Senior couple looking at an iPad.
 

Overview

As society becomes ever more digital, those without access to technology are at risk of social isolation, with those that live in rural and coastal communities being particularly impacted. This is often exacerbated by the exclusion of various groups, such as the elderly, from the design of digital technologies.
A connection to community, groups and activities in our neighbourhoods and cultural landscapes are essential for social inclusion and healthy ageing.
To address this, the ICONIC project was set up to explore whether technology co-design can support digital inclusion for different generations in Cornwall and Devon.

The project

ICONIC was an interdisciplinary project led by the Centre for Health Technology at the ¶¶Òõ¶ÌÊÓÆµ that ran for 30 months between November 2022 and April 2025.
The project recruited 97 participants (42 younger, 57 older) to join 49 intergenerational workshops focused on the co-design of one of four technology prototypes. A further 30 older adults were recruited to evaluate the following prototype technologies.

Prototype technologies developed

Extended reality (XR)

In partnership with National Trust – Cotehele, we wanted to create an immersive heritage experience. Participants wanted to focus on a virtual version of Cotehele's medieval Great Hall to capture the 'gloomth' and provide an opportunity to experience a slice of local heritage through Virtual Reality (VR). Modifications to existing technologies included to the VR headsets and to the controllers.

Underwater telepresence

This technology was centred around remote access to underwater spaces and was created in partnership with the Ocean Conservation Trust (OCT), which curates the National Marine Aquarium (NMA). Participants were keen on exploring real-time underwater spaces immersively, so we were able to place 360-degree cameras in tanks at the NMA and record videos that could be viewed on a VR headset. Participants recognised the therapeutic benefits of viewing underwater spaces, so requested both a relaxing, passive version of the experience as well as an interactive learning experience, which incorporates AI powered identification of marine species, providing users with information about the local environment.

Social game

The technology we developed is a multiplayer game themed around the conservation of seagrass, and was co-designed in collaboration with the OCT’s Blue Meadows seagrass conservation team. The game allows users to work together to improve water purity in a virtual underwater scene through planting and harvesting seagrass as well as clearing and recycling trash strewn around the environment.

Voice AI

To support access to online information for those with limited or no internet or digital device access, we developed a prototype Voice AI system. This was conceived as a Voice AI assistant accessible through an ordinary voice phone call. Users are able to call the Voice AI system and, through a conversation, find out about local activities and groups þ information that may otherwise be inaccessible.

Before ICONIC, I had never experienced human-centred design in action – working with people of all ages and backgrounds to ensure their needs, preferences, and abilities shaped the final product.

Lauren
Participant

Being involved in the design was both interesting and challenging. Giving your opinions and ideas in one workshop and then seeing which ones made it into the next design iteration made you feel fully involved.

Jim
Participant
Older man playing video games with a young boy
Young women with a white t-shirt and denim top wearing a virtual reality headset, and holding VR controllers.  Image courtesy of Pexel: Tima Miroshnichenko

The process

Workshops and interviews
Participants joined a minimum of five in-person monthly workshops. Interviews and questionnaires were used to understand:
  • changes in digital use and confidence
  • connectivity to community and culture
  • young people’s interest in STEM subjects
  • young people’s attitudes to older people.
All participants received reimbursement and a participation certificate.

Legacy activities

As the ICONIC project concludes, the team has taken deliberate steps to ensure a lasting, positive impact on the local communities and partner organisations we've collaborated with.
  • We established a Challenge Fund to support the continued efforts of our partners in connecting and empowering local communities. Project participants were also encouraged to reflect on and share their experiences with the co-design process – read the participants' testimonials .
  • A significant portion of the funding was donated to key partners for the purchase of digital devices, enabling communities to continue using the technologies that they helped co-design. This initiative supports lasting engagement with ICONIC technologies and promotes digital inclusion across the South West.
  • ICONIC researchers hosted two Game Jam workshops at Cornwall College, introducing students to the Godot game engine and integrating co-designed technologies into their curriculum – bridging creativity, education, and community innovation.
 

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ICONIC is funded by the(EPSRC) and is delivered by the Centre for Health Technology.
It builds on our existing ERDF funded EPIC (eHealth Productivity and Innovation in Cornwall) project and Generating Older Active Lives Digitally (GOALD) , a collaborative ESRC (Economic and Social Research Council) funded project with Stirling University.