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

机译:工业设计符合精神医疗保健:设计涉及游戏元素的精神医疗保健治疗 - 三种案例研究

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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。然而,由于十年来,关注从设计设计为用户设计,为用户设计设计,为情绪设计和设计。最近,已经启动了几个项目,以设计在精神医疗保健的应用领域中使用的产品 - 最终通过改善他们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。该项目共享一个涉及从临床从业者和患者的投入的设计策略。本文提出了三个项目的概述。第一个项目具有癌症患者的伴随作为其主题。乳腺癌治疗后,大群患者患有严重的疲劳,阻碍他们拿起旧生活。使用游戏元素有形互动和挑战开发了一种产品,以提高其能源管理。第二个项目有一个临床组的软药物上瘾青少年作为其目标群体。发达的产品旨在利用游戏元素社交相干性和有形互动增加他们的治疗依从性。第三个项目将患者烧坏为目标群体。原型包括在线游戏,旨在提高患者的自尊和行为。使用的游戏元素是虚拟性和控制量。逐渐从低交互抽象游戏违背高互动现实角色扮演的游戏。所有项目都由各个患者组进行评估。

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