ACM MobileHCI 2013 paper - Information Services and Technology
Transcription
ACM MobileHCI 2013 paper - Information Services and Technology
MOBILE HCI 2013 – POSTERS AUGUST 29th, 2013 – MUNICH, GERMANY Lessons Learned from Participatory Design with and for People with Dementia Julia M. Mayer Abstract Information Systems Department In this paper we describe challenges and lessons learned from developing a mobile touch screen based assistive tool for people with dementia. We focus not on features of the tool but the general participatory design process that was applied. Insights presented are gained from interviews, focus groups and observations. We found that projecting problems on imaginary characters and using simple games specifically customized for people with dementia ease the process of eliciting user needs and realistic prototypes allow design evaluations with people with dementia early on. New Jersey Institute of Technology [email protected] Jelena Zach Design Research Lab Universität der Künste Berlin [email protected] Author Keywords Participatory design; dementia; assistive technology ACM Classification Keywords H1.2. User/Machine Systems: Human Factors. H5.2. User Interfaces: User-centered design. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). MobileHCI '13, Aug 27-30 2013, Munich, Germany ACM 978-1-4503-2273-7/13/08. http://dx.doi.org/10.1145/2493190.2494436 General Terms Design, Human Factors Introduction With 35.6 million people with dementia worldwide and 7.7 million new cases registered every year (as of April 540 MOBILE HCI 2013 – POSTERS AUGUST 29th, 2013 – MUNICH, GERMANY 2012 [1]), it is becoming a prominent research challenge to design assistive technologies to support people with dementia. Dementia causes a progressive deterioration of the cognitive activity within a person’s brain. While dementia is not a disease itself, the term is used to describe a group of symptoms that are caused by various diseases or conditions, with the most common and well-known being the Alzheimer Disease. Symptoms can include loss of memory, thinking and reasoning, communication problems and recurring feelings of isolation, confusion and loneliness. Simple tasks like making a cup of tea become challenging or impossible. With progression of the symptoms, patients are increasingly dependent on others to manage their day-to-day life. Taking care of people with dementia can be a difficult and exhausting task demanding a lot of attention and patience from relatives and nurses. Figure 1. Touch screen based platform for people with dementia developed as part of this project. (Photo by Matthias Steffen) Until recently, assistive technologies for people with dementia have mainly focused on ensuring safety and security of dementia patients [2]. However, latest efforts started focusing more on positively affecting patients’ quality of life, i.e. helping them perform activities of daily life [3], maintaining social contacts [4], organizing their day [5], playing games [6] and supporting reminiscence therapy [7]. Designing these kinds of technologies with the aim to enhance quality of life for people with dementia requires a deep understanding of symptoms, problems and user needs. Participatory design implies active involvement of the people designed for and other stakeholders in the design work [8] and has been applied previously with people with dementia [9]. However, when working with people with dementia, traditional participatory methods are often not sufficient and there is only limited insight available as to how to conduct user studies and codesign with dementia patients. In this paper, we present lessons learned from developing a touch screen based assistive tool for people with dementia. We identified challenges related to traditional methods of participatory design and discuss how we altered and enriched methods to be effective in the context of designing with and for people with dementia. Furthermore, we present guidelines derived from previous literature and our ethnographic field work including interviews, participant observation and focus groups. Project Background The aim of the project was to develop a touch screen based platform that supports people with dementia living at home, helping them perform their daily tasks and activities, encouraging them to maintain social contacts, and structuring their day (Figure 1). The main target user group was people with mild cognitive impairment (MCI) and in early to mid stages of dementia. We used participatory design activities and involved them throughout the entire design process to gain better insight about dementia and also to identify design opportunities. Understanding the User Before we worked with people with dementia we had to understand the symptoms and resulting problems caused by dementia. After extensive literature review and competitive analysis we interviewed four experts (two people working for the German Alzheimer Association, one therapists working with people with dementia in a hospital, one psychiatrist), one caretaker (a volunteer from the German Alzheimer Association), 541 MOBILE HCI 2013 – POSTERS Figure 2. Ms. Schmidt’s Problems used in Focus Groups AUGUST 29th, 2013 – MUNICH, GERMANY and one relative (son) of a person with dementia. In our interviews we asked questions regarding dementia in general, their experience with mobile touch-based assistive technologies in the dementia sector and their recommendations on how to design such assistive technologies for dementia patients. Furthermore, we asked them for recommendations on how to best approach and work with people with dementia. While this is a standard approach when designing for dementia patients it is often criticized for not sufficiently involving the actual target users [10]. For us, it proved to be useful to guide not only our designs but also the observations and focus groups with people with dementia. Observations and Focus Groups We conducted participant observation and focus groups at two different day care groups of the “Caritas” (charity institution) in a major German urban area with participants at different stages of dementia (N1=5, all female, N2=6, 1 male). The goal of the focus groups was to discuss problems we previously identified from literature review, competitive analysis and interviews including reminding and calendar practices, daily routine, phone/TV usage, social activities, motivation, and social isolation. While we found it very valuable to consult directly with people with dementia and their caregivers, we faced different challenges throughout the participatory design process. Figure 3. Puzzle Game used to Evoke Discussions Challenges 1) It is not always possible to build a continuing relationship with study participants due to progression of symptoms that lead to inability to remember new people and information. 2) 3) Eliciting user needs is hard because people with dementia often do not want to admit, are not aware, or cannot communicate their problems, weaknesses, needs and current practices. Following a fixed protocol for a focus group or interview is hard because people with dementia sometimes have strong mood swings, depressions, and short attention spans. Our Approach and Lessons Learned We visited both groups several times with the aim of building up trust and creating a relationship. During initial visits we mainly socialized and participated in activities like singing or playing games. While some patients in earlier stages of dementia recognized us again, people with further progressed dementia did not remember us when we returned. PROJECT PROBLEMS ONTO A FICTIONAL CHARACTER In order to create an atmosphere where dementia patients are comfortable to talk about their problems, we came up with the idea to introduce an imaginary character with common problems people with dementia face, an elderly women we named “Ms. Schmidt” (Figure 2). We used storytelling techniques and speech bubbles to describe various problem scenarios as from the perspective of Ms. Schmidt, e.g., “Ms. Schmidt cannot use her phone anymore but would like to have more interactions with her children and grandchildren” and then asked the participants if they had similar or related problems. We learned that it is much easier for people with dementia to admit and talk about their own problems when referring to another person and when not feeling alone with their problems. 542 MOBILE HCI 2013 – POSTERS AUGUST 29th, 2013 – MUNICH, GERMANY USE PICTURES TO EVOKE MEMORIES AND INTRODUCE Prototype Evaluation DISCUSSION TOPICS We conducted design evaluations of our tablet PC application at different stages of prototype development with four people with mild cognitive impairments and one participant who had a form of partially reversible dementia due to an illness and was able to reflect on own memory loss. We used pictures to bring the stories and problems of Ms. Schmidt to life (Figure 2 and 3). For each problem scenario of Ms. Schmidt we created speech bubbles with pictures representing the discussion topic. We used short and concise statements together with pictures of old phones, calendars, cork boards and game boards (see guideline 1) to create familiar associations and evoke memories. BE PLAYFUL We designed and played different games like ‘memory’ and puzzles as part of the focus group (Figure 3). The images on in the ‘memory’ game cards and puzzles were used to start a discussion about topic. The groups enjoyed the games and, this way, did not feel forced into a certain discussion topic. We found that it is important to adjust the difficulty level of the games to the group as we observed that some people were not able to solve our puzzles while others were not challenged at all due to very different stages of dementia. BE FLEXIBLE AND EMPATHIC The conditions and moods of dementia patients can severely change within short periods of time. At times, we were confronted with negative or indifferent attitudes during focus groups. We learned that it is important not to strictly follow a protocol but instead prepare several activities, tasks and games that can be used flexibly to lift up the atmosphere in the group and, if necessary, change topics. Challenges 1) As dementia becomes more common with older age, most people we worked with were 60+ and had little to no experience with modern technology. They were often scared to break things or do the wrong thing. We are aware that this might change soon as the next generation of elderly is already becoming much more tech-savvy. 2) People with dementia can often not imagine how a non-functional paper prototype is supposed to work and therefore cannot evaluate early-stage designs. Our Approach and Lessons Learned REDUCE FEAR AND ANXIETY Due to unfamiliarity with modern mobile technologies, we started the sessions with getting accustomed with the tablet PC and touch screen interaction. It was important to assure that they cannot do anything wrong or break anything. While they needed a lot of initial guidance and explanations (see guideline 5), they got more open to explore and try different things after a short period of time. BUILD REALISTIC PROTOTYPES EARLY ON We traversed through an iterative scenario-based design process starting with wireframing and paper prototypes. We then rapidly moved to high-fidelity, more realistic looking prototypes on the tablet PC using 543 MOBILE HCI 2013 – POSTERS AUGUST 29th, 2013 – MUNICH, GERMANY static interface designs and simple click-through scenarios, which were then tested and evaluated together with people with dementia. Participants reacted positively to our basic, mostly non-functional but high-fidelity prototypes and were able to understand what the interfaces were supposed to do. Realistic prototypes allowed us to elicit valuable feedback on how they would like to interact with the interface and what functionality it should have early on. have quick response times, or it will lead to confusion and frustrations and will not be accepted. Guidelines 5) Learnability and Clear Instructions – People with dementia may have to re-learn the interface every time they use it. Therefore, learnability and memorability are essential. Clear affordances help users to know implicitly what to do. Pictures or videos of tasks to be imitated can help. As result from our interviews, literature review, observations and workshops, we gained valuable insights about how to work with and design for people with dementia. Several themes emerged that we compiled into the following guidelines: 1) Familiarity and Emotions – Design components based around old and strong memories and meaningful items that people are still able to handle, like cork pin boards or old phones with big buttons, can be used to evoke understandable associations. Familiar music or pictures can comfort users and lift them up emotionally. 2) Minimize complexity and choice and emphasize clarity and simplicity – People with dementia have difficulties making decisions, therefore, choices for the user should be avoided or kept to a minimum. Too many buttons and options lead to confusion. 3) First Impression and Acceptance – The first presentation of the interface should evoke curiosity and be attractive to ease acceptance. The design should be non-stigmatizing (i.e., not putting the illness in center of attention). The technology needs to be reliable and 4) Positive and Supportive Feedback – Due to the inexperience with new technologies, people with dementia tend to be scared and insecure with using new technologies. The interfaces should always reassure users that they are doing the right thing while addressing all senses (vision, hearing, touching). 6) Involve Caretakers and Relatives – As the dementia progresses, caretakers and relatives may have to help the patients to use the system or device. Allowing them to use it together can extend the time the system can be used by the dementia patient. 7) Visual Design – In order to make the visual interface easy to understand it is advised to utilize bright colors and high contrasts, e.g. black and white, no greyscales. Two-dimensional and minimalistic designs are recommended. Pictograms and metaphors, that are not too modern or abstract, are very useful to make users understand unfamiliar interfaces and interactions. Conclusion We described challenges and lessons learned associated with participatory design with and for people with dementia. We found that techniques like projecting problems on imaginary characters and using simple 544 MOBILE HCI 2013 – POSTERS AUGUST 29th, 2013 – MUNICH, GERMANY games specifically designed for people with dementia ease the process of eliciting user needs. Furthermore, building realistic high-fidelity prototypes allow design evaluations with people with dementia early on. Our lessons learned helped us to derive design guidelines and highlight that people with early stage dementia can be actively involved throughout the entire research and development process. The question if this process still can be considered ‘participatory design’ is open for future discussion. Dementia patients were not actively designing interfaces but instead were mainly involved reactively. While this could be deemed as more of a multi-faceted user-centered design instead of true participatory design, we believe our lessons learned will help other researchers and designers to develop usercentered assistive technologies with and for people with dementia. References [1] “WHO | Dementia,” WHO. [Online]. Available: http://www.who.int/mediacentre/factsheets/fs362/en/. [Accessed: 26-Apr-2013]. [2] F. Sposaro, J. Danielson, and G. Tyson, “iWander: An Android application for dementia patients,” Conf. Proc. Annu. Int. Conf. Ieee Eng. Med. Biol. Soc. Ieee Eng. Med. Biol. Soc. Conf., vol. 2010, pp. 3875–3878, 2010. [3] K. Morrison, A. Szymkowiak, and P. Gregor, “Memojog – An Interactive Memory Aid Incorporating Mobile Based Technologies,” in in Lecture Notes in Computer Science, Volume 31, 2004, pp. 481–485. [4] A. J. Astell, M. P. Ellis, L. Bernardi, N. Alm, R. Dye, G. Gowans, and J. Campbell, “Using a touch screen computer to support relationships between people with dementia and caregivers,” Interact Comput, vol. 22, no. 4, pp. 267–275, Jul. 2010. [5] F. Meiland, A. Reinersmann, B. Bergvall-Kareborn, D. Craig, F. Moelaert, M. Mulvenna, C. D. Nugent, T. Scully, J. Bengtsson, and R.-M. Dröes, “COGKNOW: Development of an ICT Device to Support People with Dementia,” J. Inf. Technol. Healthc., vol. 5, no. 5, pp. 324–334, 2007. [6] H. van Rijn, J. van Hoof, and P. J. Stappers, “Designing Leisure Products for People With Dementia: Developing ‘“the Chitchatters”’ Game,” Am. J. Alzheimers Dis. Other Demen., vol. 25, no. 1, pp. 74– 89, Feb. 2010. [7] G. Gowans, J. Campbell, N. Alm, R. Dye, A. Astell, and M. Ellis, “Designing a multimedia conversation aid for reminiscence therapy in dementia care environments,” in CHI ’04 Extended Abstracts on Human Factors in Computing Systems, New York, NY, USA, 2004, pp. 825–836. [8] E. 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