Researchers from the University of La Laguna and the University of Barcelona have recently published in the international journal Behavior & Information Technology A pioneering study that explores how to improve conversational voice assistants using artificial intelligence (AI) from ethical and inclusive design perspectives. The work is based on a clear premise: digitally competent older adults can not only benefit from using technology, but also actively contribute to its design.
The publication focuses on standalone voice assistants, devices that operate exclusively through spoken commands, without screens or visual interfaces, and explores their acceptance among older adults with a high level of digital literacy. These assistants, powered by AI algorithms, are increasingly present in our homes and promise to facilitate daily tasks, offer companionship, or support health management. However, their design is often based on generic models that do not always consider the specific needs of older adults, nor their privacy or natural language processing capabilities.
A key contribution of the study has been demonstrating that involving the users themselves, through participatory methodologies, improves their willingness to use these technologies. Following a co-creation process structured in three online sessions, participants not only expressed greater confidence and autonomy in using the assistants, but also proposed concrete improvements to make them more useful, adaptable, and ethical.
One of the most innovative aspects of the research was the application of a playful approach to foster creativity: a structured narrative game was used, based on the Activity Design Cards Toolkit, This allowed participants to imagine, discuss, and co-design desired functionalities for voice assistants. In this game, called Once Upon a Time…, participants developed stories in everyday scenarios, incorporating ideas about health, leisure, social connection, and time management. Through these stories, concerns such as personalization, language fluency, and privacy management emerged, and prototypes were designed that more closely matched their expectations.
The article also highlights that this population, often overlooked in technological innovation processes, has a high degree of digital awareness. Many participants emphasized the importance of controlling what data the assistant collects, when it is active, and how they could avoid excessive dependence. As Professor Carina González, lead author of the study, summarizes, “If we want artificial intelligence to be useful, we must design it by listening to the voices of those who will use it.” This study exemplifies how AI, combined with participatory design, can generate more human-centered technologies.
Technology for active and connected aging
The work stems from the Pergamex-Active (Pervasive Gaming Experiences for All) research project, funded by the Ministry of Science, Innovation and Universities, and led by Carina González del ITED group of the ULL, together with Francisco Gutiérrez, from Granada, where he explored how virtual assistants, such as Alexa, can be used to create personalized gaming experiences at home to promote active aging.
The project has culminated in advancements in the design of play technologies aimed at promoting active aging. Its focus has been on creating pervasive gaming experiences—that is, proposals that combine the physical, digital, and social, designed to be integrated into the daily lives of older adults. The intergenerational dimension has also been a key pillar, fostering shared participation dynamics between generations.
One of the most significant achievements has been the development of a comprehensive methodological framework that allows for the design and evaluation of gaming experiences tailored to this population. This framework includes a specific characterization of older adults, recommendations for inclusive design, visual support tools such as a card toolkit, participatory co-creation instruments, and a set of resources for evaluating the experience.
The project has worked with tangible devices, virtual agents, and conversational assistants, also integrating physiological sensors and emotional analysis techniques. It has also explored the potential of social robots as mediators in recreational activities, expanding the possibilities for interaction and companionship. The experiences developed have been implemented in both digital homes and social spaces, such as residences or cultural centers, adapting to diverse contexts of use.
The team is currently working on the Pleisar-Social project, funded by the Ministry of Science and Innovation, with several sub-projects led by the universities of La Laguna, Granada, Zaragoza, and the Balearic Islands. This new project is developing social robots equipped with emotional and contextual AI, capable of accompanying elderly people in their daily lives, detecting moods, assisting with everyday tasks, and providing health reminders, among other activities.

