This exploratory study aimed to assess whether ubiquitous devices could be used to facilitate person-centred reminiscence therapy. In order to test this approach to delivering a reminiscence therapy intervention, a tablet application was designed (using participatory design) and tested by the carers of people with dementia. The study showed that there is the potential to utilise the recent advances in mobile technology to facilitate reminiscence therapy. However, it did not provide conclusive proof that the device would be effective in its delivery of reminiscence therapy, but further research will aim to explore this.
People with dementia are a rapidly growing demographic. In a world which is increasingly dependent on computing, this large group of people is becoming technologically isolated, due to the ill-suited design of interfaces. This paper looks at the possible 'roadblocks' which need to be considered when designing interfaces in order to ensure they are dementia-friendly. By considering the unique needs of a person with dementia, designers can ensure that their software is accessible to this demographic, hence potentially reducing the feelings of technological exclusion.
Dementia is an escalating problem which is estimated to affect 35.6 million people worldwide. In an environment which is becoming increasingly dependent on technology, the interaction needs of people living with dementia is being ignored by interface designers. This paper aims to highlight the factors which should be considered when designing interfaces to be "dementiafriendly". The article draws on the limited previous research to suggest that interfaces need to consider two main factors: personalisation (which includes both accessibility and usability) and user acceptance (including the experience produced by the interfaces and barriers to technology adoption).
Dementia is estimated to affect 50 million people worldwide [1]. A significant proportion of residents in residential homes are people with moderate to severe dementia [2, 3]. Apathy amongst them is a major issue [3-5]. Tovertafel is an interactive table that was designed to reduce apathy and to facilitate play for people with moderate to severe dementia [6]. This mixed methods study has three aims; firstly to explore the Tovertafels' impact upon the wellbeing of people with moderate to severe dementia in a residential care home from the professional carers' perspective; secondly to explore the impact of Tovertafel on the wellbeing of these carers; and thirdly to explore whether Tovertafel has any impact on the quality and quantity of visits by the family of the residents. Semi-structured interviews were conducted with 12 carers and The Work Related Quality of Life Scale (WRQoL) [7] was used to explore carers' perspective of the extent to which Tovertafel improved their own wellbeing and the quality of their working life. Some key findings indicate that visiting families interacted more with their loved-one when they are using the Tovertafel. Residents do use Tovertafel when it is switched on, but many needed to be initially prompted by staff. Tovertafel did have a positive impact upon residents' mood during the time it was used and a short time after. Tovertafel also had an impact on improving interaction between carers and residents when it was on. Tovertafel's most successful games are reported as being the bubbles and puzzles, and carers also stressed the importance of identifying an appropriate location for the Tovertafel, to enable optimum usage.
The premise of this paper is to promote the results from a small study which sought to evaluate the effectiveness of three different prototype mobile applications, in promoting well being by the reminiscing of positive memories. Interviews were carried out with mental health professionals, including psychotherapists and psychiatric nurses, who were questioned on their opinions as to the effectiveness of the proposed app after using the prototype. The results indicate a significant interest in the proposed tool, with all professionals recognizing the effectiveness of positive reminiscing and indicating a willingness to take part in subsequent prototype evaluation developments.
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