4 research outputs found

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

    Get PDF
    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    The Participatory Design of an Adaptive Interface to Support Users with Changing Pointing Ability

    Get PDF
    Individuals who experience temporary, intermittent, or gradual changes in pointing ability may encounter frustrating experiences when using computer input devices. Personalized pointing systems that automatically assess changes in performance and provide individualized information and assistance may benefit these users. However, there has been little inquiry into this populations' expectations for interacting with these types of systems. We describe a participatory design process in which we used a technology probe to assess the information needs and expectations of 27 individuals who experience occasional changes in pointing ability, through interactions with and discussion regarding a high-fidelity personalized pointing prototype. Participants preferred notification and adaptation interactions that provided them with control and explanation of system actions, instead of abstract notifications and automatic adaptations. We describe how we applied these finding in the design of the PINATA system
    corecore