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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
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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
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OUR APPOACH
Chrono-TV Interactive Book Icho-Sphere
Window of MemoriesReminiscence MapMusic-Teddy
REMINISCENCE OBJECTS
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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
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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
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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
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A JOURNEYTHROUGH ITALYIN THE 50TH AND 60TH
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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: [email protected] Mertl: [email protected]
Games for Health Europe, Utrecht // NL // October 2016