interaction design for rehabilitation

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Interaction Design for Rehabilitation Panos Markopoulos Eindhoven University of Technology University of Technology Sydney Intelligent User Interfaces Limassol March 16, 2017

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Interaction Design for RehabilitationPanos Markopoulos Eindhoven University of Technology University of Technology Sydney

Intelligent User Interfaces Limassol March 16, 2017

Economics  of  healthcare

2

/ industrial design

Interactive rehabilitation technologies

↑ Training intensity ↑ Training variety ↑ Patient independence ↑ Patient engagement ↓ Reduced workload for clinical staff ↓ Reduced cost

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Motor  and  behavioural  learning

Ying  Li,  Willem  Fontijn,  P.Markopoulos  (2008)  A  Tangible  Tabletop  Game  Supporting  Therapy  of  Children  with  Cerebral  Palsy.  In  Proceedings  Fun  n'  Games  2008,  Springer  LNCS  5294,  182-­‐193. 4

CP games on TagTiles board

5Dhillon., Goulati., Politis, Raczewska,, Markopoulos, (2011). A set of customizable games supporting therapy of children with cerebral palsy. In Proc. INTERACT 2011, 360-361. Springer.

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CONTRAST: Gamification of Arm-Hand Training for Stroke Survivors

7Jacobs, A., Timmermans, A., Michielsen, M., Vander Plaetse, M., & Markopoulos, P. (2013, April). CONTRAST: gamification of arm-hand training for stroke survivors. In CHI'13 Extended Abstracts

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REHAP Tiles (UTS)

9Donker , Markopoulos, Bongers (2015) REHAP Balance Tiles: a modular system supportingbalance rehabilitation. Pervasive Health 2015.

/ industrial design

REHAP feedback

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Skill recovery after stroke

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Spontaneous Recovery

Functional brain mapreorganisationUse of pre-existing CC-connections, increased activityperilesional area

Nerve fibre sprouting &synaptogenesis

Increase synaptic efficacy

Increased activity in theundamaged ipsilateralhemisphere

Haematoma resorptionElevation of diaschisis

?

Mov

emen

t Affe

cted

Arm

and

Han

d

Increase Joint ROM

Improve Coordination

Increase Muscle forceReversal of maladaptivebiomechanical changes

True recoverymovement involves

same muscles

Compensationmovement involvesdifferent muscles

Acute

Subacute

Chronic

Stroke

?

Timmermans A., Seelen H., Willmann R. & Kingma H. 2009 Technology-assisted training of arm-hand skills in stroke: concepts on reacquisition of motor control and therapist guidelines for rehabilitation technology design, JNER, 6:1,

SotA  in  rehabilitation  technology

• To date no effect on activity level (Prange 2006, Kwakkel 2008, Mehrholz 2009)

• Reasons: – stimulus-response discrepancy – proximal OR distal approach – lack of real life sensory input – limited degrees of freedom, limited reach – cognitive problem solving processes related to real life

activities were not enough challenged

Timmermans  ,  Seelen  ,Willmann  &  Kingma    2009.  Technology-­‐assisted  training  of  arm-­‐hand  skills  in  stroke:  concepts  on  reacquisition  of  motor  control  and  therapist  guidelines  for  rehabilitation  technology  design,  JNER,  6:1 12

SotA in rehabilitation technology

…Technology for upper limb training needs to provide engaging, patient-tailored task-oriented arm training in natural environments with patient-tailored feedback that supports learning of motor skills (Timmermans et al 2009)….

…essentially an HCI challenge

13Timmermans Seelen ,Willmann , Kingma 2009 Technology-assisted training of arm-hand skills in stroke: concepts on reacquisition of motor control and therapist guidelines for rehabilitation technology design, JNER, 6:1

TagTrainer

14Tetteroo  (2013).  TagTrainer:  a  meta-­‐design  approach  to  interactive  rehabilitation  technology.  In  End-­‐User  Development  (pp.  289-­‐292).  Springer  Berlin  Heidelberg.

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Therapists*as*content*creators*

Te#eroo,'Timmermans,'Seelen,'&'Markopoulos,'P.'(2014).'TagTrainer:'suppor>ng'exercise'variability'and'tailoring'in'technology'supported'upper'limb'training.'Journal(of(neuroengineering(and(rehabilita1on,'11(1),'140.'

/  industrial  design

Usage  of  TagTrainer  

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Total  nr  o

f  exercises  created

0

5

10

15

20

Day  of  study  (working  days  only)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Tetteroo,  Vreugdenhil,  Grisel,    Michielsen,  Kuppens,    Vanmulken,    Markopoulos,.  .  Lessons  Learnt  from  Deploying  an  End-­‐User  Development  Platform  for  Physical  Rehabilitation.  In    Proc.  CHI  2015  ,  ACM,  4133-­‐4142

RES: posture monitoring during training

Delbressine, F., Timmermans, A., Beursgens, L., de Jong, M., van Dam, A., Verweij, D., ... & Markopoulos, P. (2012, August). Motivating arm-hand use for stroke patients by serious games. Proc.IEEE EBMC (Vol. 2012, pp. 3564-3567). 17

Developing wearables for rehabilitation

Q.  Wang,  W.  Chen,  A.A.A.  Timmermans,  C.  Karachristos,  J.B.  Martens,  P.  Markopoulos    (2015)  Smart  Garment  for  Posture  Monitoring,  IEEE  EBMC,    2015. 19

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Bootsman,  Markopoulos,  Qi,  Timmermans,  Posture  correction  for  occupational  low  back  pain  prevention  with  smart  garments,  Submitted.  (2016)  

Bootsman,  Markopoulos,  Qi,  Timmermans,  Posture  correction  for  occupational  low  back  pain  prevention  with  smart  garments,  Submitted.  (2016)  

/ industrial design 24

Cervic Gear

Luca Giacolini, graduation project 2016TU/e  Industrial  Design  2016

/  Posture  pillar,  Mantas  Palaima,  M1.1  project,  Industrial  Design

/  industrial  design

Interaction  design  process

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1  • Immersion  in  context  of  clinic  • Learning  from  existing  therapy  • Co-­‐design

2  • Iterative  design  • Stepwise  increase  testing  realism

3  • Acceptance/Experience  /Credibility/Expectancy  • Observation  • Pre-­‐clinical  testing

/  industrial  design

Feedback  Design

• Content  – Knowledge  of  results  versus  knowledge  of  performance  – Emphasis  on  successful  performance  

• Scheduling  – Less  is  more,  fading  out  

• Modality  – Multimodal,  stepwise,  contextualised,  customised

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/  industrial  design

Challenges  for  human  computer  interaction

• Equity  for  multiple  stakeholders  • Participation  and  community  • Organisational  and  legal  constraints  • Ethics  of  patient  participation  • Effectiveness  of  yesterday’s  technology  • Implementation  in  clinical  settings  • Adapting  feedback  and  coaching  to  patient  behaviour  

• Sustaining  engagement  in  the  long  run

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Credits

I.Politis,  A.Goulati,  B.Dhillon,  A.Racewska,  N.Chupriyanov  (CP  GAMES)  D.Tetteroo  (TAGTILES)  A.Jacobs,  A.Antal(CONTRAST)  A.Timmermans  R.Winters  (Scribeo)  M.Willems  (CervicWare)  Q.Wang,  Jiachun  Du,  Qi  Qi  (Zishi)  R.Bootsman  (Back  Up)  V.Donker,  B.Bongers  (Rehap)  Bruna  Goveia  de  Roha,  Oscar  Tomico  (Flow)

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