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2010, CHI '10 Extended Abstracts on Human Factors in Computing Systems
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4 pages
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Stroke is a significant cause of disability, and is predicted to become a greater burden as population demographics shift. Research suggests that the completion of rehabilitation exercises can considerably improve function in damaged limbs, yet these exercises can be both boring and frustrating for patients to complete at home. New technologies create possibilities to support rehabilitation in motivating and entertaining ways, and, in this paper, we present a case study that illustrates the work of designing such technologies for a single user. Participation in this case study has highlighted some interesting tensions between designing for rehabilitation and designing for the user, and we provide a short discussion of these issues.
2010
New technologies open up possibilities for designing interactive experiences that can engage and motivate post-stroke survivors to undertake what would otherwise be boring repetitive movements. In this paper we outline a few of the challenges we met as part of the cross-disciplinary Motivating Mobility project. These are: the extended 'user'; autonomy and motivation; and early prototype studies.
Background: Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to function. Rehabilitation interventions are effective in promoting the return of function. However, patients’ engagement is necessary in order to maintain the improvements, and research shows that stroke survivors need more opportunities to engage with rehabilitation outside of the clinic. Digital games can offer a solution by providing an engaging context for performing the exercises correctly and learning new skills. Aims: This research aims to increase engagement with upper limb rehabilitation following a stroke through a custom digital game that facilitates effective rehabilitation methods, and is played with the Able-M, a game controller designed for upper limb rehabilitation by Im-Able. Methods: The development process was based on a human-centred design approach that consisted of a literature review...
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2010
Stroke is the leading cause of long term disability among adults in industrialized nations. The partial paralysis that stroke patients often experience can make independent living difficult or impossible. Research suggests that many of these patients could recover by performing hundreds of daily repetitions of motions with their affected limbs. Yet, only 31% of patients perform the exercises recommended by their therapists. Home-based stroke rehabilitation games may help motivate stroke patients to perform the necessary exercises to recover. In this paper, we describe a formative study in which we designed and user tested stroke rehabilitation games with both stroke patients and therapists. We describe the lessons we learned about what makes games useful from a therapeutic point of view.
Disability and Rehabilitation: Assistive Technology, 2019
Introduction: Sensor-feedback systems can be used to support people after stroke during independent practice of gait. The main aim of the study was to describe the user-centred approach to (re)design the user interface of the sensor feedback system "Stappy" for people after stroke, and share the deliverables and key observations from this process. Methods: The user-centred approach was structured around four phases (the discovery, definition, development and delivery phase) which were fundamental to the design process. Fifteen participants with cognitive and/or physical limitations participated (10 women, 2/3 older than 65). Prototypes were evaluated in multiple test rounds, consisting of 2-7 individual test sessions. Results: Seven deliverables were created: a list of design requirements, a personae, a user flow, a low-, medium-and high-fidelity prototype and the character "Stappy". The first six deliverables were necessary tools to design the user interface, whereas the character was a solution resulting from this design process. Key observations related to "readability and contrast of visual information", "understanding and remembering information", "physical limitations" were confirmed by and "empathy" was additionally derived from the design process. Conclusions: The study offers a structured methodology resulting in deliverables and key observations, which can be used to (re)design meaningful user interfaces for people after stroke. Additionally, the study provides a technique that may promote "empathy" through the creation of the character Stappy. The description may provide guidance for health care professionals, researchers or designers in future user interface design projects in which existing products are redesigned for people after stroke. ä IMPLICATIONS FOR REHABILITATION The case study provides a structured methodology and seven deliverables that may contribute to the (re)design of interfaces of existing supportive technologies for stroke rehabilitation. For supportive technologies in stroke rehabilitation important aspects to consider are the provision or presence of "feedback" (sensor-feedback system), "readability and contrast of visual information", "understanding and remembering information", "physical limitations" and "empathy". Apart from functional requirements and an understandable user interface, i.e., good usability, our case study demonstrates that the inclusion of a (fictional) character like "Stappy" may lead to a more meaningful and enjoyable user experience.
2009
The increasing population of older people is leading to growing healthcare demands. Stroke is the commonest cause of severe disability in developed countries leaving one third of patients with long term disability. Rehabilitation is the cornerstone of recovery. Lack of rehabilitation manpower resources can limit recovery of limb function. However, technology can assist rehabilitation staff to deliver greater intensity of treatment. Robotic systems such as the iPAM robot can provide semi-automated arm exercises for people with complex impairments leading to loss of functional arm movement. Feedback to the patient about their performance, usability of the exercise "workspace" and motivating exercises are key aspects of the successful deployment of robotic systems within routine clinical use. We describe the development of the patient interface for the iPAM robotic system. Central to this development is user involvement (with rehabilitation professionals and people with stroke). Using user centred design methods which included use of questionnaires and one to one discussions, the user interface was changed from a simple screen showing a stick figure of the arm to a 3D scene with simplified indicators and feedback screens, providing feedback about performance and feedback about the quality of the movement. Patients were positive about Manuscript the changes to the user interface, confirming that the feedback screens were clear, useful and motivating. The user interface can further be improved by adding more feedback about the quality of the movement.
2017
Gamifying rehabilitation is an efficient way to improve motivation and exercise frequency. However, between flow theory, self-determination theory or Bartle's player types there is much room for speculation regarding the mechanics required for successful gamification, which in turn leads to increased motivation. For our study, we selected a gamified solution for motion training (an exergame) where the playful design elements are extremely simple. The contribution is threefold: we show best practices from the state of the art, present a study analyzing the effects of simple gamification mechanics on a quantitative and on a qualitative level and discuss strategies for playful design in therapeutic movement games. CCS Concepts • Human-centered computing~User studies • Human-centered computing~Usability testing • Human-centered computing~ Mixed / augmented reality • Human-centered computing~ Empirical studies in HCI • Human-centered computing~Field studies • Human-centered computing~User centered design • Human-centered computing~Activity centered design • Social and professional topics~People with disabilities • Applied computing~Health informatics • Applied computing~Computer-assisted instruction • Software and its engineering~Interactive games • Software and its engineering~Virtual worlds training simulations • Software and its engineering~Software design engineering
The Routledge Handbook of Chinese Language and Culture, 2024
A relatively small number of keywords are so important to the study of classical Chinese philosophy that any insight into their etymology and semantic range would amply repay the effort of inquiry. The familiar difficulties of Chinese historical linguistics have impeded the comprehension of these keywords just as they have impeded the comprehension of every other aspect of the language. Philosophical texts in other languages rarely present commensurate hurdles. Most keywords of classical Greek and Roman philosophy, for example, are well understood from a linguistic point of view. Even Sanskrit philosophical terms usually pose fewer linguistic problems than Chinese ones. As research in the history of the Chinese language progresses, however, some keywords are slowly but surely beginning to reveal their mysteries. Decades having passed since the pioneering research by linguists such as Peter A. Boodberg (1979: 26-40) and Mei Tsu-lin (1994), the time is ripe for review. The following aperçu relies primarily on the Old Chinese reconstruction system of William H. Baxter and Laurent Sagart (2014), but many of the relevant phenomena would be discernible in competing systems as well.
This article analyzes the organismic tandem of the Tetragrammaton (YHWH) and the divine name Ehyeh as it appeared in the writings of early kabbalists and describes how they developed distinct strands of biblical, rabbinic, and medieval Jewish literature into a unique theosophical formulation of the Godhead in which the names Ehyeh and YHWH are of central importance and the primary expression of the divine. This examination illuminates how the early kabbalists developed a conception of the Godhead that followed the internal logic of central biblical verses as well as phonetic considerations, in contrast to the more arbitrary sefirotic emanation of the Godhead.
2018
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