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2018
Poster
Titel
Development and evaluation of human-computer interaction of a serious game for people with dementia
Titel Supplements
Poster presented at 8th International Conference on Digital Health; Public Health & Emergencies in the Age of Big Data, 23rd-24th April 2018, Lyon, France
Abstract
Due to the growing number of people with dementia, the demand for treatment and stimulation possibilities rises. Implementing non-pharmacological therapies recently achieved excellent results on the disease progression, whereby support through technological innovations is needed. For many therapies, the integration into a serious game provides advantageous opportunities. This work shows the development of adaptive human computer interactions of a serious game for stimulating people with dementia. The objectives of the serious game are an improvement of the user's everyday functioning and the activation of cognitive abilities, while experiencing joy through gamification. The secure environment of the serious game offers the opportunity to fulfill unusual tasks self-determined and it is able to adapt the difficulty of interaction onto the user's needs. To provide exercises demanding everyday functioning, the interaction possibilities need adequate, easy to use interaction devices. Quantitative and qualitative user tests with the peer group evaluated the usability and game play on several devices by using a low-fidelity prototype. By the tested devices, a television controlled by mouse or trackball, as well as tablet-computer of different sizes, an 18.4 inch tablet proved to be the most promising medium. Subsequently on the device comparison, a user centered development of the game play and interface design requires a sensitive view on usability, concerning perception, interaction and understanding, as well as the general gamer experiencing and balancing. While user testing is one of the most important tools, policies for the interface design need to be defined. Therefore an overview and evaluation of currently existing techniques and accessibility guidelines for people with dementia and cognitive impairments are provided. Non-redundant controls, intensified feedback, adaptive management of levels and hints and the acceptance of failure help creating a valuable serious game.
Author(s)