Abstract
BACKGROUND: Older people are particularly vulnerable to loneliness and social isolation due to common age-related changes. The ability to maintain social relationships is considered important for health and well-being and is an essential aspect of healthy aging. The use of information and communication technology has been shown to promote social connectedness and social support among older people; however, many existing solutions require already established contacts and are not developed based on expressed needs among older people experiencing loneliness or social isolation. OBJECTIVE: The overarching aim of this study was to develop a prototype of a health and welfare technology intervention for decreasing loneliness and social isolation among older people. METHODS: This study describes an iterative participatory design process conducted in 3 phases to create a prototype of a digital intervention for decreasing loneliness and social isolation in older people through participatory design procedures with several key stakeholders. Phase I explored social service staff's perceptions of how social isolation and experiences of loneliness among older people can be reduced by health and welfare technology. Data were collected by conducting 2 workshops (WSs) with social service staff. Phase II explored needs related to loneliness and social isolation perceived by older people and how these needs may be targeted by using health and welfare technology. Data were collected through 2 semistructured interviews and 2 WSs. In phase III, 3 co-design WSs brought together older people with experience of loneliness or social isolation, social service staff, and IT experts to collaboratively generate and refine design ideas. RESULTS: The main result of the study was the development of a paper prototype of the Fik@ room, which is a digital solution supporting social interaction among older people experiencing loneliness or social isolation. Key needs identified include the desire for low-threshold opportunities to connect, flexible modes of communication, and a safe and welcoming environment. These needs directly informed the final design. The main feature of the prototype is to facilitate social interaction in a digital break room with coffee tables where users can interact via video, audio, or chat. Other features are a bulletin board for announcements about interactions inside or outside of the Fik@ room, as well as a profile page. CONCLUSIONS: The iterative co-design process ensured that the solution was grounded in user needs, which may have contributed to the usability and acceptability of the Fik@ room and potentially effective in reducing loneliness and social isolation among older people. Future research should focus on evaluating effects in a real-world setting.