TRACK 1(3) | ENGAGING ELDERLY | DAY 1 - 31 OCT 2016
Fabian Mertl, Researcher Human-Computer Interaction | University of Applied Sciences Düsseldorf (DE)
Amelie Ritter, Designer | University of Applied Sciences Düsseldorf (DE)
Games for Health Europe 2016
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A Book designed for Reminiscence Sessions with people with Dementia in use of Gamification and Tangibility
1. Reminiscence of People
with Dementia Mediated
by a Tangible Multimedia
Book
Amelie Ritter1
Fabian Mertl2
Dr. Alina Huldtgren2,3
Dr. Chris Geiger2
Anja Vormann1
1 Design / 2 Department of Media, University of Applied
Sciences Düsseldorf, Germany;
3 Human-Technology Interaction Group, Eindhoven
University of Technology, The Netherlands
Games for Health Europe, Utrecht // NL // October 2016
2. P R O J E C T
D E M E N T I A
R E M I N I S C E N C E
TECHNOLOGY
Games for Health Europe, Utrecht // NL // October 2016
„ T O C R E AT E A B E T T E R L I F E F O R P E O P L E
W I T H D E M E N T I A I N T H E I R D A I LY L I F E “
OUR APPROACH
3. Games for Health Europe, Utrecht // NL // October 2016
OUR APPOACH
Chrono-TV Interactive Book Icho-Sphere
Window of MemoriesReminiscence MapMusic-Teddy
REMINISCENCE OBJECTS
4. Games for Health Europe, Utrecht // NL // October 2016
• Memory los s +
o n e other impair ment
• 3 Stages o f C las s ific ation
• Ps yc hos oc ial Inter ventions :
e.g . R eminis c enc e
DEMENTIA
5. B E N E F I T S
C O N T E N T
PA G E D E S I G N
DESIGN AND PROCESS
Games for Health Europe, Utrecht // NL // October 2016
6. Games for Health Europe, Utrecht // NL // October 2016
e m p o we r i n g i n t e r a c t i o n
u s e a s a s i n g l e o r g r o u p
g a m e wh i c h t r i g g e r s
m e m o r i e s f r o m t h e p a s t
b r i g h t p r i m a r y c o l o r s
t o h i g h l i g h t t h e c o n t e n t
c o n t e n t c a n b e v e r y
p e r s o n a l a n d e a s y t o
c h a n g e ( i n l a y )
THE KEY BENEFITS
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A JOURNEY
THROUGH ITALY
IN THE 50TH AND
60TH
11. I M P L E M E N TAT I O N
M AT E R I A L
TECHNOLOGY
Games for Health Europe, Utrecht // NL // October 2016
12. 12
e m b e d d e d i n t h e b a c k
o f t h e B o o k
A r d u i n o N a n o V 3
l i n e a r H a l l s e n s o r s t o
i d e n t i f y p a g e s
R F I D t o r e c o g n i z e i n l a y
3 p u s h b u t t o n s t o
t r i g g e r s o u n d - m o d u l e
p o we r e d v i a m i n i U S B
IMPLEMENTATION
Games for Health Europe, Utrecht // NL // October 2016
13. T H E U S E R S
D ATA A N A LY S I S
R E S U LT S & C O N C L U S I O N
EVALUATION
Games for Health Europe, Utrecht // NL // October 2016
14. 14
USER EVALUATION
Reminiscence sessions
in care home (10-30 min)
1 caregiver, 1 resident with
dementia
2 researchers made
observations
Audio-recorded
Focus group with
caregivers (70 min)
Audio-recorded
Games for Health Europe, Utrecht // NL // October 2016
15. 15
Qualitative Content Analysis
(Schreier, 2012)
Verbatim transcription of
audio
Combined with observations
2 step coding, first concept-
driven, then data-driven
Higher level themes derived
by 2 researchers
DATA ANALYSIS
Games for Health Europe, Utrecht // NL // October 2016
16. 16
Tangible device affords people with dementia to interact
with technology through familiar artefacts
Reminiscence sessions need to be guided by caregiver
People with dementia need motivation
Caregivers need to be sensitive to the reactions of residents
Multimedia content from the 50s triggered personal
narratives and remembering facts
Especially emotional content like music triggered
reactions
RESULTS & CONCLUSION
Games for Health Europe, Utrecht // NL // October 2016