Welfare technology – use of technology in developing and defending welfare society in Europe

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Author(s)Anthony Lewis Brooks, Eva Petersson Brooks
A third-culture thinker, Brooks’ research from 1985 originated a body of research titled SoundScapes that has been a catalyst for investigating specific Information Communication Technology (ICT) applied across Welfare Society situations where potentials for development, wellbeing, and life quality are questioned. Participants span ability, age, and condition. Findings point to the need for next-generation strategies in Lifelong Learning to optimally integrate ICT to support future service industries predicted shortfall to address the changing demographics of aged. An aim of the work is to optimally motivate active participation via an end-user experience of play, creativity and ludic engagement. Increased social interactions are also targeted. In line with this each program and session design has specific ‘formal’ goals according to expert input, thus the role and capabilities of facilitator, educator, or instructor is of prime importance. SoundScapes’ non-formal/informal strategies will be exemplified and discussed in the workshop, including the emergent models for (a) ‘in-action’ intervention, and (b) ‘on-action’ evaluation. Expectations are of audience analogy to own context. SoundScapes’ latest incarnation is a residential coaching retreat being built on the Danish south-West coast near Denmark’s 5th city Esbjerg to address the presented need.

The emergence of a “creative society” is imminent, a world where creativity rather than productivity constitutes the source of economic value; a making-and-doing-culture. But what is creativity? The adjective creative can be defined as “having the quality or power of creating”. For whom, then, is the creative society? Shouldn’t it include every member of the society at every level of activity (from macro to micro levels) so as to enrich and develop actions in areas such as business, public and private life? Creativity in interaction with others is crucial, as it fosters human well-being and quality of life. This presentation addresses ludic engagement designs for all by investigating current and new opportunities for people to creatively explore, design and invent by means of different resources such as interactive environments, toys, and creativity workshops (i.e. high-tech, low-tech, and no tech). The ambiguity of these resources is particularly emphasised in relation to how they can foster and enhance creative thinking and creative expression. Such processes are iterative and are similar to design activities; testing of boundaries, experimenting with ideas, exploring opportunities. In this way, ludic engagement designs for all becomes a central attribute for processes of change and ambiguity and, as such, a central metaphor for the use and design of resources for the creative society.
CategoriesModernising PHE within diversified HE » 2012 22nd Annual Conference