A Book designed for Reminiscence Sessions with people with Dementia in use of Gamification and...

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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 Dusseldorf, Germany;3 Human-Technology Interaction Group, Eindhoven University of Technology, The Netherlands

Games for Health Europe, Utrecht // NL // October 2016

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

Games for Health Europe, Utrecht // NL // October 2016

OUR APPOACH

Chrono-TV Interactive Book Icho-Sphere

Window of MemoriesReminiscence MapMusic-Teddy

REMINISCENCE OBJECTS

Games for Health Europe, Utrecht // NL // October 2016

• M e m o r y l o s s + o n e o t h e r i m p a i r m e n t

• 3 S t a g e s o f C l a s s i f i c a t i o n

• P s y c h o s o c i a l I n t e r v e n t i o n s :e . g . R e m i n i s c e n c e

DEMENTIA

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

Games for Health Europe, Utrecht // NL // October 2016

e m p o w e 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 w h 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

Games for Health Europe, Utrecht // NL // October 2016

A JOURNEYTHROUGH ITALYIN THE 50TH AND 60TH

Games for Health Europe, Utrecht // NL // October 2016

Games for Health Europe, Utrecht // NL // October 2016

Games for Health Europe, Utrecht // NL // October 2016

I M P L E M E N TAT I O N

M AT E R I A L

TECHNOLOGY

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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 w e r e d v i a m i n i U S B

IMPLEMENTATION

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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

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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

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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

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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

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CONTACT

www.nutzerwelten.de

Amelie Ritter: hej@amelieritter.deFabian Mertl: fabian.mertl@hs-duesseldorf.de

Games for Health Europe, Utrecht // NL // October 2016