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  1. Researchers support race, gender, and age diverse groups of people to create with maker electronics. These groups include older adults, who are often overlooked as not interested or capable of learning new technologies due to ageist stereotypes. One approach, often involving e-textiles, leverages crafting as a bridge to broaden participation in making. We investigated ways to broaden participation in maker electronics for older adults by remotely co-designing e-textile projects with 6 older adult crafters over the course of 5 workshop sessions for a total of 45 hours. We developed a deeper understanding of their practices, identifying a Planner-Improviser Spectrum for how they approached their craft, and created medium fdelity prototypes. Our design implications draw on our participants’ crafting experience and their experience in the workshop to highlight what e-textile toolkit designers can learn from skilled older adult crafters, such as selecting familiar materials, supporting aesthetic goals, and making electronics more attainable. 
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  2. Researchers in Human–Computer Interaction (HCI) have long developed technologies for older adults. Recently, researchers are engaging in critical reflections of these approaches. IoT for aging in place is one area around which these conflicting discourses have converged, likely in part driven by government and industry interest. This article introduces diffractive analysis as an approach that examines difference to yield new empirical understandings about our methods and the topics we study. We constructed three analyses of a dataset collected at an IoT design workshop and then conducted a diffractive analysis. We present themes from this analysis regarding the ways that participants are inscribed in our research, considerations related to transferability and novelty between work centered on older adults and other work, and insights about methodologies. Our discussion contributes implications for researchers to form teams and account for their roles in research, as well as recommendations how diffractive analysis can support other research agendas. 
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  3. Educators have been working towards creating a more diverse computing community by engaging people in designing with computing technology. We present a Teachable Moment demonstration of paper circuits — one hands-on activity to engage people in learning about and designing with electronic circuits. Paper circuits is a fast, inexpensive introduction to circuits, that has the flexibility to also be used for interactive prototypes or Wizard-of-Oz. To this end, we describe a basic paper circuits activity in detail and suggest how paper circuits could be used as a prototyping design tool for HCI educators. 
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  4. null (Ed.)
    As the worldwide population ages, HCI researchers are designing technologies to better support older adults. We investigated how older adult crafters would customize technologies using electronics by building on their crafting skills. This supported them to explore customizing devices for themselves and advance the design of pervasive health technologies for older adults. We first conducted a survey of 42 older adult crafters to learn more about their crafting habits and gauge interest in technology and health tracking. We then conducted a participatory design workshop with 10 older adult crafters, focused on mutual learning to support them in prototyping how they would customize technology with maker electronics. They brainstormed customized devices around health, games, and safety, as well as aesthetically enhanced artifacts integrating electronics. We discuss how promoting older adult crafters to design and build customized pervasive health technologies impacts future research, and we provide guidelines on how to do so. 
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  5. Conducting HCI research with people living with HIV in face-to-face settings can be challenging in terms of recruitment and data collection due to HIV-related stigma. In this case study, we share our experiences from conducting research remotely in two studies using the Asynchronous Remote Communities method with participants recruited from in-person and online support groups, respectively. Our findings and discussion around challenges, best practices, and lessons learned during the phases of recruitment and data collection expand and further support the suitability of the method to conduct research remotely with a highly stigmatized population. 
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  6. As the worldwide population ages, HCI researchers are designing technologies to better support older adults. We investigated how older adult crafters would customize technologies using electronics by building on their crafting skills. This supported them to explore customizing devices for themselves and advance the design of per- vasive health technologies for older adults. We first conducted a survey of 42 older adult crafters to learn more about their crafting habits and gauge interest in technology and health tracking. We then conducted a participatory design workshop with 10 older adult crafters, focused on mutual learning to support them in prototyp- ing how they would customize technology with maker electronics. They brainstormed customized devices around health, games, and safety, as well as aesthetically enhanced artifacts integrating elec- tronics. We discuss how promoting older adult crafters to design and build customized pervasive health technologies impacts future research, and we provide guidelines on how to do so. 
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  7. Researchers have designed technologies for and with older adults to help them age in place, but there is an opportunity to support older adults in creating customized smart devices for themselves through electronic toolkits. We developed a plan for iterating on Craftec - one of the first electronic toolkits designed for older adults - informed by the results of a participatory design workshop and user evaluation. We focused on supporting older adults to create exemplar artifacts, such as medication adherence systems. We contribute the exemplars and the current plan for components of the Craftec system as a way to support older adults to design technology for themselves. 
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  8. We present Craftec, an extendable toolkit system focused on engaging older adults in maker technology by supporting their use of common crafting skills. Craftec is comprised of LilyPad Arduino-based toolkits to promote easier crafting with hard and soft mediums. We describe the system's design, a pilot test with 8 students, and 2 two-hour single session workshop evaluations by 17 older adults. We found Craftec facilitated the efficient integration of circuits within crafted items, including fewer short circuits as compared to a basic LilyPad Arduino kit. We discuss insights into creating an older adult toolkit focused on building and prototyping rather than facilitating STEM education. 
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