1. Design for Motivation –
Game & Interactive Design
for SWAN Rehab
The Final Design Persentation of IND 544
Yong hao. Qu – Literature Review & Purpose
April P. McEwan – Introduction
Zheng .Xu – Design Process
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2. Abstract
With research design consisting of literature review, observations, semi-conducted
interviews, visual ethnography, prototyping, testing, and qualitative data analysis
methods, this research study aims at developing a mobile and adaptable game,
consisting of multi-level tasks for stroke victims in rehabilitation. Two prototypes
have been built and tested to find the most desired combination of tasks for stroke
victims varying in levels of skill. Ideally, a finished game prototype will be both
motivating and mobile. It will provide adaptable tasks for the patient and therapist,
caregiver, family member, or friend that patients can use in therapy centers, at
home, or anywhere.
Significance
The purpose of this study is to develop an understanding of stroke victims’ needs;
and to construct a motivating game prototype that will assist stroke victim patients
of SWAN Rehabilitation with their rehabilitation exercises. It is essential for stroke
victims to exercise their affected limbs during rehabilitation if they seek recovery
after stroke. Such exercises are usually repetitive and can become quite boring. Our
goal has been to develop a prototype of a game that promotes healthy interaction
between patients, their care givers, and therapists.
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3. Purpose of Study
The purpose of this study is to develop an understanding of stroke victims’ needs;
and to construct a motivating game prototype that will assist stroke victim patients
of SWAN Rehabilitation with their rehabilitation exercises. It is essential for stroke
victims to exercise their affected limbs during rehabilitation if they seek recovery
after stroke. Such exercises are usually repetitive and can become quite boring. Our
goal has been to develop a prototype of a game that promotes healthy interaction
between patients, their care givers, friends, family, and therapists. For the purposes
of stroke rehabilitation therapy, a game that is mobile and adaptable, as well as
motivating, is the objective of this research.
Research Design & Methodology
In order to establish an understanding of stroke victims’ needs; and to construct a
motivating game prototype, we decided to design our research using observation,
interview, discussion, note-taking, and visual ethnography methods. Observations
and interviews were conducted at SWAN Rehab during normal hours of operation.
One patient participated in the initial prototype testing. Three semi-conducted
interviews and discussions were conducted with patient therapists. For purposes of
this research study, one particular therapist was assigned to our research, Warren
Lake. With permission from SWAN Rehab and Warren, we were able to visit SWAN
Rehab during working hours in order to take photos and conduct observations,
interviews, discussions, and prototype testing.
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4. Research Findings
During our first observation at SWAN Rehabilitation, we observed the many tasks
that stroke victim patients practice during rehabilitation. Some patients practiced
pronation and supination (see Figures 3 & 4) with such things as rings; and some
patients practiced shoulder, arm, and finger movements by stretching and reaching
for objects and placing them in slots or containers specified by the patient’s
therapist. Other patients practiced walking and hip movements.
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6. Feedbacks
We have included the tasks of pronation and
supination into our prototype.
As defined by Merriam-Webster’s Online Dictionary (2009), pronation is the rotation of
the hand and forearm so that the palm faces backwards or downwards, and supination is
the rotation of the forearm or hands so that the palm faces forward or upward…
During our first observation at SWAN Rehabilitation, we observed the many tasks that
stroke victim patients practice during rehabilitation. Some patients practiced pronation
and supination (see Figures 3 & 4) with such things as rings; and some patients practiced
shoulder, arm, and finger movements by stretching and reaching for objects and placing
them in slots or containers specified by the patient’s therapist. Other patients practiced
walking and hip movements
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8. Prototypes
What did we learn from prototypes one and two?
First Prototype Testing
Through our initial prototype testing, we found it beneficial to
offer an adaptable game that varies in levels of difficult for
patients with different or adjusting levels of skill.
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9. Feedbacks
Most patients’ shoulders, then elbows, then
hands are affected by a stroke, in that order. It
is easier for a patient to move his/her shoulder
than it is to move his/her fingers (therapists).
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10. Design 2D drawings& 3D model by Zheng Xu
AutoCAD drawings by April P. McEwan-for
laser cutting of prototype
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11. Scenarios
The game can be folded to a box
Velcro is used to connect pieces
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15. Final prototype
Figure 2. Shown here in Figure 2 is the final working
prototype; a proposed game for stroke victims participating
in stroke rehabilitation.
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17. Thank you!
We would like to express our
appreciation to Donald Herring, Kay
Wing, Warren Lake, and the rest of
South West Advanced Neurological
Rehabilitation, as well as their
patients, for their participation,
constructive criticism, and time.
Thank you for the educational
experience!