This design project, “Let’s Bond! Fostering social connection for older adults in Twente”, set out to enhance the well-being of older adults by fostering a greater sense of connectedness. Rather than tackling loneliness directly, an approach often associated with stigma, the proj
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This design project, “Let’s Bond! Fostering social connection for older adults in Twente”, set out to enhance the well-being of older adults by fostering a greater sense of connectedness. Rather than tackling loneliness directly, an approach often associated with stigma, the project reframed the challenge through the lens of the Positive Health framework, focusing instead on older adults’ strengths, and sources of meaning in life. This shift allowed for a more inviting, empowering design process, rooted in the values and lived experiences of the people it aimed to serve.
To understand these experiences, a combination of interviews, contextmapping techniques, and literature studies was used. Contextmapping revealed implicit knowledge, social values and prompted personal reflection, shaping both process and outcome. Theoretical guidance from the Positive Health framework supported the focus on intrinsic motivation and well-being, anchoring the project in an ethical and person-centered approach.
Initial research showed that older adults value a meaningful life, as well as casual, and personal interactions. Cultural characteristics specific to the Twente region, such as straightforward communication and the importance of trust, also emerged as key considerations.
These insights led to a collaboration with three local village supporters, whose role is to enhance village life by informally supporting both residents and the community. Through this key actor, a more specific design focus emerged: supporting homebound older adults, those who feel disconnected, yet remain in their small circles and are difficult to reach through existing initiatives.
The final design outcome is a conversation-based card game titled “Wat maakt je blij?” (“What makes you happy?”), created for use between homebound older adults and their trusted contacts. It invites players to reflect on their strengths, interests, and meaningful life experiences, encouraging emotional connection and potential actions without imposing a “helping” dynamic. Informed by multiple design iterations and playtests, the game avoids feelings of being childish or therapeutic, offering a casual, low-pressure, warm space for personal discovery and reflection.
Evaluation results showed that:
Participants felt more emotionally connected during gameplay, suggesting the game can deepen existing relationships and open paths to social engagement with the help of co-player encouragements.
While it did not directly lead to new social activities, it prompted small, self-driven actions that supported well-being, such as calling a friend or revisiting a hobby.
The village supporters also saw the game as a valuable tool for healthcare, appreciating how it gently encourages players to reflect positively on their lives.
Thus, the game promotes emotional connection and positive personal reflection. Despite its promise, the game’s long-term impact on sustained social connectedness remains uncertain. Further testing may provide more clarity. Its success also depends heavily on how it is introduced, framing must avoid implying the older adult “needs help.” Future implementation should equip facilitators with language and strategies to invite participation in an empowering way.
The project highlights the power of design to create tools that do not fix people, but instead open up space for self-driven exploration, joy, and human connection.