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conTacto

User research and product development

The purpose

Gadget for cell phones that helps older adults get closer to technology and easily use devices with processes that they know and are familiar with. Elderly users often tend to fall behind technological advances due to the rapid evolution of devices and the little support that can be provided to them.

ConTacto has four buttons that are synchronized with the applications most used by this type of user and with a pen that makes the use of touch screens easier. In this way, older adults can learn to use tactile tools without completely disappearing the elements that they already know.

Project carried out for the Impacto Mayor 2021 contest

Contest Impacto Mayor

2021

User research, A/B testing, user persona, development and rendering.

Miro, Rhinoceros, Keyshot, Ps

The process

In 2020, Mexico was officially recognized as an aging country, as the percentage of older adults exceeded 10% of its total population. As a result, society has faced various challenges that need to be addressed. Only 21.6% of Mexicans over 55 accessed the internet in 2016. In other words, only 2 out of 10 older adults use the internet in Mexico. Additionally, 62% of older adults with a cell phone received it as a gift from a family member, and 24% acquired it on their own.

Unfortunately, this is a socially vulnerable sector, as it is estimated that 30% suffer from abandonment, and out of every 10 suicides committed, almost two are by elderly people, mainly due to depression and lack of support. In other words, urban older adults have deficient or non-existent support networks.

Our research started by delving into UNDP's Goal 10, to later rescue its objectives and land on how we could apply these goals to reduce inequality in Mexico. The aim is to reduce inequality within and among countries, promoting social inclusion, guaranteeing equal opportunities, enhancing equality regardless of individual characteristics, and improving social stability. Collaterally, we believe our solution would yield beneficial results in SDG 9 (innovation) and SDG 2 (health and well-being), considering emotional and social well-being.

Due to the global COVID-19 pandemic, older adults have been separated from society and their families as they are the most vulnerable to the mentioned disease, thus changing their way of living and connecting with others. Therefore, we decided to focus our end-user on older adults aged 59 and over who have little to no direct contact with technology, in addition to being the sector of the population that this pandemic has isolated and left vulnerable.

The selected challenge was to integrate older adults into society through technology. Based on this, we asked ourselves: How could we integrate elderly people into society through a comfortable transition to technology, reducing the risk of isolation and emotional loneliness?

By analyzing our user profile, we found various insights that helped us deepen the problem. Among the most important jobs to be done are being able to connect with technology easily and reintegrate into society actively. Considering this, the gains the user will obtain are avoiding the feeling of abandonment due to the pandemic and adapting to technological changes autonomously and quickly. The pains we seek to reduce include the fear of damaging devices while learning and the lack of support networks to teach them or address their technological needs, often leading to ridicule.

After conducting the initial interviews, we found important insights from the following quotes: "It's better to learn a little than not to learn at all." "Life is a lesson; you never stop learning." "I would like to learn; I can no longer teach because I'm not up to date," among others. In the end, we realized they have the motivation to keep learning, but it is difficult for them as they do not have easy access or support to do so. Likewise, we can see that they still want to learn skills as their age is not an impediment.

Through research, we also highlighted that the main problem for older adults is that technological advances are so rapid that they sometimes cannot keep up. Often, adults depend on their support networks for the use and learning of devices, whether in time or available devices.

Therefore, considering the above, it is important to note that they need to find a way not to lose motivation through a device that allows them easy and individual learning. Similarly, we must develop a tool that allows them to learn individually without the need for others and that is easy to understand.

The design

Before the ideation process, the three most important insights were gathered to meet the user's needs. These were that older adults need companionship, do not have a constant support network, and have not found a way to learn but are seeking it. With these insights, we were able to find a way to fulfill our purpose by focusing on what the user needs.

Just as we took insights to follow the design process, they later became guidelines, which were key for a good ideation and prototype development process with the structure: HOW MIGHT WE...?

Based on the previously mentioned questions, we decided to generate a joint guideline that would allow us to highlight our objective and prototype based on it: How can we include older adults through technology? Establishing a single HMW question allows us not to divert attention to less important and necessary points.

The next step in our design process was ideation, starting with a brainstorming session of 40 elements, from which we highlighted six:

Adapters for electronic devices for older adults
Sponsorship system for an older adult in your community to help them share their knowledge through digital means
Learning network for seniors by seniors
Intellectual competitions between older adults and young people
Tools for incorporating current technology and communication media into their lifestyle
Creating an app that teaches them how to use other apps on their phone, Smart TV, etc.
Finally, we established that to achieve our goal, the idea that came closest was number five: Tools for incorporating current technology and communication media into their lifestyle. In this way, our final result would have to be a functional product adapted to our user.

For our initial proposal, we decided to integrate several features directly presented from our insights, which were:

A gadget that facilitates cell phone use for older adults
Physical buttons with a familiar design
A stylus for better interaction with the phone
SOS button, visible voice control/virtual assistant
Light and sound system indicating good or bad functioning
Graphic instructions that can be followed step by step
In this way, and evaluated with the value map, we can see that we have various gain creators, such as analog buttons and ease of use, combined with pain relievers, such as an easy-to-use stylus that may not need an extra charger. From this, we generated our first sketches to evaluate and choose the best option.

For prototyping, we established our proposal as follows: our cell phone gadget helps older adults who want to reintegrate into society through an easy approach to technology and use technological devices simply with processes they know and are familiar with. This is how we obtained our prototype made of paper battery to show it to some target users and have a better evaluation with a first approach to our product.

The impact

To conclude, we generated an implementation plan based on integrating our product into the market through department stores and online sales so that it can be acquired by both our customer and our user.

The implementation plan includes 6 months of work.

Taking this into account, our metrics for measuring success are:

Reduction in the time to access and use applications
Improvement in application usage performance
Increase in the user's support network
Increase in the time of interaction between the user and their support networks
Additionally, we consider the user's benefits as success for us, which are:

Greater use of electronic devices and platforms by older adults
Reduction of risk situations caused by loneliness
Increase in support networks and contact with them
Greater ease of connecting through cell phones
We also need to consider the obstacles that could arise once the product is on the market, such as:

Physical impairments of users (Parkinson's, dementia, etc.)
Unattractive sales and promotion for users and customers
Instructions that are not easy or incomplete with illustrations
Finally, to meet our required capabilities, which are:

Programming skills
3D modeling
Digital design
Within our team, we need:

Digital designers
Programmers
Sales and logistics team
Prototyping and testing team
Marketing and promotion team
Additionally, to cover our costs for materials, programming, promotion, and collaborators, we will need potential partners, such as:

Alliances with applications and/or online platforms
Associations or support groups for older adults
Cell phone companies

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