution and create dark sky reserves. One of these is the DarkSky International, which fights for dark sky reserves.

Where light is necessary, we can limit it. This is where light design kicks in. Many examples come to my mind: the design of light itself, in private and public settings, its intensity, temperature, duration, disposition, reflection, orientation and its sensors. On the other hand, we can also explore shadows and how to create them: curtains, blinds and shields for instance. Another direction could be exploring light alternatives: is it possible to fulfill certain needs with the help of other means, such as sound, touch or motion? 

different lamp designs from a light pollution perspective
Street light design. © Valeria Montjoy (ArchDaily)

Finally, design can support various ways to take action. These are advocating for changes in schools, workplaces and communities, spreading the word or citizen science. The latter involves regular citizens, who submit measurements of the night sky brightness and support scientific projects, such as the Globe at Night Project.

Light pollution is a broad topic and I am excited to investigate its relation to interaction design. Nevertheless, I fear that any solution I might come up with may be difficult to apply to daily life. I therefore aim to focus on realistic ideas that can actually make a difference during my research.


Sources

Balsamini, M. (2023, December 18). Protege noctem. Mattia Balsamini. https://mattiabalsamini.com/project/protege-noctem/

Light pollution. (n.d.). https://education.nationalgeographic.org/resource/light-pollution/

MapMaker: Light pollution. (n.d.). https://education.nationalgeographic.org/resource/mapmaker-light-pollution/

Gaston, K. J., Davies, T. W., Bennie, J., & Hopkins, J. (2012). REVIEW: Reducing the ecological consequences of night‐time light pollution: options and developments. Journal of Applied Ecology, 49(6), 1256–1266. https://doi.org/10.1111/j.1365-2664.2012.02212.x

Light pollution – artificial sky brightness – science on a sphere. (2016, August 4). Science on a Sphere. https://sos.noaa.gov/catalog/datasets/light-pollution-artificial-sky-brightness/

Creating User-Centered Strategies that align with Business and IT Goals in an innovative Agile Environment (Part 01)

Designers are empathetic visionaries seeking to find the right answer to their user’s desires. Besides breaking down Desirability designers are also responsible for building bridges towards Viability and Feasibility. In business context designers are therefore forced to view challenges holistically within the larger business scale. In order to succeed they need to adapt to business language. By integrating their human-first approach new opportunities and possibilities open up. Their scope of work increases: driving processes and communication, breaking down silos and avoiding risks are suddenly part of their daily work.

The major goal of this project is to identify and collect methods that could be used by designers to build trust with allies in the company.

Value of Human Centred Design

The number of companies understanding the value of human centred design is constantly increasing.

AirBnB: back in 2008 when the booking platform was first introduced, the visionaries of AirBnB were exposed to different challenges, such as the one to offer trust for guests towards their hosts. A major design enabled this by emphasising on more transparency. This was done by adding verified profiles and allowing feedback of other guests to be displayed. (Vishal Peshne, “UX Case Study: The Success of Airbnb’s User-Centered Approach,” Medium, Jan. 26, 2025. https://medium.com/@vishal.peshne/ux-case-study-the-success-of-airbnbs-user-centered-approach-7557f3d769b9)

Juicero: this example of an American start-up perfectly describes, why a good solution is worth nothing without the right problem statement, and it’s influence on financial aspects. Juicero allows its customers to buy an electrical juice-squeezer that operates by simply putting a pre-made bag of juice in the machine. However, quickly users figured out, that in order to open the said bag, they don’t need the machine at all. You can simply do so with your bear hands. (“TOOLS FOR TOMORROW,” Tools for Tomorrow, 2024. https://www.tomorrow.tools/ (accessed Nov. 10, 2025).

Image by Trenton Schulz

My Motivation

During my bachelor’s I was working as a UI & UX at a local start up. I was enthusiastic and motivated to start. As the first ever UX designer at the company I was quickly challenged with a number of obstacles:

Explaining what UX is about

We need to put emphasise on iteration and process driven outcomes. Stakeholders often seek deliverables. It can be difficult to define a specific deliverable, as artifacts such as Prototypes might suffer from a lack of granularity.

User Centred Mindset

UX-Professionals must always push their agenda to sensitize why it’s important to develop a product according to user needs. Ideas for products must constantly be challenged, whether they will deliver actual value for users and/or customers. This is also why problem statements should be focused on precisely before jumping to conclusions too quickly.

Integrating UX in an agile Environment

The company already had existing processes, most of them closely related to agile ways of working. UX and agile do go hand in hand. However, I once attended a talk, where the speaker mentioned, in her early years of agile training, there was no word of UX yet to be heard. Therefore, it can be challenging to spread awareness on the topic.

Relevance for Designers

As product designer in order to cooperate with our stakeholders and team members we must adapt to their language. In terms of human centred design, it is no good to distance yourself as a designer from other disciplines (e.g. Engineering, Business, Dev-Teams and most of all users).

We must be willing to collaborate, especially with our close colleagues from Product Management. This may include gaining trust with the Product Owner one has to report to.

Recherche Weg

In order to get a grasp of this complex topic I would like to perform two expert interviews with UX professionals with a lot of experience. I could imagine this becoming a bit difficult, as they won’t most likely be able to disclose any confidential information within their companies.

Furthermore, I am planning on attending a few talks from UX professionals (e.g. UX Graz, or some online alternatives for networking) to get an understanding of UX designer’s agenda in companies of all kinds. As of right now, I can imagine focusing on larger corporations and enterprises.

Possibility to Collaborate with a Business

At the WUC 2025 I had the opportunity to connect with Ines Lindner, a UX-Strategist at REWE International. Her responsibility is to tangle the challenge of merging enterprise architecture with human-centred values. In her talk she dives through the different processes that were enabled by Ines and her colleagues to ensure a smooth collaboration between the different parties from Design, Business and IT. One approach introduced by the speaker are so called “fusion teams”. These are teams, consisting out of employees from these mentioned parties. It allows them more freedom in collaboration and especially communication between departments. This is an essential step for breaking down silos, for which Ines has come up with a unique metaphor. Instead of bluntly referring to the different departments as “silos”, as it’s often done in business context, she uses the terms “city” and “houses”.  If I’m lucky I have a chance for collaborating with REWE for my thesis topic. In this case however, the whole topic would be connected to the use case of cash registers in the stores such as BILLA, BIPA, Penny etc.

Image by REWE Group

If the possibility of connecting with REWE doesn’t work out, I might reach out to BOSCH Sicherheitssysteme, where I did my internship.


References

Jurgen Appelo, Management 3.0. Pearson Education, 2010.

‌A. Cooper, R. Reimann, and d D. Cronin, About face 3 : the essentials of interaction design. Indianapolis, Ind.: Wiley, 2007.

S. Flores and N. Yu, “Placing Desirability at the Center of Innovation,” BCG Global, Jan. 16, 2024. https://www.bcg.com/x/the-multiplier/placing-desirability-at-center-of-innovation

B. Flyvbjerg and D. Gardner, How Big Things Get Done. Currency, 2023.

F. Laloux, Reinventing organizations: A guide to creating organizations inspired by the next stage of human consciousness. Nelson Parker, 2014.

Bridging the Gap 

Image by congerdesign from Pixabay

#digital-literacy #trust #interactiondesign #inclusive-design #older-adults #usability #accessibility 

With the current development of technology, our world is becoming more digital every day. As a result, digital literacy, the ability to use, understand and critically engage with digital technologies, is becoming essential for full participation in society. 

However, a significant portion of older adults rarely or never use digital technology in their everyday lives. This is not simply a matter of disinterest, but often the result of exclusion: many digital products are not designed to meet their needs. Age-related changes such as declining vision, hearing, motor skills and cognitive flexibility make it more difficult to learn and adapt to new systems. When technology assumes prior experience or fast learning, it unintentionally leaves many older users behind. 

Yet, digital literacy offers clear benefits for older adults. It can strengthen social connections by allowing them to stay in touch with family and friends, thereby supporting mental well-being. Beyond that, digital engagement can foster independence, stimulate cognitive activity, help overcome physical barriers and even support a sense of identity and belonging in an increasingly digital world. 

Still, psychological barriers remain. Many older adults believe they are “too old” to learn new technologies or lack confidence in their ability to do so.  

Interestingly, digital exclusion is not only an issue of age. Anyone, regardless of generation, can experience it if they lack access, confidence, or understanding of digital systems. The topic, therefore, is not about age alone but about how design can make technology inclusive, trustworthy and empowering for all users. 

Research Focus

Main Questions

How can interaction design support older adults in learning digital skills and becoming more digitally literate?

How can design make digital systems understandable, transparent and trustworthy for older users?

SubQuestions

  • How do older adults approach learning?
  • How do older adults approach learning new digital technologies?
  • What barriers (cognitive, emotional, or physical) affect their ability to learn digital skills?
  • What teaching or onboarding methods are effective for older adults?
  • What competencies are essential for older adults to be digitally literate?
  • How does digital literacy affect older adults’ independence, social participation and well-being?

Relevance for Design Fields

In many wealthy countries, people aged 65 and older are the fastest-growing demographic. With increasing life expectancy, older adults are living longer, staying active and continuing to pursue personal interests well into late life. They want to manage their finances, shop online, research topics and stay in touch with friends and family. However, age brings physical and cognitive changes. Hearing, vision and dexterity often decline, making interaction with technology more challenging. Most websites and apps are designed by and for younger users, which can make them inaccessible for older adults.

Digital literacy is a fundamental factor when designing interfaces for products and services. The level of digital competence within a user base guides decisions about interface complexity, navigation and functionality. For users with limited digital literacy such as older adults, interfaces need to be clear, predictable and forgiving, providing guidance and feedback that supports learning.

Possible Solutions

  • Integrating older people in the design process from the beginning.
  • Combining digital interactions with real life interactions.
  • Teaching basic digital literacy.

Challenges

Recruiting participants for my research may be challenging, especially ensuring a great range of experience levels. Motivating older adults to engage in learning and actively work on improving their digital literacy can also be difficult. Additionally, designing interfaces and interactions that effectively accommodate users with different levels of digital literacy is complicated.

Preview

In my next step I would like to already integrate some interviews with people. I want to grasp what the problem for them really is. I also plan to go deeper into the research of digital literacy for older people, read up on education and learning for the aging population.

Personal Motivation

As I was working on the topic of accessibility for my bachelor’s thesis, I became especially interested in how digital products can be made more inclusive. This is also when I found out that older adults often struggle to understand the functionality of websites, apps or other digital tools. I like to think that, one day, everyone has equal access to digital products, regardless of age or ability. I chose this topic because I believe good design should leave no one behind. Older adults should be able to use digital products independently, without relying on others and feel empowered while doing so. Being able to navigate technology confidently helps them participate more fully in social life, explore new interests and stay connected with friends and family. This is not just about convenience, it’s also about mental well-being, as social inclusion plays a key role in maintaining cognitive and emotional health. I’m also curious about how older adults’ social networks (family and friends) can play a role in spreading digital literacy. If friends, family, or community members can support each other, it could create a positive effect, helping even more people gain the skills and confidence to engage with technology. Ultimately, my focus is on designing solutions that empower, include and connect older adults in the digital world.

Another thing that really opened my eyes came from a talk at the WUC. I learned that many older adults would be happy to use technology if someone simply showed them how (guidance through interaction design). Surveys presented at the talk highlighted that 20% of older adults would use digital products more often if they were easier to use and 19% would engage more if they could see a clear benefit. These findings made me realize that, for many older users, the barrier is not disinterest, it’s accessibility, guidance and perceived value.

Index

Grabowski, S. (2024, October 2). A guide to interface design for older adults. Adchitects. https://adchitects.co/blog/guide-to-interface-design-for-older-adults

Kane, L. (2019, September 8). Usability for older adults: Challenges and changes. Nielsen Norman Group. https://www.nngroup.com/articles/usability-for-senior-citizens/

Landra, A. (2021). Impact of digital literacy on mobile user interfaces: A process for outlining UI design guidelines for people with low digital literacy (Master’s thesis, Politecnico di Milano, Scuola del Design). Politecnico di Milano.

Vercruyssen, A., Schirmer, W., Geerts, N., & Mortelmans, D. (2023). How “basic” is basic digital literacy for older adults? Insights from digital skills instructors. Frontiers in Education8–2023. doi:10.3389/feduc.2023.1231701

Weck, M., & Afanassieva, M. (2020). AGEING PEOPLE’S TRUST IN DIGITAL ASSISTIVE TECHNOLOGY: INITIAL TRUST FORMATION.