40 research outputs found

    In the moment: designing for late stage dementia

    Get PDF
    This paper presents international multidisciplinary design research to support the wellbeing of people living with dementia. The LAUGH project aims to develop playful artefacts that will contribute to non-pharmacological personalised approaches to caring for people living with late stage dementia in residential care. This paper presents the context for this research and explains the initial stages of the work currently in progress. An inclusive participatory methodology is described in which key experts including: health professionals, technologists, materials scientists and carers of people living with dementia are informing the development of design concepts. A positive design approach in which designing for pleasure, personal significance and virtue underpin the work. The initial stages of the research have identified the significance of: playfulness, sensory stimulation, hand use and emotional memory. This paper contends that designs should aim to promote ‘in the moment’ living in order to support subjective wellbeing of people living with late stage dementia

    Inclusive improvisation: exploring the line between listening and playing music

    Full text link
    The field of Accessible Digital Musical Instruments (ADMIs) is growing rapidly, with instrument designers recognising that adaptations to existing Digital Musical Instruments (DMIs) can foster inclusive music making. ADMIs offer opportunities to engage with a wider range of sounds than acoustic instruments. Furthermore, gestural ADMIs free the music maker from relying on screen, keyboard, and mouse-based interfaces for engaging with these sounds. This brings greater opportunities for exploration, improvisation, empowerment, and flow through music making for people with disability and the communities of practice they are part of. This article argues that developing ADMIs from existing DMIs can speed up the process and allow for more immediate access for those with diverse needs. It presents three case studies of a gestural DMI, originally designed by the first author for his own creative practice, played by people with disability in diverse contexts. The article shows that system-based considerations that enabled an expert percussionist to achieve virtuoso performances with the instrument required minimal hardware and software changes to facilitate greater inclusivity. Understanding the needs of players and customising the system-based movement to sound mappings was of far greater importance in making the instrument accessible

    Designing for wellbeing in late stage dementia

    Get PDF
    This paper presents research that is developing new ways of supporting the wellbeing of people with late stage dementia through the development of playful objects. The LAUGH project is an international AHRC funded design research project that is using qualitative and participatory approaches to inform innovative concepts for new playful artefacts to stimulate fun, joy and in the moment pleasure for people living with dementia. The research is partnered by Gwalia Cyf and supported by Age Cymru and Alzheimer’s Society, including people living with dementia from their Service User Review Panels (SURP). Data presented is informed by three pre-design development workshops in which a multidisciplinary group of experts in the fields of dementia care and design have contributed their professional experience. This paper specifically focuses on data from the third of these workshops exploring procedural memory in relation to hand-use and craft making. This paper contends that hand-use, gesture and haptic sensibilities can provide access to procedural and emotional memories, which are retained even into the late stages of the disease. Craft and making activities learned in earlier life, provide rhythmic patterns of hand activity that can enhance wellbeing by supporting in the moment sensory experience, competency and reaffirmation of personhood. Playful activities provide a person with dementia freedom to explore, learn and have positive experiences even when cognitive function and memory recall is severely impaired. Future planned workshops will see the iterative development of prototype designs and their evaluation in ‘live labs’ with people living with late stage dementia

    The Visit VR. An immersive experience to counteract stigma about dementia.

    Get PDF
    The Visit is an interactive 6-dof real-time Virtual Reality experience, developed from an interdisciplinary research project conducted by artists and psychologists working with women living with dementia. Visitors are invited to sit with Viv, a life-sized, realistic and responsive character whose dialogue is created largely from verbatim interviews, drawing us into a world of perceptual uncertainty, while at the same time confounding stereotypes and confronting fears about dementia. The characterisation has scientific validity but also the qualities of a rich, emotion-driven film narrative. The point of the work is to draw the viewer into the emotional/perceptual world of Viv

    Design for dementia: Making spaces for uncertainty

    Get PDF
    This paper presents research undertaken as part of the LAUGH project to explore design processes and design of hand held playful objects for people living with advanced dementia. A series of six co-design workshops were carried out with experts in relationto dementia and design. This paper reports on a workshop with designers that enabled them to draw on their experience and training in design, provided creative opportunities to reflect on their personal values, and challenged preconceptions about designing for dementia care

    The Visit

    Full text link
    The Visit is an interactive real-time video installation and Virtual Reality experience, developed from a ground-breaking interdisciplinary research project conducted by artists and psychologists working with women living with dementia. Visitors are invited to sit with Viv, a life-sized, realistic animated character, drawing us into a world of perceptual uncertainty, while at the same time confounding stereotypes and confronting fears about dementia. The characterisation has scientific validity but also the qualities of a rich, emotion-driven film narrative. The point of the work is to draw the viewer into the emotional/perceptual world of Viv
    corecore