We have designed a stress management biofeedback mobile service for everyday use, aiding users to reflect on both positive and negative patterns in their behavior. To do so, we embarked on a complex multidisciplinary design journey, learning that: detrimental stress results from complex processes related to e.g. the subjective experience of being able to cope (or not) and can therefore not be measured and diagnosed solely as a bodily state. We learnt that it is difficult, sometimes impossible, to make a robust analysis of stress symptoms based on biosensors worn outside the laboratory environment they were designed for. We learnt that rather than trying to diagnose stress, it is better to mirror short-term stress reactions back to them, inviting their own interpretations and reflections. Finally, we identified several experiential qualities that such an interface should entail: ambiguity and openness to interpretation, interactive history of prior states, fluency and aliveness.
BackgroundThere is an increasing social isolation among the elderly today. This will be an even larger issue in the future with growing numbers of elderly and less resources, for example, in terms of economy and staff. Loneliness and social isolation can, however, be addressed in several ways using different interactive eHealth services.ObjectiveThis case study investigated novel eHealth services for the elderly, and their usage of a social interactive device designed especially for them.MethodsIn this work, we used an innovative mobile communication device connected to the television (TV), which worked as a remotely controlled large interactive screen. The device was tested by 8 volunteers who visited a senior center. They were between 65 and 80 years of age and lived in their own homes. Throughout the 1.5 year-long project, 7 design workshops were held with the seniors and the staff at the center. During these workshops, demands and preferences regarding existing and new services were gathered. At the end of the project the participants’ experience of the device and of the services was elaborated in 3 workshops to get ideas for improved or new meaningful services. During the data analyses and development process, what seniors thought would be useful in relation to what was feasible was prioritized by the development company.ResultsRegarding daily usage, the seniors reported that they mainly used the service for receiving information from the senior center and for communication with other participants in the group or with younger relatives. They also read information about events at the senior center and they liked to perform a weekly sent out workout exercise. Further, they played games such as Memory and Sudoku using the device. The service development focused on three categories of services: cognitive activities, social activities, and physical activities. A cognitive activity service that would be meaningful to develop was a game for practicing working memory. In the social activities category, the seniors wanted different quizzes and multi-player games. For physical activities, the seniors desired more workout exercises and suggestions for guided walking routes. A new category, “information and news”, was suggested since they lacked services like senior-customized global and local news.ConclusionsThis study showed the importance of input from a group of seniors when designing new services for elderly citizens. Besides input to interactive eHealth service development for seniors, this study showed the importance of a social context around such work. The seniors were very engaged throughout the project and workshops were frequently visited and the seniors became friends. The high amount of input from the seniors could be explained in terms of social inclusion; they belonged to a group and each member was considered important for the work. The friendly workshop atmosphere facilitated new ideas and redesign of the services.
This study demonstrates the feasibility and safety of the DISKO-tool and provides guidance in further development and testing of interactive distance technology for home rehabilitation, to be used by health care professionals and patients in different phases of rehabilitation after stroke.
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