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Industrial Design meets mental healthcare: Designing products involving game-elements for mental healthcare therapy — Three case studies

机译:工业设计与精神保健相遇:为精神保健疗法设计涉及游戏元素的产品—三个案例研究

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Industrial Design originally focused on product development. However, since a decade the attention has extended from design for products to design for users, design for experiences and design for emotions. Recently, several projects have been initiated to design products to be used in the application area of mental healthcare — ultimately aiming at an improvement of the patient's Quality of Life by improving their emotion regulation. All these projects involve specific game elements but the designed products are not necessarily digitally. The projects share a design strategy that involves input from clinical practitioners and patients. This paper presents an overview of three projects. The first project has the aftercare of cancer patients as its topic. After breast cancer treatment, a large population of patients suffers from severe fatigue obstructing them to pick up their old life. A product was developed using the game elements tangible interaction and challenge to increase their energy management. The second project has a clinical group of soft-drugs addicted youth as its target group. The developed product aimed to increase their therapy adherence using game elements social coherence and tangible interaction. The third project has burn-out patients as a target group. The prototype consists of an online-game that aims to improve the patient's self-esteem and behavior. The used game-element is virtuality and amount of control. Gradually the game transgresses from low-interaction abstract games to high-interactive realistic role-playing. All projects have been evaluated by the respective patient groups.
机译:工业设计最初专注于产品开发。但是,十年来,注意力已从产品设计扩展到用户设计,体验设计和情感设计。最近,已经启动了几个项目,以设计用于精神保健应用领域的产品-最终旨在通过改善患者的情绪调节来改善患者的生活质量。所有这些项目都涉及特定的游戏元素,但设计的产品不一定是数字化的。这些项目共享一种设计策略,其中涉及临床医生和患者的意见。本文概述了三个项目。第一个项目以癌症患者的后期护理为主题。乳腺癌治疗后,大量患者遭受严重的疲劳困扰,阻碍了他们重拾生命。通过使用游戏元素的切实互动和挑战来开发产品,以提高其能量管理能力。第二个项目的目标人群是临床上的一群吸毒成瘾的青少年。开发的产品旨在通过游戏元素的社交连贯性和切实的互动来提高他们对治疗的依从性。第三个项目将精疲力竭的患者作为目标人群。该原型包含一个旨在改善患者的自尊和行为的在线游戏。所使用的游戏元素是虚拟性和控制量。游戏逐渐从低交互抽象游戏过渡到高交互逼真的角色扮演。所有项目均已由各自的患者组评估。

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