145 research outputs found
Approaches to movement therapy and their relevance to the design of interactive systems to support rehabilitation
Stroke is a major cause of physical disability for those that survive it. Traditionally, treatment of disability involves interaction with professional trained in the movement therapies. However, there is a growing body of research into interactive systems that are intended to provide support for rehabilitation, many of which draw on game-like elements to motivate engagement. A promising tactic to consider when designing such systems is the integration of knowledge from the movement therapies, and this paper is intended to provide support for this tactic. It contributes a detailed consideration of the structure of this knowledge within this domain, considers the challenges inherent in incorporating it into effective designs, and describes a conceptual framework which is intended to support this process. These contributions are illustrated in relation to two influential approaches to movement therapy, namely “Bobath” and the “Motor Re-Learning Program”
Tailoring technologies to the rehabilitational needs of stroke survivors
Stroke is a major cause of physical disability. Recovery is possible, and can continue indefinitely. As such, much of it will take place at home, often with minimal support from professional therapists. As computing becomes more pervasive and familiar, opportunities exist to design technology to support rehabilitation in the home environment. However, given the varied nature of disabilities caused by stroke, there is a need for a greater understanding of how to design technology that is sufficiently tailored to the needs of individuals and which is appropriate for usage in their homes. This thesis offers an exploration of these issues, through a series of research activities constructed around the direct participation of stroke survivors and their families.
The core of this thesis begins with a consideration of a focus group which was attended by survivors of stroke and their partners. Recorded discussions provide a rich insight into their collective experience of living with stroke, and the implications of these findings for the design of effective rehabilitation technologies are considered. The design of bespoke technologies which were directly tailored to the rehabilitational needs and personal motivations of four stroke survivors is then described. Prototypes of these technologies were deployed for periods ranging from one to seven months. Data recorded throughout this entire process provides a detailed understanding of the factors that have influenced their design, use and impact.
Through an analysis of material collected during all of these engagements, this thesis presents a set of contributions which can support the design of better home-based rehabilitation technologies in the future. These contributions support a more general understanding of the interactional needs of individuals who have experienced a dramatic and potentially traumatic change in their life, and of mechanisms for tailoring persuasive computing technologies to the specific motivations of those who use them
Tailoring technologies to the rehabilitational needs of stroke survivors
Stroke is a major cause of physical disability. Recovery is possible, and can continue indefinitely. As such, much of it will take place at home, often with minimal support from professional therapists. As computing becomes more pervasive and familiar, opportunities exist to design technology to support rehabilitation in the home environment. However, given the varied nature of disabilities caused by stroke, there is a need for a greater understanding of how to design technology that is sufficiently tailored to the needs of individuals and which is appropriate for usage in their homes. This thesis offers an exploration of these issues, through a series of research activities constructed around the direct participation of stroke survivors and their families.
The core of this thesis begins with a consideration of a focus group which was attended by survivors of stroke and their partners. Recorded discussions provide a rich insight into their collective experience of living with stroke, and the implications of these findings for the design of effective rehabilitation technologies are considered. The design of bespoke technologies which were directly tailored to the rehabilitational needs and personal motivations of four stroke survivors is then described. Prototypes of these technologies were deployed for periods ranging from one to seven months. Data recorded throughout this entire process provides a detailed understanding of the factors that have influenced their design, use and impact.
Through an analysis of material collected during all of these engagements, this thesis presents a set of contributions which can support the design of better home-based rehabilitation technologies in the future. These contributions support a more general understanding of the interactional needs of individuals who have experienced a dramatic and potentially traumatic change in their life, and of mechanisms for tailoring persuasive computing technologies to the specific motivations of those who use them
Families and mobile devices in museums: designing for integrated experiences
This paper presents an observational study of eight families engaging with a bespoke tablet experience produced for a space science centre. It documents the various ways in which family members orientate themselves to the usage of technology in this environment, with a particular focus on the work done to manage the tablet and facilitate the engagement of younger children with the narrative of the experience. These findings are considered in the broader context of the need to design experiences that cater for engagement by families as a whole. We conclude by motivating the need for technologies that are robust in light of regular disengagement and by family members, and which provide functionality to directly support facilitation work
Homes of Stroke Survivors Are a Challenging Environment for Rehabilitation Technologies
The design of digital technologies that support poststroke rehabilitation at home has been a topic of research for some time. If technology is to have a large-scale impact on rehabilitation practice, then we need to understand how to create technologies that are appropriate for the domestic environment and for the needs and motivations of those living there. This paper reflects on the research conducted in the Motivating Mobility project (UK Engineering and Physical Science Research Council: EP/F00382X/1). We conducted sensitizing studies to develop a foundational understanding of the homes of stroke survivors, participatory design sessions situated in the home, and experimental deployments of prototype rehabilitation technologies. We identified four challenges specific to the homes of stroke survivors and relevant to the deployment of rehabilitation technologies: identifying a location for rehabilitation technology, negotiating social relationships present in the home, avoiding additional stress in households at risk of existential stress, and providing for patient safety. We conclude that skilled workers may be needed to enable successful technology deployment, systematizing the mapping of the home may be beneficial, and education is a viable focus for rehabilitation technologies
Throwaway citation of prior work creates risk of bad HCI research
In CHI papers, citation of previous work is typically a shallow, throwaway action that demonstrates little critical engagement with the work cited. We present a citation context analysis of over 3000 citations from 69 papers at CHI2016, which demonstrates that only 4.8% of papers cited are presented as anything other than uncontested fact. In 43% of CHI papers sampled, we found no evidence of any critical engagement. Lack of discussion and critique of previous work can encourage the spread of misunderstandings and errors. Authors, reviewers and publication venues must all change practices to respond to this failure of scholarship
The poetic wavelength – a narrative interview study exploring the potential of poetry to support meaning making and recovery following psychosis
BackgroundDespite growing evidence demonstrating the psychotherapeutic potential of reading and writing poetry for various mental health problems, there remains limited evidence in relation to psychosis. This paper explores the therapeutic potential of poetry for psychosis by exploring the narratives of people with experience of psychosis who read and write poetry and people who are using poetry therapeutically within their practice.MethodsNineteen participants were recruited to the research and data was collected via narrative interviews. Interviews were audio recorded, transcribed, and subjected to Labovian narrative analysis.ResultsFour themes were identified: i) the unsayable becoming sayable; ii) poetry supporting discovery, play and meaning making; iii) relational expression through poetry; and iv) poetry and recovery.DiscussionThe research offers a poetic window into the way in which we might begin to understand the language of psychosis and the interpersonal communication challenge therein. The authors propose the concept of the “poetic wavelength” which can inform the education of practitioners who are working with people who experience psychosis. Understanding the “Poetic Wavelength” offers an alternative form of meaning making, developing the capacity of practitioners in being able to accurately detect emotional states, and to respond accordingly, ultimately improving the experience of service users
From front-end to back-end and everything in-between: work practice in game development
This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a number of challenges that can be seen to confront the development of new game authoring tools, centred around the intensely co-present character of design-related interaction and collaboration in this domain. These findings are used to articulate a range of potential requirements
From front-end to back-end and everything in-between: work practice in game development
This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a number of challenges that can be seen to confront the development of new game authoring tools, centred around the intensely co-present character of design-related interaction and collaboration in this domain. These findings are used to articulate a range of potential requirements
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