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DTU<br />

2011<br />

DESIGN FOR ELDERLY – PHASE ONE<br />

Trygve Aabye Dam, s072046<br />

Rune Schostag Nielsen, s062454<br />

42072 – Design for Interaction, <strong>Group</strong> 1 | Trygve Kelly Strong, s111255 Aabye Dam, s072<br />

Oliver Valsgaard, s082523<br />

Thorbjørn Pasgaard, s110458<br />

Thomas Paulsen, s112342


Virtual activity center for elderly<br />

Introduction<br />

This report is the final assignment in the course Interaction Design 42072 at DTU. The<br />

motivation of the project is to design a useful product or service for elderly people, which they<br />

can benefit from in their everyday. The development will focus on the interaction between the<br />

design and the elderly. The project includes user-involvement of elderly people from a Danish<br />

Activity Center for elderly.<br />

Background<br />

Today, more and more elderly are feeling lonely and are living on their own. During the last 30<br />

years, an increasing number of people are getting divorced, and the growth was especially high<br />

during the late 70‟s and early 80‟s 1 . An effect that is seen today, 40 years later as more and more<br />

couples live alone. Furthermore, the difference in life expectancy of 4.2 years between men and<br />

women, leaves many women on their own after their husband dies.<br />

According to recent research done by “Ensomme Gamles Værn”, 40.000 elderly above 60 are<br />

feeling lonely, that in addition to the people who occasionally feel abandoned, the number adds<br />

up to 112.000. Additionally, loneliness is considered to be very shameful among elderly, who are<br />

less likely to not share their situation 2 . The actual number is therefore considered to be<br />

substantially higher.<br />

Besides the more visible physical consequences, loneliness amongst elderly also results in a<br />

number of health issues. Decrease in well-being in form of depression, sleeping problems,<br />

disturbed appetite and so on are a frequent result. More pathological consequences are alcohol<br />

over-consumption, loss of self-esteem, extreme form of anxiety, powerlessness and stress.<br />

Furthermore, the risk of developing dementia is seven times higher when elderly are feeling<br />

lonely 3 . Loneliness is thus amongst the latent causes of hospitalization and of placement in<br />

nursing homes. 4<br />

Furthermore the population of elderly will increase in the future according to the European<br />

Commission and EPC 5 - Which has the potential to make these problem statements even greater<br />

and more widespread within a few decades.<br />

1 Danmarks Statistik (www.dst.dk)<br />

2 Gierveld, 1998<br />

3 Research done by the Karolinska Institute, Stockholm<br />

4 Gierveld, 1998<br />

5 Course slides Interaction Design week 6 page 10 Fall 2011 DTU<br />

2


Problem statement<br />

Today, elderly people get together in groups and play games to socialize. However, as they get<br />

older they become more and more immobilized as their musculoskeletal system becomes<br />

weakened. Thus, many elderly are forced to stay at home and an effect of that is that they<br />

become lonely. In effort to address this, a number of Activity Centers are provided by the Danish<br />

government where elderly come and do social activities with other elderly people. However, not<br />

all elderly are able to be associated with an Activity Center due to their location and going to a<br />

Activity Center only twice a week might not be satisfactory.<br />

With this project, the project group is trying to address this problem by allowing elderly people,<br />

who are living on their own, to connect with other elderly people from their homes and be able to<br />

play games with each other online. By that they will still be able to socialize, when immobilized<br />

and unable to leave their homes. Additionally the elderly should also be able to connect to a<br />

broader network of gamers, making them feel a part of a bigger social network. Thus decreasing<br />

the chances of the user feeling lonely.<br />

As the elderly tend to be rather scared of new technology and solutions, it is crucial that the<br />

design of the new interactive game has a resemblance to their everyday electronics. It is crucial<br />

that the learning curve is as flat as possible, allowing the elderly to slowly adjust to the new<br />

system. Thus making sure that as many elderly as possible who keep playing the interactive<br />

game, all joining in effort to decrease loneliness and the alarming consequences on health<br />

amongst elderly.<br />

List of requirements<br />

●<br />

●<br />

●<br />

Solution must be natural for the user by resembling their existing world, and current<br />

knowledge.<br />

Easy to use, as simple as possible. Without introducing any new interaction mediums.<br />

Help decrease loneliness.<br />

3


Cognitive-psychical considerations<br />

Different changes in physical and cognitive abilities can be observed when growing old, some of<br />

the most common changes include:<br />

●<br />

●<br />

●<br />

Decreased muscle power, making it harder to e.g. walk long distances and get up<br />

stairways<br />

Decreased sensitivity of senses, especially visual and auditory<br />

Reduced short term memory, complex tasks become harder to perform<br />

In order to counter these conditions in a product design, the following may function as general<br />

guidelines:<br />

● The product should not require heavy physical activity<br />

● Size of buttons, text and symbols have to be large<br />

● Sound<br />

○ Should be loud and clear<br />

○ Lower frequency tones are easier for elderly users to hear (500-1000 Hz range) 6<br />

● The product has to be simple to install, maintain and use – if possible not require any<br />

given instructions<br />

● Tactile feedback is preferable<br />

● All needed information should be accessible through the current display. 7<br />

Introduction to the Quizmaster<br />

The group had previously agreed upon the topic, or problem we would like to design a solution<br />

for; loneliness. The next step was to experience, through observation how the elderly are affected<br />

and respond to loneliness in their daily lives. We had arranged to spend a day at a welfare<br />

service, which is offered through the community for elderly to participate in weekly activities<br />

together. After the group‟s involvement at the community activity center we were able to make<br />

decisions on what we felt would be best for this target market based on our observations.<br />

While at the activity center we got to experience a quiz game that was more an act of social<br />

involvement than it was about competition or winning. The elderly people absolutely loved<br />

playing this game, and interacting with others. However, they would need to leave their home<br />

each time to play the game. Arranging transportation, and battling the weather in order to get to a<br />

center that was far from home wasn‟t convenient. And so the group decided to take the game,<br />

which they love and make it something that is accessible from home. It will be a challenge to<br />

6 Digital Game Design for Elderly Users, Henk Herman Nap<br />

7 Design for interaction, Lecture week 6: Design for elderly - Steen Dawids<br />

4


keep the social interaction of the players (the most important aspect of the game) prominent,<br />

while also enhancing the accessibility for the users.<br />

The home version of the quiz game will be a television quiz. The devices used between users for<br />

social interaction would of course be the graphical user interface on the TV, the phone which is<br />

used to communicate with other game participants, and as remote for responding to game<br />

questions and a webcam. It is important that each device will be as maintenance free, and user<br />

friendly as possible.<br />

Field report - Visit at elderly activity center<br />

Visit at Baunehøj activity center<br />

The 8th of November the project group visited<br />

Baunehøj Activity Center which is a common<br />

daytime activity center for elderly. The center is for<br />

elderly who are not able to leave their homes on<br />

their own, so they are picked up two to three times<br />

a week by a minivan from the center. Here the<br />

elderly can participate in different social and<br />

physical activities such as quiz games, gymnastics,<br />

sit-dance and sewing up to 3 times a week.<br />

While the group was visiting we observed the<br />

elderly do two different games, a quiz game and a<br />

word game similar to Scrabble. The most popular<br />

game among the people seems to be the quiz game,<br />

here they are all involved and can discuss the<br />

questions and answers.<br />

Meeting at the activity center<br />

Another game available at the activity center was “Wheel of fortune”, the<br />

caretakers had made their own spinning wheel for this game from the<br />

components of a scrapped wheel chair and a hospital drop stand. The reason<br />

they made their own spinning wheel was mainly to save money on an<br />

already tight budget.<br />

Word game<br />

The word game is about creating words from a given core word, e.g.<br />

“Activity center” and a caretaker is in charge of the game and writes the<br />

words on a blackboard. Each member in the game now has to come up with<br />

words that use some of the letters from the core word e.g. “Act” and each<br />

letter can only be used once.<br />

When one member has come up with a valid word the turn goes on to the<br />

next member in the game and the valid word is written on the black board<br />

5<br />

Homemade spinning wheel


y the caretaker. The game continues like this until the members cannot come up with anymore<br />

words.<br />

Example of the word game with the core word ”Halogenlamper”<br />

Quiz<br />

A group of elderly people gets together at Baunehøj Activity Center two to three times a week<br />

for a quiz. Every time they team up into two teams and compete against each other. A lot of the<br />

group members considered the quiz to be the favorite part of coming to Baunehøj as they thought<br />

it was more socially interacting than other games. By playing in teams they have to socially<br />

interact with each other to figure out “who knows what” before answering the questions.<br />

“På sporet af ordet”<br />

The day the project group was at Baunehøj, the group were playing “På sporet af ordet” (i.e.<br />

tracking the word). The caretaker from Baunehøj acted as the “quizmaster” by which she were<br />

asking the questions and helping with clues. To play the quiz, the caretaker started by picking up<br />

a card, and she would take a card and tell the group the category of the card. After that she would<br />

start by reading aloud clues from the card to pinpoint which word they had to guess.<br />

Example:<br />

Category: Term<br />

A novel about my life has been written<br />

I am best understood by a symbol<br />

I am from Greece<br />

I am the relationship between a circle‟s circumference and diameter<br />

I am approximately 3.14<br />

6


Answer: Pi<br />

While the caretaker was reading the clues aloud she gave the group quite a lot of time to consider<br />

the answer. This allowed the group to discuss the answer with each other and to come up with<br />

different answers. Sometimes the team was able to answer the question quite easily and other<br />

times the caretaker had to help them along.<br />

Social aspect of the game<br />

The competition in the quiz was not very prominent during the game, and the focus of the game<br />

was more on the social aspect and having a good experience. This was shown in the way that<br />

none of the teams were not able to answer the questions at any time, as the caretaker would help<br />

them with her own clues until they guessed it right. And when a team member from the other<br />

team accidentally answered the question for the other team, it was considered a fun feature and<br />

the group was simply happy that someone knew the answer.<br />

During the game a lot of chatting was going on to discuss the answer to the questions. Not only<br />

the team who had to answer the question was discussing, but also the competing group was<br />

whispering with each other to figure out the right answer. And at the end of the game, the<br />

caretaker told a story about the perfume “4711” and the group enjoyed to hear the story. This<br />

corresponds to the group expressing that the quiz was their favorite game because of the social<br />

aspect.<br />

Elderly and technology<br />

While talking with some of the elderly the topic of technological products was touched upon. It<br />

seems every one of them has a phone, radio and a television and that they are familiar with these<br />

products. However one of the ladies complained about the radio, she used to listen to P2 a lot,<br />

but suddenly it had changed frequency and she‟d lost it, so now she never used her radio<br />

anymore.<br />

Selected quotes<br />

“We can’t do without meeting here at the activity center” - Olga 76 years old<br />

“I had a computer before, but I always accidentally pressed somewhere and something weird<br />

happened.” - Tove 67 years old<br />

“Having a computer is too difficult” - Jens 71 years old<br />

7


Existing solutions<br />

There are many activities available for the elderly, all of which require some type of interaction<br />

from one or more individuals participating. Many claim that a person‟s participation in these<br />

interactive activities can have positive effects on the aging of the brain. It is debatable rather or<br />

not these events actually slow the progress of brain conditions such as, dementia. However,<br />

despite the lack of studies in the field, the evidence and empirical reasoning positively supports<br />

the usage of social activities amongst the elderly.<br />

The following list is an example of the most successful and popular social gaming options:<br />

· Wii<br />

· Nintendo DS<br />

· Bingo<br />

· Shuffle Board<br />

· Card games<br />

· Social Gatherings for T.V Game Shows- Jeopardy, Wheel of Fortune<br />

· Physical fitness classes- pool work outs and yoga<br />

Nintendo has been a large part of the gaming world for the past 121 years when the company<br />

was first founded to produce game cards. Since then it has very successfully produced gaming<br />

consoles that compete for the top spots, each year. 8 They‟ve come a long way from card games,<br />

as their most popular project used by seniors is the game console, the Nintendo Wii and<br />

Nintendo DS. The Wii offers its users the state-of-the-art user interaction; as the device detects<br />

your physical movements with its control, balance board or other devices. This console is<br />

frequently being used in retirement homes, to keep the seniors physically and mentally active. A<br />

less physical, Nintendo creation is the handheld console called Nintendo DS, which is typically<br />

more of a mental interaction.<br />

No matter the type of activity being performed, each revolves around social interactions. Some<br />

can argue that games are significant because of its competitive characteristics, but the problems<br />

with loneliness amongst seniors and the answers we received during our fieldwork prove<br />

otherwise. It‟s a humanistic desire to want to be social; feel involved and cared about, so no<br />

matter the activity it is important to the participants that they are interacting with others.<br />

Technical possibilities<br />

It is important that the system is left as simple as possible, for a hassle free setup. The physical<br />

system will have as few wires as possible, just one for the power cable and another as a standard<br />

connection for any television.<br />

The graphical user interface will also be as hassle free as possible. It is a priority that the setup<br />

process is fail-proof for the user. We have modeled our setup like the Apple products computer<br />

8 "Company History" (in Japanese). Nintendo. Retrieved on 2006-07-29<br />

8


setup wizard. As soon as an Apple computer is taken out of a box, and plugged in the OS setup is<br />

a step-by-step easy to use process. This simple process is a prime example of how we hope the<br />

user feels when first starting their new gaming device.<br />

The product will consist of a hub, and two other devices that connect to it. The hub will act as a<br />

home, or charging station for the devices and as the „brain‟ of the system; due to most processes<br />

going through it. The physical hub device will be small enough to fit easily below or beside any<br />

television set.<br />

A wireless camera will sit above or below the television that is set-up free. The only interaction<br />

the user will need to cooperate with the camera is deciding where it sits still. The camera will<br />

have a wide aperture, making it easy to pinpoint the user in front of it.<br />

A cordless „phone‟ like device will also be a part of the system. The phone will also act as a<br />

remote, for the user to interact with the screen.<br />

Finally, the system will be equipped with a Sim card for wireless internet capabilities. A monthly<br />

subscription fee will allow companies to „lease‟ the system and create an option for family<br />

members to communicate with the system via online access or through an app.<br />

Mock-up and physical sketches<br />

The following drawings are the initial prototypes of the interactive game Quizmaster. The<br />

physical setup contains drawings of the device, remote control and webcam together with a list<br />

of options on how to connect the devices.<br />

Box<br />

9


Remote Control<br />

Controller<br />

10


Webcam<br />

The following mock-up shows the different screens that the elderly will interact with. A brief<br />

explanation of every screen is written directly on the wireframes and the actions between those.<br />

The initial setup will only be shown when you start up the device the first time. That is the first<br />

and last time the users have to interact with those screens. From then, the start screen<br />

(Quizmaster The Game) will be the Quizmaster Main Screen where gaming with elderly friends<br />

is accessible from.<br />

11


Initial Setup


Quizmaster The Game

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