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Engagement and Motivation in
Rehabilitative Therapy For The Elderly
Elena Márquez Segura
PhD student Uppsala University
Mobile Life Centre
Sweden
elena.marquez@im.uu.se
PhySeEar
[ create something that works]
PhySeEar
Elena Márquez Segura – elena.marquez@im.uu.se
PhySeEar
[ create something that works]
Elena Márquez Segura – elena.marquez@im.uu.se
PhySeEar
[understand how something works]
[DESIGN]
[PHENOMENA]
[ create something that works]
Elena Márquez Segura – elena.marquez@im.uu.se
Research through Design
(Bardzell et al., 2012; Gaver, 2012; Löwgren, 2013; Zimmerman et al., 2010)
(Höök and Löwgren, 2012)
time
concrete
abstract
designs
Grand theories
Elena Márquez Segura – elena.marquez@im.uu.se
Research through Design
(Bardzell et al., 2012; Gaver, 2012; Löwgren, 2013; Zimmerman et al., 2010)
(Höök and Löwgren, 2012)
time
concrete
abstract
designs
Grand theories
Phy
Se
Ear
Elena Márquez Segura – elena.marquez@im.uu.se
[ Three things we’ve learnt]
Phy
Se
Ear
[ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
[ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
[ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
[ a system as a goal]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[play as a goal]
[ a system as a goal]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[play as a goal]
[ a system as a goal]
[ play… just emerged]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
(Márquez Segura et al., 2012)
To fit, to transgress, to stay…
[ a system as a goal]
[ play… just emerged]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear GOOD COP / BAD COP
“Be careful (the lights turn orange).
See? I was about to tell you [...] ”--
physiotherapist
(Márquez Segura et al., 2012)
[ a system as a goal]
[ play… just emerged]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear “focused” playfulness
“This one (pointing to the light
in the front), this one is a
tattletale!”
- inpatient, laughing.
“It knows too much”-
physiotherapist, laughing too.
(Márquez Segura et al., 2012)
[AND as play emerged…]
[ …so did FOCUS]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
and self-monitoring
and awareness
and self-tracking
and …
“It got red the two
first times” – one
inpatient.
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
and self-imposed challenges
“This one… this
one does NOT
punish me…
[ … so did MOTIVATION]
and beating the system
… I punish him!”
[AND as play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
…and a sense of accomplishment
(Márquez Segura et al., 2012)
[AND as play emerged…]
[ … so did MOTIVATION]
…and hard work
[ Play is free movement]
[within a more rigid structure]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
“Game design [play design] is therefore a second-order
design problem, in which designers craft play, but only
indirectly, through the systems of rules that game
designers create.” (Zimmerman, 2003)
“Play is appropriative, in that it takes the context in
which it exists and cannot be totally predetermined by
such context.” (Sicart, 2014)
[ Play to shape the design
process]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
POD Flexible structure by Les M Design. Image retrieved at https://gfthesis.wordpress.com/
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
Image retrieved at https://asknao.aldebaran.com/
Good cop/bad cop dynamic
taking over some tasks
joint communication
It’s looks …
It’s functionality …
joints and movement
[Motivation as the goal]
[play as the vehicle]
[AND play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[AND play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[ … and it was useful]
[AND play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[ … and it was useful]
[AND play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[ … and it was useful]
[AND play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[ … and it was useful]
[AND play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[ … and it was useful]
[AND play emerged…]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
[ … and it was useful]
[ Three things you can use]
[ Three things we’ve learnt]
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear 1. Play as a goal instead of a game/system/artefact as a
goal
2. “Play is free movement within a more
rigid structure”Salen and Zimmerman, pg. 304
3. Play to shape the design process
Elena Márquez Segura – elena.marquez@im.uu.se
Phy
Se
Ear
Some big words came from here
• Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, and John
Antanitis. 2012. Critical Design and Critical Theory: The Challenge of Designing for
Provocation. In Proc. DIS’12, ACM, 288–297.
• William Gaver. 2012. What Should We Expect from Research Through Design? In
Proc. CHI’12, ACM, 937–946.
• Jonas Löwgren. 2013. Annotated Portfolios and Other Forms of Intermediate-level
Knowledge. In Interactions 20, 1: 30–34.
• Kristina Höök and Jonas Löwgren. 2012. Strong Concepts: Intermediate-level
Knowledge in Interaction Design Research. ACM Trans. Comput.-Hum. Interact. 19,
3: 23:1–23:18.
• Miguel Sicart. 2014. Play Matters, MIT Press.
• John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research Through
Design As a Method for Interaction Design Research in HCI. Proc. of CHI’07, ACM,
493–502.
• John Zimmerman, Erik Stolterman, and Jodi Forlizzi. 2010. An Analysis and Critique
of Research Through Design: Towards a Formalization of a Research Approach. In
Proc. DIS’10, ACM, 310–319.
• Eric Zimmerman. 2003. Play as Research. The Iterative Design Process. In Design
Research: Methods and Perspectives. MIT Press, 176–184.
PhySeEar
Elena Márquez Segura
PhD student Uppsala University
Mobile Life Centre
Sweden
elena.marquez@im.uu.se
Engagement and Motivation in
Rehabilitative Therapy For The Elderly
Thank you!

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PhySeEar: technological interventions for engagement and motivation in rehabilitative therapy for the elderly

  • 1. Engagement and Motivation in Rehabilitative Therapy For The Elderly Elena Márquez Segura PhD student Uppsala University Mobile Life Centre Sweden elena.marquez@im.uu.se PhySeEar
  • 2. [ create something that works] PhySeEar Elena Márquez Segura – elena.marquez@im.uu.se
  • 4. Elena Márquez Segura – elena.marquez@im.uu.se PhySeEar [understand how something works] [DESIGN] [PHENOMENA] [ create something that works]
  • 5. Elena Márquez Segura – elena.marquez@im.uu.se Research through Design (Bardzell et al., 2012; Gaver, 2012; Löwgren, 2013; Zimmerman et al., 2010) (Höök and Löwgren, 2012) time concrete abstract designs Grand theories
  • 6. Elena Márquez Segura – elena.marquez@im.uu.se Research through Design (Bardzell et al., 2012; Gaver, 2012; Löwgren, 2013; Zimmerman et al., 2010) (Höök and Löwgren, 2012) time concrete abstract designs Grand theories Phy Se Ear
  • 7. Elena Márquez Segura – elena.marquez@im.uu.se [ Three things we’ve learnt] Phy Se Ear
  • 8. [ Three things you can use] [ Three things we’ve learnt] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear
  • 9. [ Three things you can use] [ Three things we’ve learnt] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear 1. Play as a goal instead of a game/system/artefact as a goal 2. “Play is free movement within a more rigid structure”Salen and Zimmerman, pg. 304 3. Play to shape the design process
  • 10. [ Three things you can use] [ Three things we’ve learnt] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear 1. Play as a goal instead of a game/system/artefact as a goal 2. “Play is free movement within a more rigid structure”Salen and Zimmerman, pg. 304 3. Play to shape the design process
  • 11. [ Three things you can use] [ Three things we’ve learnt] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear 1. Play as a goal instead of a game/system/artefact as a goal 2. “Play is free movement within a more rigid structure”Salen and Zimmerman, pg. 304 3. Play to shape the design process
  • 12. [ a system as a goal] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [play as a goal]
  • 13. [ a system as a goal] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [play as a goal]
  • 14. [ a system as a goal] [ play… just emerged] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear (Márquez Segura et al., 2012) To fit, to transgress, to stay…
  • 15. [ a system as a goal] [ play… just emerged] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear GOOD COP / BAD COP “Be careful (the lights turn orange). See? I was about to tell you [...] ”-- physiotherapist (Márquez Segura et al., 2012)
  • 16. [ a system as a goal] [ play… just emerged] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear “focused” playfulness “This one (pointing to the light in the front), this one is a tattletale!” - inpatient, laughing. “It knows too much”- physiotherapist, laughing too. (Márquez Segura et al., 2012)
  • 17. [AND as play emerged…] [ …so did FOCUS] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear and self-monitoring and awareness and self-tracking and … “It got red the two first times” – one inpatient.
  • 18. Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear and self-imposed challenges “This one… this one does NOT punish me… [ … so did MOTIVATION] and beating the system … I punish him!” [AND as play emerged…]
  • 19. Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear …and a sense of accomplishment (Márquez Segura et al., 2012) [AND as play emerged…] [ … so did MOTIVATION] …and hard work
  • 20. [ Play is free movement] [within a more rigid structure] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear “Game design [play design] is therefore a second-order design problem, in which designers craft play, but only indirectly, through the systems of rules that game designers create.” (Zimmerman, 2003) “Play is appropriative, in that it takes the context in which it exists and cannot be totally predetermined by such context.” (Sicart, 2014)
  • 21. [ Play to shape the design process] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear POD Flexible structure by Les M Design. Image retrieved at https://gfthesis.wordpress.com/
  • 22. Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear Image retrieved at https://asknao.aldebaran.com/ Good cop/bad cop dynamic taking over some tasks joint communication It’s looks … It’s functionality … joints and movement [Motivation as the goal] [play as the vehicle]
  • 23. [AND play emerged…] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear
  • 24. [AND play emerged…] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [ … and it was useful]
  • 25. [AND play emerged…] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [ … and it was useful]
  • 26. [AND play emerged…] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [ … and it was useful]
  • 27. [AND play emerged…] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [ … and it was useful]
  • 28. [AND play emerged…] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [ … and it was useful]
  • 29. [AND play emerged…] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear [ … and it was useful]
  • 30. [ Three things you can use] [ Three things we’ve learnt] Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear 1. Play as a goal instead of a game/system/artefact as a goal 2. “Play is free movement within a more rigid structure”Salen and Zimmerman, pg. 304 3. Play to shape the design process
  • 31. Elena Márquez Segura – elena.marquez@im.uu.se Phy Se Ear Some big words came from here • Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, and John Antanitis. 2012. Critical Design and Critical Theory: The Challenge of Designing for Provocation. In Proc. DIS’12, ACM, 288–297. • William Gaver. 2012. What Should We Expect from Research Through Design? In Proc. CHI’12, ACM, 937–946. • Jonas Löwgren. 2013. Annotated Portfolios and Other Forms of Intermediate-level Knowledge. In Interactions 20, 1: 30–34. • Kristina Höök and Jonas Löwgren. 2012. Strong Concepts: Intermediate-level Knowledge in Interaction Design Research. ACM Trans. Comput.-Hum. Interact. 19, 3: 23:1–23:18. • Miguel Sicart. 2014. Play Matters, MIT Press. • John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research Through Design As a Method for Interaction Design Research in HCI. Proc. of CHI’07, ACM, 493–502. • John Zimmerman, Erik Stolterman, and Jodi Forlizzi. 2010. An Analysis and Critique of Research Through Design: Towards a Formalization of a Research Approach. In Proc. DIS’10, ACM, 310–319. • Eric Zimmerman. 2003. Play as Research. The Iterative Design Process. In Design Research: Methods and Perspectives. MIT Press, 176–184.
  • 32. PhySeEar Elena Márquez Segura PhD student Uppsala University Mobile Life Centre Sweden elena.marquez@im.uu.se Engagement and Motivation in Rehabilitative Therapy For The Elderly Thank you!

Editor's Notes

  1. MOTIVATION AND ENGAGEMENT in physical rehabilitative therapy IMPORTANT for EFFECTIVE (do the right things) and EFFICIENT (the things right). But it is HARD. The physical rehabilitation involves exercises which are not INTRINSICALLY MOTIVATING. Repetitive, hard. Geriatric rehab particularly challenging  not visible their rewards. Possible solutions? Coming from IxD…. It passes through designing something that works.
  2. Particularities of the setting. PROBLEM: ATTENDANCE FOR “the wrong reasons”(e.g. to socialize) Hence: focus elsewhere than in the rehabilitation Hard to communicate with the physiotherapist in a common language GOALS: Communication, focus, motivation and engagement.
  3. Understand how physiotherapy rehabilitation works. How the inpatients engage with it as the activity unfolds. What motivates them, what ticks, why, and for what. Design very much present, but used as a vehicle for understanding a particular setting  DOMAIN ANALYSIS. And also possible design solutions  OPEN UP THE DESIGN SPACE. (Research) --- Practice/ Design Academia Industry How does this works in practice?
  4. Explain. GRAPH ABOUT CONTRIBUTION in IxD Different from other models: focus on what you learn Same than other models: iterative.
  5. Presents some highlights from different points of the design process of PhySeEar In this presentation, I want to talk to you about 3 thing we learn, and I want to illustrate them with phenomena we observed at a couple of design solutions
  6. AN ANSWER: what patients want in games?
  7. A SUGGESTION. A design value Then, we have a USEFUL DEFINITION
  8. Very useful if you come from a design perspective. Games/systems are easier to design. You have years of Game Studies, zillions of Game Design/analysis books… about what is a game. It’s elements… Now play is more elusive. HOW DO YOU DO THIS? METHOD?
  9. Back to square 1: PLAY. We use play to shape the design process.
  10. PhySeEar. SERIOUS BUSINESS. PLAY not the goal. NOT A GAME. Design an artefact that: makes physiotherapy rehabilitative exercises more EFFECTIVE (do the right things) and EFFICIENT (the things right). PARTICULAR GOALS: Communication, focus, motivation and engagement. SUMMARISE THE PROBLEM AT THE FACILITY. Attendance for the “wrong motivations”.
  11. The process started as a PROBLEM – SOLUTION type of design process. Our first prototype - Communication system between physiotherapist and inpatients Easy to track and recall Easy to set goals Bring focus to the exercise motivation and engagement  counting with the novelty effect, but also with the motivation that a system that helps you understand brings.
  12. And it changed completely our goals, and our research focus. WHY? Because we thought it was the reason why “the system worked” TOGETHER WITH PLAY AND PLAYFULNESS we saw focus, we saw counting of reds, we saw new goals (for the following week) Let me briefly elaborate about interesting social dynamics and other phenomena.
  13. Playful behaviour physiotherapist: Good cop bad coop Physiotherapist engaged in playful behaviour. The system as “the bad cop”
  14. Jokes. Plenty of them. Nothing new. Many of them had this attitude before. But more people playful. PLUS, it focused the jokes ON THE ACTIVITY (on the artefact)
  15. Focus we saw counting of reds, we saw new goals (for the following week) Less chat (more related to chat) Counting how many reds But also stop when color turned orange
  16. Beating the system. Do EXTRA Set new goals
  17. Beating the system Siding with inpatients … a sense of accomplishment
  18. You can’t design play. You can only design for play Play is a second order design problem -- Zimmerman. 2003. Play as Research. The Iterative Design Process. “To design a game is to construct a set of rules. But the point of game design is not to have players experience rules -- it is to have players experience play “The delicate interaction of rule and play is something too subtle and too complex to script out in advance, requiring the improvisational balancing that only testing and prototyping can provide. ”
  19. Play has a transformative power: On the players On play itself And therefore (if you design for play), on the design process
  20. Functionality the quality of being functional – that is, able to perform a function.
  21. Three conditions: PhyNAO + phisiotherapist ViNAO + phisiotherapist Physiotherapist alone 13 elderly 2 cameras Data: Interviews Video recording Qualitative analysis:
  22. “talking to the doll” Smart-arse Tattletale
  23. Taking over some roles. PIC THE PHYSIO DOING OTHER THINGS
  24. Taking over some roles. PIC THE PHYSIO DOING OTHER THINGS
  25. Taking over some roles. PIC THE PHYSIO DOING OTHER THINGS
  26. Taking the blame – god cop/bad cop
  27. MIMICKING BEHAVIOUR Anecdote of standing up
  28. MIMICKING BEHAVIOUR Anecdote of taichi But also REFLECTION IN ACTION
  29. Play has TRANSFORMATIVE POWER. On the player On play itself On the design process