Interactive wall for
elderly with Dementia
in senior homes

Interactive wall
for elderly with Dementia in
senior homes

Interactive wall
for elderly with Dementia in
senior homes

Timeline

Timeline

7 MONTHS

7 MONTHS

Responsibility

Responsibility

DESIGN, RESEARCH, STRATEGIZE

DESIGN, RESEARCH, STRATEGIZE

Tools

Tools

ILLUSTRATOR, LUMOPLAY

ILLUSTRATOR, LUMOPLAY

Type

Type

INTERACTION DESIGN

INTERACTION DESIGN

Pieter van Foreest

Pieter van Foreest is one of the leading Nursing Home spreaded across South-Holland. They worked together with The Hague University of Applied Sciences to create innovative products to improve their resident's life quality. One of the products that was further researched was an immersive experience product, which I took over the responsibility of for my graduation project.

Problem Statement

Residents in Pieter van Foreest are showing more signs of worsening dementia condition due to lack of physical and mental stimulation. At the same time, existing products that helps stimulate their activities are too high-maintenance for caregivers to use as they have insufficient time to accommodate these needs

Target Groups

Residents with Dementia

Residents with Somatic Disabiities

Impact Given (Qualitative)

Enhanced Physical Activity

Residents, including those with advanced dementia, exhibited increased movement and physical engagement, demonstrating a willingness to reach out and interact with the product.

Improved Social Engagement

Residents actively participated in conversations, shared laughter, and reminisced about their experiences while using the product, which stimulated their memories and a sense of connection with others.

Context & Research

Let's get to know a little about Dementia

Dementia causes memory loss & behavioural issues which are affected by Overstimulation and Understimulation (Cerejeira et al., 2012)
or Imbalanced Stimuli. (Kovach, 2012)

The balance of key neurochemicals such as oxytocin, dopamine, endorphins, and serotonin play a crucial role
in residents’ emotional and cognitive states.

Endorphin

  1. Laugh, but also cry when the body needs it

  2. Exercise and stretch the body now and then

Oxytocin

  1. Trust building in society

  2. Verification of the developing trust

Dopamine

  1. Celebrating small achievements

  2. Taking steps to achieve goals

Serotonin

  1. Praise oneself for what has been accomplished in life

  2. Notice the greatness of one’s influence on other people

On-Field Research

I did an extensive on-field research to validate the findings that I found online and see how it specifically can benefit the residents. This research includes workshops, observations, and focus groups involving residents, caregivers, wellness departments,

Research Results

Familiar elements & intuitive interaction supports technology acceptance

Familiar elements & intuitive interaction supports technology acceptance

Meaningful activities creates
positive social Interaction

Meaningful activities creates
positive social Interaction

Low Maintenance Products
are crucial for Caregivers

Low Maintenance Products
are crucial for Caregivers

Stimulation levels needs
to be adjusted based
on time of the day

Stimulation levels needs
to be adjusted based
on time of the day

Familiar elements & intuitive interaction supports technology acceptance

Meaningful activities creates
positive social Interaction

Low Maintenance Products
are crucial for Caregivers

Stimulation levels needs
to be adjusted based
on time of the day

Product Requirements

I translated all my findings into product requirements, based on their Viability, Feasability and Desirability needs. I also filtered the requirements into Hard Requirements and Soft Requirements, below are the main points that are prominent to the project.

The product should accommodate to sensory-stimulation and -calming needs at different times of the day

Activities should be easy for the caregivers to demonstrate

Product should encourage social interaction, problem-solving skills, and physical movements

User-Product interaction should be intuitive andfitting for aging human perception

Product should be accessible for wheelchair users

Software and hardware should already exist

There should be opportunities for external collaboration

Viability

Feasability

Desirability

Ideation Process

The Solution

Interfaces

Bubble Pop

Users can interact with colorful bubbles, either individually or in a competitive game. When touched, each bubble produces a soft "pop" sound, enhancing the sensory experience.

Purposes

  1. Stimulates Oxytocin: Encourage collaboration or competition

  1. Stimulates Dopamine: Stretching and Moving the body, and laughing

  1. Stimulates Endorphin: the excitement of what happens when they touch the bubbles

  1. Stimulates Serotonin: the joy of getting the reward after the “pop” sound / “who pops the most!”

Cleaning Windows by The Canal

This interface invites users to clean a dirty window, revealing a view of classic dutch houses by the canal.They can enjoy the sounds of bike bells and bustling city, creating a nostalgic and immersive experience that connects them to familiar surroundings.

Purposes

  1. Stimulates Oxytocin: Encourage collaboration orcompetition

  1. Stimulates Dopamine: Stretching and Moving the body, and laughing

  1. Stimulates Endorphin: the excitement of what happens

    when they “clean” the window

  1. Stimulates Serotonin: The curiousity of what’s behind the dirty window, or the joy of getting reward “who’s the fastest cleaner!”

Painting the Walls

With this interface, residents can "color" the

walls using just their hands, accompanied by playful sounds like a "meow" and a small “woof”. This allows them to reminisce about their pets or joyful moments from their youth, fostering emotional connection.

Purposes

  1. Stimulates Oxytocin: Encourage collaboration, competition, or conversations

  1. Stimulates Dopamine: Stretching and Moving the body, and
    laughing

  1. Stimulates Endorphin: the excitement of what happens

    when they touch the dog/cat

  1. Stimulates Serotonin: The curiousity of what color the pet will be

Prototype

I build up the prototype on the darkest hallway they have in the facility so the color is more vibrant. Because I'm not allowed to mount anything on the wall or ceiling, I made up a quick solution for the projector set-up using a projector, a stand, and a sensor.

User Testing

Testing Goals

Interface's Intuitiveness

Pushes Physical Activeness

Brings Social Engagement

Participant

Late-Stage Dementia, who in her daily life is both socially and physically inactive.

Result

Resident showed signs of physical activeness as she reached out and wishes to move their wheelchairs to interact with the product. Though, because of the shadow, she thought someone else was doing the activity with her.

Participant

Early-Middle Stage Dementia

Result

Residents showed signs of physical activeness and social engagement, though the coloring page wall and window are still not intuitive enough for them compared to the bubble popping.

Participant

Early-Dementia

Result

This resident showed more signs of physical activeness and social engagement compared to others because she's still early in her Dementia. What's interesting was that, she wished this activity could be a competitive one as shown above where she continously asked "is there a winner?"

Participant

Caregivers

Result

The caregivers gave a positive feedback to the interfaces and thought this would be a product that they don't need to assist for the residents, as the residents will interact with it on their own. The feedback remains the same, about the shadow that needs to go because it would cause problems with the residents.

Impact

Residents in their middle stage dementia

are socially engaged as well as actively moving, including a resident with late dementia. Next to that, caregivers believe that this product would benefit them as residents can independently interact on their own.

Roadmapping

I executed a Roadmapping for further collaboration between Pieter van Foreest and The Hague University of Applied Sciences as it still needs further development. This is due to the fact that the prototype still needs to be mounted to the wall to be used effectively. That way, caregivers would be able to instantly use the product without setting up multiple objects (sensor, projection & stand)

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