
Bjørn: Mobile Application for Digital Inclusion Among Elders
Bjørn: Mobile Application for Digital Inclusion Among Elders
Bjørn: Mobile Application for Digital Inclusion Among Elders
Bjørn: Mobile Application for Digital Inclusion Among Elders
Older adults in Norway face challenges using digital products due to a lack of digital literacy. Gjøvik municipality, therefore, wanted us to create a solution that could reduce digital exclusion among the elderly population. Our goal was, thus, to create a solution that would target older adults who want to take advantage of new technology but currently find it overwhelming and frustrating. Our solution, Bjørn, is based on a “learning by doing” approach, enabling them to experience independence, a sense of mastery, and recognize the value of using digital tools.
Older adults in Norway face challenges using digital products due to a lack of digital literacy. Gjøvik municipality, therefore, wanted us to create a solution that could reduce digital exclusion among the elderly population. Our goal was, thus, to create a solution that would target older adults who want to take advantage of new technology but currently find it overwhelming and frustrating. Our solution, Bjørn, is based on a “learning by doing” approach, enabling them to experience independence, a sense of mastery, and recognize the value of using digital tools.
Older adults in Norway face challenges using digital products due to a lack of digital literacy. Gjøvik municipality, therefore, wanted us to create a solution that could reduce digital exclusion among the elderly population. Our goal was, thus, to create a solution that would target older adults who want to take advantage of new technology but currently find it overwhelming and frustrating. Our solution, Bjørn, is based on a “learning by doing” approach, enabling them to experience independence, a sense of mastery, and recognize the value of using digital tools.
Older adults in Norway face challenges using digital products due to a lack of digital literacy. Gjøvik municipality, therefore, wanted us to create a solution that could reduce digital exclusion among the elderly population. Our goal was, thus, to create a solution that would target older adults who want to take advantage of new technology but currently find it overwhelming and frustrating. Our solution, Bjørn, is based on a “learning by doing” approach, enabling them to experience independence, a sense of mastery, and recognize the value of using digital tools.

Course
Eksperter i team - Samhandling og sosial innovasjon i helsefremmende lokalsamfunn

Course
Eksperter i team - Samhandling og sosial innovasjon i helsefremmende lokalsamfunn

Course
Eksperter i team - Samhandling og sosial innovasjon i helsefremmende lokalsamfunn

Year
2024 Spring

Year
2024 Spring

Year
2024 Spring

Client
Gjøvik Municipality

Client
Gjøvik Municipality

Client
Gjøvik Municipality

keywords
Digital Inclusion Elders Concept Development Mobile App Design Visual Identity

keywords
Digital Inclusion Elders Concept Development Mobile App Design Visual Identity

keywords
Digital Inclusion Elders Concept Development Mobile App Design Visual Identity

The Team
Preben Tybring Gjertsen, Håkon Lund-Isaksen, Halfdan Moesagaard Skjesol, Vigdis-Irene Steinsund, and Pia Sophie Thorshaug

The Team
Preben Tybring Gjertsen, Håkon Lund-Isaksen, Halfdan Moesagaard Skjesol, Vigdis-Irene Steinsund, and Pia Sophie Thorshaug

The Team
Preben Tybring Gjertsen, Håkon Lund-Isaksen, Halfdan Moesagaard Skjesol, Vigdis-Irene Steinsund, and Pia Sophie Thorshaug
Software
Software
Software
Software
Software

The Team
Preben Tybring Gjertsen, Håkon Lund-Isaksen, Halfdan Moesagaard Skjesol, Vigdis-Irene Steinsund, and Pia Sophie Thorshaug

The Team
Preben Tybring Gjertsen, Håkon Lund-Isaksen, Halfdan Moesagaard Skjesol, Vigdis-Irene Steinsund, and Pia Sophie Thorshaug










Project Overview
Project Overview

The Problem
It is a well-known issue today that many older adults either struggle to adopt various technological solutions or choose not to use them. At the same time, more aspects of society are being digitized or rely on digital components. The government also aims for digitalization to play a significant role in Norway’s management of the upcoming aging population, enabling more people to remain independent for longer [1]. The team's aim was then to develop proposals on how Gjøvik Municipality and other stakeholders can increase digital inclusion and reduce digital exclusion.

The Problem
It is a well-known issue today that many older adults either struggle to adopt various technological solutions or choose not to use them. At the same time, more aspects of society are being digitized or rely on digital components. The government also aims for digitalization to play a significant role in Norway’s management of the upcoming aging population, enabling more people to remain independent for longer [1]. The team's aim was then to develop proposals on how Gjøvik Municipality and other stakeholders can increase digital inclusion and reduce digital exclusion.

Target Gorup
Before proceeding with the problem, it was necessary to clearly define the target group to ensure that the solution was targeted towards the right people and solved the correct issues. The target group was then described as older adults who want to take advantage of new technology but currently find it overwhelming and frustrating.

Target Gorup
Before proceeding with the problem, it was necessary to clearly define the target group to ensure that the solution was targeted towards the right people and solved the correct issues. The target group was then described as older adults who want to take advantage of new technology but currently find it overwhelming and frustrating.

Target Gorup
Before proceeding with the problem, it was necessary to clearly define the target group to ensure that the solution was targeted towards the right people and solved the correct issues. The target group was then described as older adults who want to take advantage of new technology but currently find it overwhelming and frustrating.

Our Solution
Our solution focuses on making the introduction to mobile devices and systems less overwhelming and frightening. This was achieved by designing an application that serves as a helping hand into the digital world, focusing on learning through an overlay feature. This overlay will sit on top of the person’s screen and help them navigate based on their specific needs. This creates a learning-by-doing experience that enables older adults to gain an understanding of existing technology.

Our Solution
Our solution focuses on making the introduction to mobile devices and systems less overwhelming and frightening. This was achieved by designing an application that serves as a helping hand into the digital world, focusing on learning through an overlay feature. This overlay will sit on top of the person’s screen and help them navigate based on their specific needs. This creates a learning-by-doing experience that enables older adults to gain an understanding of existing technology.

Our Solution
Our solution focuses on making the introduction to mobile devices and systems less overwhelming and frightening. This was achieved by designing an application that serves as a helping hand into the digital world, focusing on learning through an overlay feature. This overlay will sit on top of the person’s screen and help them navigate based on their specific needs. This creates a learning-by-doing experience that enables older adults to gain an understanding of existing technology.
Project Overview
Project Overview

The Problem
It is a well-known issue today that many older adults either struggle to adopt various technological solutions or choose not to use them. At the same time, more aspects of society are being digitized or rely on digital components. The government also aims for digitalization to play a significant role in Norway’s management of the upcoming aging population, enabling more people to remain independent for longer [1]. The team's aim was then to develop proposals on how Gjøvik Municipality and other stakeholders can increase digital inclusion and reduce digital exclusion.

The Problem
It is a well-known issue today that many older adults either struggle to adopt various technological solutions or choose not to use them. At the same time, more aspects of society are being digitized or rely on digital components. The government also aims for digitalization to play a significant role in Norway’s management of the upcoming aging population, enabling more people to remain independent for longer [1]. The team's aim was then to develop proposals on how Gjøvik Municipality and other stakeholders can increase digital inclusion and reduce digital exclusion.
Process
Multiple methods were used during the conduct of this project, where a selection of them is introduced below.
Process
Multiple methods were used during the conduct of this project, where a selection of them is introduced below.
The Team

The primary purpose of this course was to learn more about working in interdisciplinary teams, which therefore became a central part of the process while developing Bjørn. The team consisted of five people with a passion for their respective fields, each contributing valuable insights to the project and how we could approach the solution.
The Team

The primary purpose of this course was to learn more about working in interdisciplinary teams, which therefore became a central part of the process while developing Bjørn. The team consisted of five people with a passion for their respective fields, each contributing valuable insights to the project and how we could approach the solution.
Desk Research

Our process began with desk research, where each member collected information from relevant literature and second-hand sources, with a particular focus on Gjøvik municipality. We based our work on the questions presented by Gjøvik municipality: (1) How can we ensure that the elderly and ill do not "fall behind in their own homes"? (2) How can we reduce digital exclusion compared to today? (3) How can we increase digital competence? We discovered that there is a lot of information regarding existing solutions, but a lack of structure. Therefore, we wanted to hear from first-hand sources what they experienced as the most significant challenges, where we decided to conduct interviews with the target group and relevant stakeholders.
Desk Research

Our process began with desk research, where each member collected information from relevant literature and second-hand sources, with a particular focus on Gjøvik municipality. We based our work on the questions presented by Gjøvik municipality: (1) How can we ensure that the elderly and ill do not "fall behind in their own homes"? (2) How can we reduce digital exclusion compared to today? (3) How can we increase digital competence? We discovered that there is a lot of information regarding existing solutions, but a lack of structure. Therefore, we wanted to hear from first-hand sources what they experienced as the most significant challenges, where we decided to conduct interviews with the target group and relevant stakeholders.
Interview Insights

Based on the interviews, we collected valuable data regarding how the situation is experienced today. Some of the findings included a lack of allocated resources, information about which devices should be prioritized, that one-on-one is the preferred learning method, and that it is hard to reach those who are unwilling to use digital services.
Interview Insights

Based on the interviews, we collected valuable data regarding how the situation is experienced today. Some of the findings included a lack of allocated resources, information about which devices should be prioritized, that one-on-one is the preferred learning method, and that it is hard to reach those who are unwilling to use digital services.
4W's and Brainstorming

The process continued with various methods, such as the 4Ws method, Affinity Mapping, and Brainstorming, to concretize the ideas. Based on these, we ended up with several good ideas, from which we had to eliminate some and choose the ones we liked best. This was part of the Co-Create Process, where stakeholders participated by providing their needs, forming the basis for the specifications of the final solution.
4W’s & Brainstorming

The process continued with various methods, such as the 4Ws method, Affinity Mapping, and Brainstorming, to concretize the ideas. Based on these, we ended up with several good ideas, from which we had to eliminate some and choose the ones we liked best. This was part of the Co-Create Process, where stakeholders participated by providing their needs, forming the basis for the specifications of the final solution.
Concept Development

We took a deeper dive into the challenges and opportunities of our solution in light of the problem statement, the team's respective fields, the timeframe, and other relevant factors. The challenges collected from the experts/users were transformed into HMWs (How Might We). These helped us further develop the concept and a scenario that would be used to create the prototype.
Concept Development

We took a deeper dive into the challenges and opportunities of our solution in light of the problem statement, the team's respective fields, the timeframe, and other relevant factors. The challenges collected from the experts/users were transformed into HMWs (How Might We). These helped us further develop the concept and a scenario that would be used to create the prototype.
The Team

Desk Research

Interview Insights

4W’s & Brainstorming

Concept Development

The Team

The Team

Desk Research

Desk Research

Interview Insights

Interview Insights

4W’s & Brainstorming

4W’s & Brainstorming

Concept Development

Concept Development

Process
Multiple methods were used during the conduct of this project, where a selection of them is introduced below.
Process
Multiple methods were used during the conduct of this project, where a selection of them is introduced below.
Interview Insights

Interview Insights

Read More

Based on the interviews, we collected valuable data regarding how the situation is experienced today. Some of the findings included a lack of allocated resources, information about which devices should be prioritized, that one-on-one is the preferred learning method, and that it is hard to reach those who are unwilling to use digital services.
The Team

The Team

Read More

The primary purpose of this course was to learn more about working in interdisciplinary teams, which therefore became a central part of the process while developing Bjørn. The team consisted of five people with a passion for their respective fields, each contributing valuable insights to the project and how we could approach the solution.
Desk Research

Read More

Our process began with desk research, where each member collected information from relevant literature and second-hand sources, with a particular focus on Gjøvik municipality. We based our work on the questions presented by Gjøvik municipality: (1) How can we ensure that the elderly and ill do not "fall behind in their own homes"? (2) How can we reduce digital exclusion compared to today? (3) How can we increase digital competence? We discovered that there is a lot of information regarding existing solutions, but a lack of structure. Therefore, we wanted to hear from first-hand sources what they experienced as the most significant challenges, where we decided to conduct interviews with the target group and relevant stakeholders.
Desk Research

Read More

Our process began with desk research, where each member collected information from relevant literature and second-hand sources, with a particular focus on Gjøvik municipality. We based our work on the questions presented by Gjøvik municipality: (1) How can we ensure that the elderly and ill do not "fall behind in their own homes"? (2) How can we reduce digital exclusion compared to today? (3) How can we increase digital competence? We discovered that there is a lot of information regarding existing solutions, but a lack of structure. Therefore, we wanted to hear from first-hand sources what they experienced as the most significant challenges, where we decided to conduct interviews with the target group and relevant stakeholders.
4W’s & Brainstorming

4W’s & Brainstorming

Read More

The process continued with various methods, such as the 4Ws method, Affinity Mapping, and Brainstorming, to concretize the ideas. Based on these, we ended up with several good ideas, from which we had to eliminate some and choose the ones we liked best. This was part of the Co-Create Process, where stakeholders participated by providing their needs, forming the basis for the specifications of the final solution.
Concept Development

Concept Development

Read More

We took a deeper dive into the challenges and opportunities of our solution in light of the problem statement, the team's respective fields, the timeframe, and other relevant factors. The challenges collected from the experts/users were transformed into HMWs (How Might We). These helped us further develop the concept and a scenario that would be used to create the prototype.
The Solution
The Solution
The Solution
The Solution
Our solution was Bjørn! Bjørn consisted of an application that worked as an overlay, guiding older adults when navigating their phones. As we wanted older adults to feel a sense of achievement and learn by doing, we sought an application that would simulate a one-on-one experience, where they are guided through and explained the process of completing a task. The user asks Bjørn, and he will help and guide the user on how to solve it. The purpose of the app is to be deleted, where the user will, in the end, know how to do various digital tasks themselves and won’t need the application.
Our solution was Bjørn! Bjørn consisted of an application that worked as an overlay, guiding older adults when navigating their phones. As we wanted older adults to feel a sense of achievement and learn by doing, we sought an application that would simulate a one-on-one experience, where they are guided through and explained the process of completing a task. The user asks Bjørn, and he will help and guide the user on how to solve it. The purpose of the app is to be deleted, where the user will, in the end, know how to do various digital tasks themselves and won’t need the application.
Our solution was Bjørn! Bjørn consisted of an application that worked as an overlay, guiding older adults when navigating their phones. As we wanted older adults to feel a sense of achievement and learn by doing, we sought an application that would simulate a one-on-one experience, where they are guided through and explained the process of completing a task. The user asks Bjørn, and he will help and guide the user on how to solve it. The purpose of the app is to be deleted, where the user will, in the end, know how to do various digital tasks themselves and won’t need the application.
Our solution was Bjørn! Bjørn consisted of an application that worked as an overlay, guiding older adults when navigating their phones. As we wanted older adults to feel a sense of achievement and learn by doing, we sought an application that would simulate a one-on-one experience, where they are guided through and explained the process of completing a task. The user asks Bjørn, and he will help and guide the user on how to solve it. The purpose of the app is to be deleted, where the user will, in the end, know how to do various digital tasks themselves and won’t need the application.
The Core Concept
The core concept of Bjørn was based on the collected insights that told us that older people (1) learn the best by doing tasks themselves, and (2) that they prefer getting personalized help throughout the learning process. This built the core concepts of Bjørn, which is Learning by doing!
The Core Concept
The core concept of Bjørn was based on the collected insights that told us that older people (1) learn the best by doing tasks themselves, and (2) that they prefer getting personalized help throughout the learning process. This built the core concepts of Bjørn, which is Learning by doing!
The Core Concept
The core concept of Bjørn was based on the collected insights that told us that older people (1) learn the best by doing tasks themselves, and (2) that they prefer getting personalized help throughout the learning process. This built the core concepts of Bjørn, which is Learning by doing!
The Core Concept
The core concept of Bjørn was based on the collected insights that told us that older people (1) learn the best by doing tasks themselves, and (2) that they prefer getting personalized help throughout the learning process. This built the core concepts of Bjørn, which is Learning by doing!



How It is Built
Based on this, we created a prototype consisting of four parts, which together ensured that the user would not feel overwhelmed and provided a sense of safety when engaging with the application.
How It is Built
Based on this, we created a prototype consisting of four parts, which together ensured that the user would not feel overwhelmed and provided a sense of safety when engaging with the application.
How It is Built
Based on this, we created a prototype consisting of four parts, which together ensured that the user would not feel overwhelmed and provided a sense of safety when engaging with the application.
How It is Built
Based on this, we created a prototype consisting of four parts, which together ensured that the user would not feel overwhelmed and provided a sense of safety when engaging with the application.

Test it!
Curious to see Bjørn in action? Test it by scanning the QR below with your phone!
Test it!
Curious to see Bjørn in action? Test it by clicking the image below!
Test it!
Curious to see Bjørn in action? Test it by scanning the QR below with your phone!
Test it!
Curious to see Bjørn in action? Test it by scanning the QR below with your phone!
Visual Identity
Visual Identity
Visual Identity
Visual Identity
As an additional element to our project, we wanted to illustrate how we envisioned Bjørn when presenting the solution to Gjøvik Municipality. We therefore developed a visual identity, along with a high-fidelity prototype, that aligned with the values further described below.
As an additional element to our project, we wanted to illustrate how we envisioned Bjørn when presenting the solution to Gjøvik Municipality. We therefore developed a visual identity, along with a high-fidelity prototype, that aligned with the values further described below.
As an additional element to our project, we wanted to illustrate how we envisioned Bjørn when presenting the solution to Gjøvik Municipality. We therefore developed a visual identity, along with a high-fidelity prototype, that aligned with the values further described below.
As an additional element to our project, we wanted to illustrate how we envisioned Bjørn when presenting the solution to Gjøvik Municipality. We therefore developed a visual identity, along with a high-fidelity prototype, that aligned with the values further described below.
Values
As technology was described as scary and overwhelming by multiple older adults, Bjørn needed to convey warmth, kindness, safety, care, and thoughtfulness. We also wanted the target group to feel a sense of independence when engaging with Bjørn, which we also wanted to be reflected in the visual identity.
Values
As technology was described as scary and overwhelming by multiple older adults, Bjørn needed to convey warmth, kindness, safety, care, and thoughtfulness. We also wanted the target group to feel a sense of independence when engaging with Bjørn, which we also wanted to be reflected in the visual identity.
Values
As technology was described as scary and overwhelming by multiple older adults, Bjørn needed to convey warmth, kindness, safety, care, and thoughtfulness. We also wanted the target group to feel a sense of independence when engaging with Bjørn, which we also wanted to be reflected in the visual identity.
Values
As technology was described as scary and overwhelming by multiple older adults, Bjørn needed to convey warmth, kindness, safety, care, and thoughtfulness. We also wanted the target group to feel a sense of independence when engaging with Bjørn, which we also wanted to be reflected in the visual identity.
Values
As technology was described as scary and overwhelming by multiple older adults, Bjørn needed to convey warmth, kindness, safety, care, and thoughtfulness. We also wanted the target group to feel a sense of independence when engaging with Bjørn, which we also wanted to be reflected in the visual identity.
Values
As technology was described as scary and overwhelming by multiple older adults, Bjørn needed to convey warmth, kindness, safety, care, and thoughtfulness. We also wanted the target group to feel a sense of independence when engaging with Bjørn, which we also wanted to be reflected in the visual identity.
Colors
The colors were chosen to create a warm and welcoming atmosphere, featuring warm, deep brown tones and a light beige hue. The bright red named "Bjørn" was selected to convey warmth, but was also made saturated as it was supposed to reflect independence and stability. All the colors have also been based on the definition of the name "Bjørn" in Norwegian, which means “bear.”
Colors
The colors were chosen to create a warm and welcoming atmosphere, featuring warm, deep brown tones and a light beige hue. The bright red named "Bjørn" was selected to convey warmth, but was also made saturated as it was supposed to reflect independence and stability. All the colors have also been based on the definition of the name "Bjørn" in Norwegian, which means “bear.”
Colors
The colors were chosen to create a warm and welcoming atmosphere, featuring warm, deep brown tones and a light beige hue. The bright red named "Bjørn" was selected to convey warmth, but was also made saturated as it was supposed to reflect independence and stability. All the colors have also been based on the definition of the name "Bjørn" in Norwegian, which means “bear.”
Colors
The colors were chosen to create a warm and welcoming atmosphere, featuring warm, deep brown tones and a light beige hue. The bright red named "Bjørn" was selected to convey warmth, but was also made saturated as it was supposed to reflect independence and stability. All the colors have also been based on the definition of the name "Bjørn" in Norwegian, which means “bear.”
Colors
The colors were chosen to create a warm and welcoming atmosphere, featuring warm, deep brown tones and a light beige hue. The bright red named "Bjørn" was selected to convey warmth, but was also made saturated as it was supposed to reflect independence and stability. All the colors have also been based on the definition of the name "Bjørn" in Norwegian, which means “bear.”



References
[1] Digitaliserings- og forvaltningsdepartementet. Handlingsplan for auka inkludering i eit digitalt samfunn. Oslo: Digitaliserings- og forvaltningsdepartementet; 2023. Available from: https://www.regjeringen.no/no/dokumenter/handlingsplan-for-auka-inkludering-i-eit-digitalt-samfunn/id2984233/ [2] Korshavn AT, Godard P. Sluttrapport Digitalt innenforskap Gjøvik 2022. Gjøvik: Gjøvik kommune/NTNU Gjøvik; 2023.

References
[1] Digitaliserings- og forvaltningsdepartementet. Handlingsplan for auka inkludering i eit digitalt samfunn. Oslo: Digitaliserings- og forvaltningsdepartementet; 2023. Available from: https://www.regjeringen.no/no/dokumenter/handlingsplan-for-auka-inkludering-i-eit-digitalt-samfunn/id2984233/ [2] Korshavn AT, Godard P. Sluttrapport Digitalt innenforskap Gjøvik 2022. Gjøvik: Gjøvik kommune/NTNU Gjøvik; 2023.




References
[1] Digitaliserings- og forvaltningsdepartementet. Handlingsplan for auka inkludering i eit digitalt samfunn. Oslo: Digitaliserings- og forvaltningsdepartementet; 2023. Available from: https://www.regjeringen.no/no/dokumenter/handlingsplan-for-auka-inkludering-i-eit-digitalt-samfunn/id2984233/ [2] Korshavn AT, Godard P. Sluttrapport Digitalt innenforskap Gjøvik 2022. Gjøvik: Gjøvik kommune/NTNU Gjøvik; 2023.



References
[1] Digitaliserings- og forvaltningsdepartementet. Handlingsplan for auka inkludering i eit digitalt samfunn. Oslo: Digitaliserings- og forvaltningsdepartementet; 2023. Available from: https://www.regjeringen.no/no/dokumenter/handlingsplan-for-auka-inkludering-i-eit-digitalt-samfunn/id2984233/ [2] Korshavn AT, Godard P. Sluttrapport Digitalt innenforskap Gjøvik 2022. Gjøvik: Gjøvik kommune/NTNU Gjøvik; 2023.

References
[1] Digitaliserings- og forvaltningsdepartementet. Handlingsplan for auka inkludering i eit digitalt samfunn. Oslo: Digitaliserings- og forvaltningsdepartementet; 2023. Available from: https://www.regjeringen.no/no/dokumenter/handlingsplan-for-auka-inkludering-i-eit-digitalt-samfunn/id2984233/ [2] Korshavn AT, Godard P. Sluttrapport Digitalt innenforskap Gjøvik 2022. Gjøvik: Gjøvik kommune/NTNU Gjøvik; 2023.



References
[1] Digitaliserings- og forvaltningsdepartementet. Handlingsplan for auka inkludering i eit digitalt samfunn. Oslo: Digitaliserings- og forvaltningsdepartementet; 2023. Available from: https://www.regjeringen.no/no/dokumenter/handlingsplan-for-auka-inkludering-i-eit-digitalt-samfunn/id2984233/ [2] Korshavn AT, Godard P. Sluttrapport Digitalt innenforskap Gjøvik 2022. Gjøvik: Gjøvik kommune/NTNU Gjøvik; 2023.

References
[1] Digitaliserings- og forvaltningsdepartementet. Handlingsplan for auka inkludering i eit digitalt samfunn. Oslo: Digitaliserings- og forvaltningsdepartementet; 2023. Available from: https://www.regjeringen.no/no/dokumenter/handlingsplan-for-auka-inkludering-i-eit-digitalt-samfunn/id2984233/ [2] Korshavn AT, Godard P. Sluttrapport Digitalt innenforskap Gjøvik 2022. Gjøvik: Gjøvik kommune/NTNU Gjøvik; 2023.
Process
Multiple methods were used during the conduct of this project, where a selection of them is introduced below.
Process
Multiple methods were used during the conduct of this project, where a selection of them is introduced below.
The Team

Read More

The primary purpose of this course was to learn more about working in interdisciplinary teams, which therefore became a central part of the process while developing Bjørn. The team consisted of five people with a passion for their respective fields, each contributing valuable insights to the project and how we could approach the solution.
The Team

Read More

The primary purpose of this course was to learn more about working in interdisciplinary teams, which therefore became a central part of the process while developing Bjørn. The team consisted of five people with a passion for their respective fields, each contributing valuable insights to the project and how we could approach the solution.
Desk Research

Read More

Our process began with desk research, where each member collected information from relevant literature and second-hand sources, with a particular focus on Gjøvik municipality. We based our work on the questions presented by Gjøvik municipality: (1) How can we ensure that the elderly and ill do not "fall behind in their own homes"? (2) How can we reduce digital exclusion compared to today? (3) How can we increase digital competence? We discovered that there is a lot of information regarding existing solutions, but a lack of structure. Therefore, we wanted to hear from first-hand sources what they experienced as the most significant challenges, where we decided to conduct interviews with the target group and relevant stakeholders.
Desk Research

Read More

Our process began with desk research, where each member collected information from relevant literature and second-hand sources, with a particular focus on Gjøvik municipality. We based our work on the questions presented by Gjøvik municipality: (1) How can we ensure that the elderly and ill do not "fall behind in their own homes"? (2) How can we reduce digital exclusion compared to today? (3) How can we increase digital competence? We discovered that there is a lot of information regarding existing solutions, but a lack of structure. Therefore, we wanted to hear from first-hand sources what they experienced as the most significant challenges, where we decided to conduct interviews with the target group and relevant stakeholders.
Interview Insights

Read More

Based on the interviews, we collected valuable data regarding how the situation is experienced today. Some of the findings included a lack of allocated resources, information about which devices should be prioritized, that one-on-one is the preferred learning method, and that it is hard to reach those who are unwilling to use digital services.
Interview Insights

Read More

Based on the interviews, we collected valuable data regarding how the situation is experienced today. Some of the findings included a lack of allocated resources, information about which devices should be prioritized, that one-on-one is the preferred learning method, and that it is hard to reach those who are unwilling to use digital services.
4W’s & Brainstorming

Read More

The process continued with various methods, such as the 4Ws method, Affinity Mapping, and Brainstorming, to concretize the ideas. Based on these, we ended up with several good ideas, from which we had to eliminate some and choose the ones we liked best. This was part of the Co-Create Process, where stakeholders participated by providing their needs, forming the basis for the specifications of the final solution.
4W’s & Brainstorming

Read More

The process continued with various methods, such as the 4Ws method, Affinity Mapping, and Brainstorming, to concretize the ideas. Based on these, we ended up with several good ideas, from which we had to eliminate some and choose the ones we liked best. This was part of the Co-Create Process, where stakeholders participated by providing their needs, forming the basis for the specifications of the final solution.
Concept Development

Read More

We took a deeper dive into the challenges and opportunities of our solution in light of the problem statement, the team's respective fields, the timeframe, and other relevant factors. The challenges collected from the experts/users were transformed into HMWs (How Might We). These helped us further develop the concept and a scenario that would be used to create the prototype.
Concept Development

Read More

We took a deeper dive into the challenges and opportunities of our solution in light of the problem statement, the team's respective fields, the timeframe, and other relevant factors. The challenges collected from the experts/users were transformed into HMWs (How Might We). These helped us further develop the concept and a scenario that would be used to create the prototype.
Project Overview
Project Overview

Our Solution
Our solution focuses on making the introduction to mobile devices and systems less overwhelming and frightening. This was achieved by designing an application that serves as a helping hand into the digital world, focusing on learning through an overlay feature. This overlay will sit on top of the person’s screen and help them navigate based on their specific needs. This creates a learning-by-doing experience that enables older adults to gain an understanding of existing technology.

Our Solution
Our solution focuses on making the introduction to mobile devices and systems less overwhelming and frightening. This was achieved by designing an application that serves as a helping hand into the digital world, focusing on learning through an overlay feature. This overlay will sit on top of the person’s screen and help them navigate based on their specific needs. This creates a learning-by-doing experience that enables older adults to gain an understanding of existing technology.

The Problem
It is a well-known issue today that many older adults either struggle to adopt various technological solutions or choose not to use them. At the same time, more aspects of society are being digitized or rely on digital components. The government also aims for digitalization to play a significant role in Norway’s management of the upcoming aging population, enabling more people to remain independent for longer [1]. The team's aim was then to develop proposals on how Gjøvik Municipality and other stakeholders can increase digital inclusion and reduce digital exclusion.

The Problem
It is a well-known issue today that many older adults either struggle to adopt various technological solutions or choose not to use them. At the same time, more aspects of society are being digitized or rely on digital components. The government also aims for digitalization to play a significant role in Norway’s management of the upcoming aging population, enabling more people to remain independent for longer [1]. The team's aim was then to develop proposals on how Gjøvik Municipality and other stakeholders can increase digital inclusion and reduce digital exclusion.

Target Group
Before proceeding with the problem, it was necessary to clearly define the target group to ensure that the solution was targeted towards the right people and solved the correct issues. The target group was then described as older adults who want to take advantage of new technology but currently find it overwhelming and frustrating.

Target Group
Before proceeding with the problem, it was necessary to clearly define the target group to ensure that the solution was targeted towards the right people and solved the correct issues. The target group was then described as older adults who want to take advantage of new technology but currently find it overwhelming and frustrating.