Memoir monopoly banner.jpg
Designer   Szu-Yang Cho ,Ya-Fang Cheng                                                                                Professor  Hsien-Hui Tang                           
Software Engineer  Hung-Chi Lee                                                                                            Occupational Therapist  Hung-Hsuin Ko

Technique   Tablet / iOS 5.0 or up,   All in one PC/ Windows 8.1 or up 

「回憶錄大富翁」銀髮失智復健
回憶錄大富翁遊戲是一個彈性、結合多元素材的客製化訓練遊戲軟體,能置入長輩熟悉的個人素材,透過職能治療師帶領長輩進行大富翁遊戲,包含:懷舊照片、影音欣賞、現實導向卡片問答、認知配對遊戲等,透過直覺的觸控方式讓長輩主動投入團體與活動中,藉由多元素材的刺激引起長輩興趣,提升參與度與深入程度;同時紀錄長輩活動成效並長期追蹤,掌握長者的復健進度與成果,帶給家屬與專業人員便利。

團隊介紹:
回憶錄大富翁團隊致力於提供專業規劃、快樂、且適合每位長輩的團體復健活動。透過職能治療師的評估,並搭配復健軟體平台,量身規畫六十分鐘團體活動,過程中長輩彼此分享回憶與歡樂,進行認知及現實導向等訓練。活動後,可以獲得寫真故事書與專業評估分析,同時提供照顧者與長輩互動的建議,精彩長輩的生活,留下珍貴的記憶。


/Problem

Tools for the rehabilitation of the elderly living with dementia are needed in Taiwan because those imported from overseas or initially designed for children are inappropriate for elderly users. Most paper-made rehabilitation tools have drawbacks such as inflexible designs or a limited ability to stimulate the user. Caregivers need more customized, interactive tools that meet the needs of the elderly and better reflect their personal experiences, because individual information is not easily included.

 
 
The idea came from the card games used in a daycare center that are used for different game modes such as “true or false” and “matching” games. Thus, we came up with this idea by combining personal materials with interactive games to offer users a greater choice of what to play and the kind of themes to talk about in the activities. The most important thing is that the materials match personal experience to allow for repeated use in different game modes.
 

/Design

We designed a highly flexible reminiscing and touchable rehabilitation game on an all-in-one computer with user avatars on the screen for physical indications and game interaction. The platform is used to collect individual personal photos and preferences from home and upload them to the cloud. The individual contents were pulled together by the a hosting occupational therapist to create a unique monopoly map for the participants with an appropriate level of difficulty to suit their personal experiences, increase interest, and encourage recall of the past. Various cognitive stimuli, including watching movie clips, listening to favorite songs, and touching interactive games help participants experience a sense of accomplishment and satisfaction during the rehabilitation process. A record of the game process is sent to the cloud for analysis of relevant items for the materials that have been used during play. The results provide caregivers with recommended sources for future use in reminiscence activities with different groups.

 

/Process

We adapted the research through a user-experience innovative design process to conduct the Memoir Monopoly project. The process is as follows: First, user experience research (UXR) of the current tools used by the elderly living with dementia in rehabilitation revealed the need for a more interactive reminiscing game. 

Second, based on UXR findings, we worked with software engineers to build working prototypes, and through discussions with caregivers and therapists, we received feedback from the users to refine our design to meet their needs. After an iterative design process, we designed a highly flexible ‘reminiscing’ rehabilitation game on an all-in-one computer, which allows users to collect personal photos and preferences, and to create a customizable game map for elderly users with applicable materials based on personal experience.

Third, we conducted a UX test to examine our prototype. Memoir Monopoly was successfully brought into two group rehabilitation events held at day care centers as field tests. Based on observations and interviews with the therapists and caregivers, we found that the elderly living with dementia who participated in the test were more actively willing to share their stories, using their own photos and movies. They also showed more interest in playing the reminiscence games compared to their previous paper game events. This preliminary research results demonstrate that our design might resolve problems found in the UXR. A game matching their life experience and various interactions encouraged the elderly to participate in the reminiscence game. If reminiscence supports memory function, there is the hope that engaging users with this type of group activity could sustain individual cognitive levels and preserve quality of life.

 

/Impact

The number of elderly dementia sufferers has increased rapidly worldwide in line with a trend towards an aging society. Taiwan alone has more than 150 daycare centers for elderly patients suffering from dementia. By using Memoir Monopoly, caregivers can lead a variety of activities, which can be embedded into daily programs. Thus, it reduces the pressure on caregivers to prepare activities as well as the need to lead different programs. Further, the material database and game records can be used for other medical research. The game is a highly flexible platform that can be used in different scenarios, e.g., the materials and the modules inside the map can be adapted for educational games for children. Therefore, the platform has great business potential in elderly and children markets.

 

 

/Iteration of Design

Based on the UXT findings, we employed UXD to revise the game and improve the user experience. We redesigned a new version of Memoir monopoly, which is played on only one computer. The all-in-one computer allowed us to invite up to five elderly and one caregiver to join the game. The big screen was suitable for enlarging photos to an ideal size. It was also more appropriate for group gaming activity with four iPads, with borders crossing right in the middle of the game map, creating an awkward look. A group activity atmosphere is more likely to be created when everybody sits together and looks at the one screen.

 

 

/Fully Commercialized

Memoir monopoly is now been arranged in 3 daycare centers for activity. Also we are now working with hospital for medical experimentation.

Official website: https://readymag.com/MemoirMonopoly/home/home/


 
 
 
DITL