Abstract
Introduction: Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. Methods: Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. Results: Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. Conclusions: This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. IMPLICATIONS FOR REHABILITATION Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
Original language | English |
---|---|
Pages (from-to) | 809-818 |
Number of pages | 10 |
Journal | Disability and Rehabilitation: Assistive Technology |
Volume | 13 |
Issue number | 8 |
DOIs | |
Publication status | Published - 1 Jan 2018 |
Keywords
- Co-creation
- interactive installation
- nursing home
- dementia
- user-computer interface
- prototyping
- PHYSICAL-ACTIVITY
- THERAPY
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Jamin, G., Luyten, T., Delsing, R., & Braun, S. (2018). The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia. Disability and Rehabilitation: Assistive Technology, 13(8), 809-818. https://doi.org/10.1080/17483107.2017.1385102
Jamin, Gaston ; Luyten, Tom ; Delsing, Rob et al. / The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia. In: Disability and Rehabilitation: Assistive Technology. 2018 ; Vol. 13, No. 8. pp. 809-818.
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title = "The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia",
abstract = "Introduction: Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. Methods: Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, {"}Wizard of Oz{"}). Each phase generated {"}lessons learned{"}, which were used as the departure point of the next phase. Results: Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). {"}Fifteen lessons learned{"} which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. Conclusions: This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. IMPLICATIONS FOR REHABILITATION Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 {"}lessons learned{"}) for stakeholders to make (better) informed choices during the creation of interactive artworks.",
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doi = "10.1080/17483107.2017.1385102",
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Jamin, G, Luyten, T, Delsing, R & Braun, S 2018, 'The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia', Disability and Rehabilitation: Assistive Technology, vol. 13, no. 8, pp. 809-818. https://doi.org/10.1080/17483107.2017.1385102
The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia. / Jamin, Gaston; Luyten, Tom; Delsing, Rob et al.
In: Disability and Rehabilitation: Assistive Technology, Vol. 13, No. 8, 01.01.2018, p. 809-818.
Research output: Contribution to journal › Article › Academic › peer-review
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T1 - The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia
AU - Jamin, Gaston
AU - Luyten, Tom
AU - Delsing, Rob
AU - Braun, Susy
PY - 2018/1/1
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N2 - Introduction: Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. Methods: Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. Results: Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. Conclusions: This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. IMPLICATIONS FOR REHABILITATION Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
AB - Introduction: Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. Methods: Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. Results: Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. Conclusions: This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. IMPLICATIONS FOR REHABILITATION Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
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KW - dementia
KW - user-computer interface
KW - prototyping
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Jamin G, Luyten T, Delsing R, Braun S. The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia. Disability and Rehabilitation: Assistive Technology. 2018 Jan 1;13(8):809-818. doi: 10.1080/17483107.2017.1385102