Gaston Jamin1,2, Tom Luyten1,3,4, Rob Delsing1,5, Susy Braun2,6,4. 1. a Maastricht Academy of Media, Design and Technology, Arts Faculty Maastricht , Zuyd University of Applied Sciences , Heerlen , The Netherlands. 2. b Expertise Centre for Innovative Care and Technology (EIZT) , Research Program "Stimulating Healthy Active Lifestyle" , Heerlen , The Netherlands. 3. c Research Centre for Technology in Care , Zuyd University of Applied Sciences , Heerlen , The Netherlands. 4. f Department of Health Services Research, CAPHRI, School for Public Health and Primary Care, Faculty of Health, Medicine and Life Sciences , Maastricht University , Maastricht , The Netherlands. 5. d Faculty of Arts , Research Centre for Technology Driven Art , Zuyd University of Applied Sciences , Maastricht , The Netherlands. 6. e Faculty of Health , Research Centre for Nutrition, Lifestyle and Exercise , Zuyd University of Applied Sciences , Heerlen , The Netherlands.
Abstract
INTRODUCTION: Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. METHODS: Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. RESULTS: Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. CONCLUSIONS: This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. Implications for rehabilitation Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
INTRODUCTION: Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. METHODS: Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. RESULTS:Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. CONCLUSIONS: This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. Implications for rehabilitation Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
Authors: Stefan Elbers; Christa van Gessel; Reint Jan Renes; Remko van der Lugt; Harriët Wittink; Sander Hermsen Journal: J Med Internet Res Date: 2021-01-20 Impact factor: 5.428
Authors: Tania Pearce; Myfanwy Maple; Anthony Shakeshaft; Sarah Wayland; Kathy McKay Journal: Int J Environ Res Public Health Date: 2020-03-26 Impact factor: 3.390