ICONIC participants using VR headset and handset
The ICONIC project brought older and younger adults together with researchers to explore the benefits of co-designing technology in support of intergenerational digital inclusion.
Some of our co-designers offered their feedback on the experience.
Discover how the participants felt about the project and the potential for co-design to improve access to technology for everyone.
 

Lauren

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.

As a student at the University of Plymouth, I was thrilled to participate in the ICONIC project – an inspiring initiative tackling digital inequalities, particularly among older adults and people living with dementia. The project’s mission to connect communities, promote freedom of choice, and make technology accessible to all is something I feel passionate about supporting.
I was involved in the extended reality project, helping to develop immersive virtual experiences that allow users to explore heritage sites, like Cotehele, from anywhere. Working alongside older participants, researchers, and other young adults, I contributed ideas on how virtual reality could foster a connection to local culture, the environment, and share history in ways that are inclusive, meaningful, and accessible.
I joined the project out of curiosity and a desire to step outside my comfort zone. 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. This opportunity, which I may never have discovered without being a student, showed me how powerful collaboration can be.
At first, I expected to simply observe and offer occasional feedback. Instead, I found myself immersed in lively discussions, brainstorming creative concepts, and learning how truly inclusive design only happens when multiple perspectives are embraced. It was fascinating to compare the priorities of individuals of different ages – from accessibility and simplicity to heritage and curiosity – and see these factors shape a more thoughtful, diverse outcome.
There were fun moments too, like when someone jokingly suggested building a virtual reality time machine! That laughter quickly turned into inspiration, reminding me that creativity and individualisation are part of great design.
ICONIC participants discussing the project
Extended reality equipment on display
ICONIC researchers and participants with VR box

Fred

The whole ICONIC project is making a positive and valuable contribution to developing and stimulating interest in these technologies.

My name is Fred – I am in my 90s, live alone and have mobility limitations. I responded to a local press article about the ICONIC project, expressed an interest and was assigned to the extended reality project.
My initial expectations were to understand virtual reality and artificial intelligence. As a retired engineer and keen technology user, I was interested in discovering how digital technology could be used to improve the lives and wellbeing of people of my generation. I am an active member of a local seniors' lunch club and support my elderly peers with their mobile phone and computer issues. I am regularly made aware of the range of problems that exist for the elderly, particularly isolation.
I had the opportunity to participate in the co-design process. Initially the virtual reality hand controls were difficult for seniors with arthritic hands to use and coordinate hand activities. After discussing these difficulties with the team, the hand controls were re-designed and the final product was comfortable to use and worked perfectly.
Visiting the heritage site of Cotehele in Cornwall was particularly inspiring, as it gave a real demonstration of how virtual reality can considerably enhance the visiting experience. Without this technology, the artefacts can only be viewed from a distance, and handling them is impossible. Using extended reality, I was able to lift an item from the wall and examine it in detail. This brought these artefacts to life and truly enhanced the experience.
The sampling of the social games and underwater telepresence projects was great fun and gave me an indication of the considerable potential for these two technologies. Unfortunately, I had insufficient time to sample the AI voice interface system.
The whole ICONIC project is making a positive and valuable contribution to developing and stimulating interest in these technologies. The future of extended reality and underwater telepresence for individuals could be limited by the cost and, for some seniors, a lack of experience or interest in technology. However, its use in community facilities such as care homes, social housing and libraries has considerable potential for stimulating and enhancing the wellbeing of users. The social games application has commercial potential as a family game – I couldn't put it down and requested a copy. I see all the technologies as having considerable potential as teaching/learning aids.
ICONIC public engagement event
Cotehele Hall VR simulation
ICONIC participants discussing the project

Grace

The University of Plymouth staff were a delight to work with. They truly valued our input as we helped them design a prototype product to help people explore a real-world place like Cotehele from their own home.

The topic of my co-design group really piqued my interest: immersive VR technologies. I had never used a VR set in my life – at first I really didn’t know what to expect, but I was excited to see how the VR sets would work, and how I would feel wearing one. I knew that for the first phase of workshops, ICONIC had partnered with the National Trust, at Cotehele, to look at how the Great Hall and its artefacts could be digitally imagined via VR headsets. I had played computer games with my children so I could imagine how Cotehele could be transformed into 3D for the headsets.
As a retired software engineer, I really enjoyed being involved in the design. The workshops showed us different options, such as different methods of allowing us to move around the space, and then we were able to give in-depth feedback of our preferences. I felt fully involved in the process and enjoyed seeing the updated prototype in the subsequent workshop, and giving my feedback on my experiences.
Towards the end of the project when the program was more fully defined, we all had a lot of fun being able to interact with objects within the Great Hall, using the handset to pull swords off the wall and then use it to push other items off the large table. I ended up cluttering the floor with items I had dropped to the ground.
I thoroughly enjoyed the whole process and would gladly join up for another co-design project – I never felt too old or excluded, in fact, quite the opposite. I met some other lovely people, of different ages and backgrounds, involved in the project and the University of Plymouth staff were a delight to work with. They truly valued our input as we helped them design a prototype product to help people explore a real-world place like Cotehele from their own home.
ICONIC participants and researchers
ICONIC participants discussing the project
ICONIC participant using VR in a chair in front of a green screen

Jim

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.

My wife and I were both participants in the extended reality (XR) workshops in Plymouth.
An elderly friend suggested the ICONIC workshops to us and, fortunately, we were invited to the XR workshops. We are both retired software engineers having worked in the aerospace industry. I had done some work on helicopter simulators so seeing how VR worked was of particular interest; I had never used a VR set before and wasn't certain how I would feel using one.
Knowing that the XR project was in partnership with the National Trust at Cotehele, I saw this project as a way of giving access to heritage sites for those who might find it difficult, if not impossible, to visit in person. This was later emphasised when we visited Cotehele. One of our team had mobility issues and he found getting around both the house and garden very difficult.
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.
In the later workshops, when the program was more developed, it was fun to be able to knock objects, e.g. cheese truckles, off the table with a sword and even flick them into the fire!
There is a lot of potential for this project but I think Marius achieved a lot between the first workshop and the last. The project concentrated on the Great Hall at Cotehele; it would be brilliant if you could access more rooms, e.g. those that are not open to the public. Also it might be interesting to see the inside of the house in different historical settings.
All in all, I’m glad I participated in these workshops and would readily do so again.

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