No abstract
<p>Alzheimer's Disease (AD) is the most common form of dementia among middle-aged and older adults (Gale, Acar & Daffner, 2018). In addition to the impact of dementia on individuals and the people close to them, the worldwide cost of dementia was estimated to be US$818 billion in 2015 and is projected to triple by 2050 (Livingston et al., 2017). Currently, AD has no cure or treatment. However, the research on prevention or the delay of onset is promising. AD has modifiable and non-modifiable risk factors; by targeting the modifiable risk factors, the disease can be prevented. Modifiable factors include nutrition, and physical and social activity, amongst others (Livingston et al., 2017; Polidori, Nelles, & Pientka, 2010). This research will address the social activity factor from a design perspective by asking how we can design for social activity in a way that promotes brain health. In particular, social support, a social function which was found to have positive effects on cognitive health, will be explored (Zuelsdorff et al., 2019). This research has utilised the actor-network theory as a theoretical framework in combination with human-centred design methodology. Methods such as literature reviews, interviews, cultural probes, and rapid prototyping helped gather data and conduct design iterations. Based on the iterative design process and the data gathered through it, a new design is proposed. The design aims to increase social support in combination with other brain health activities both in online and offline settings. Based on this research, design guidelines that could be used by designers, online and offline communities, and organisations are proposed, alongside directions for future research.</p>
This paper provides a recipe for Kai-dness, as designed by staff and students from Te Herenga Waka, Victoria University of Wellington’s Faculty of Architecture and Design Innovation. It sets out both the ingredients and the method for Kai-dness. It celebrates the associated lessons learned and the agents of change who combined as ‘the Kai-dness Crew’ to facilitate conversation and collaboration through commensality, the sharing of kai. The plate this was served upon was the fifth Social Movements, Resistance, and Social Change Conference in November 2020. This paper suggests that there is power in the sharing of kai to aid the social transitions required in moving towards more positive futures.
<p>Background: Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to function. Rehabilitation interventions are effective in promoting the return of function. However, patients’ engagement is necessary in order to maintain the improvements, and research shows that stroke survivors need more opportunities to engage with rehabilitation outside of the clinic. Digital games can offer a solution by providing an engaging context for performing the exercises correctly and learning new skills. Aims: This research aims to increase engagement with upper limb rehabilitation following a stroke through a custom digital game that facilitates effective rehabilitation methods, and is played with the Able-M, a game controller designed for upper limb rehabilitation by Im-Able. Methods: The development process was based on a human-centred design approach that consisted of a literature review, personas generation, exploratory studies including field observations in a clinic and discussions with therapists, iterative design through qualitative studies including user observations, interviews with patients, and feedback from a neuro-physiotherapist. Conclusions: Based on the design process, the game prototype includes the following elements: Adaptive gameplay for physical and cognitive challenge-skill balance, obstacles to increase challenge, feedback provision to enhance engagement and facilitate motor learning, rhythmic elements to facilitate rhythmic auditory stimulation, narrative based on user research to facilitate focus diversion, and different navigation mechanisms to promote neuroplasticity. High contrast, bird eye view, and third person perspective for ease of use. Limitations and directions for further research are discussed.</p>
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