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Master Thesis 2 Digital Version Master thesis Digital version: please do not print this first page. It is merely used for showing proper lay-out on a wide screen when putting two pages on the same screen. Using it for a hardcopy using two-sided printing will result in not showing the proper lay-out. 2 Verslagnummer 5673 14 September 2011 R.W. van Delden Master thesis IDE & HMI s0093831 Design of therapeutic TagTile games for children with unilateral spastic cerebral paresis ‘Design of therapeutic TagTile games for children with unilateral spastic cerebral paresis’ Master thesis – Enschede – 21 September 2011 Author: name: R.W. van Delden, BSc studies: Master student Industrial Design Engineering & Master student Human Media Interaction university: University of Twente Student nr. 0093831 e-mail: [email protected] Institutions / name: Sint Maartenskliniek Nijmegen, Companies: department: peuterrevalidatie (toddler revalidation) telephone: +31 24 365 94 35 e-mail: [email protected] name: Serious Toys telephone: +31 73-62 47 590 e-mail: [email protected] Company advisors: name: dr. Pauline Aarts name: Ingrid van den Tillaar, OT telephone: 024-3659 911 telephone: 024-3659 356 e-mail: [email protected] e-mail: [email protected] University advisors: IDE: name: J.A. Garde, MSc name: prof. dr. ir. A. de Boer room: N203 room: N134 Telephone: +31 53 489 4729 Telephone: +31 53 489 3621 e-mail: [email protected] e-mail: [email protected] HMI: name: dr. E.M.A.G. van Dijk name: dr. ir. R. Poppe room: ZI 2035 Room ZI 2029 telephone: +31 53 489 3781 Telephone: +31 53 489 2836 e-mail: [email protected] e-mail: [email protected] 1 “Discontent is the first necessity of progress” Thomas A. Edison (1847 - 1931) 2 Samenvatting September 20, 2011 Samenvatting Dit onderzoek richt zich op het leveren van nieuwe inzichten in design methodologie, onderzoekstechnieken en spelprincipes in de context van interactieve spellen die gebruik maken van tastbare voorwerpen voor therapie van kinderen met unilaterale Cerebrale Paresis (CP). CP is een afwijking van houding en/of motorische functie door hersenbeschadiging in het eerste levensjaar. In het unilaterale type is de rechter- of linkerkant beïnvloed. Hoewel CP een ongeneeslijke ziekte is blijkt therapie effectief in het verbeteren van hun mogelijkheden maar kan eentonig zijn door het repetitieve karakter. In een voorgaand onderzoek (Li, Fontijn and Markopoulos 2008) zijn voor dergelijke therapie interactieve spellen ontworpen die gebruik maken van voorwerpen. Hiervoor werd gebruik gemaakt van de TikTegel, een system dat meerdere voorwerpen kan lokaliseren op een oppervlakte door gebruik te maken van RFID labels. Het systeem geeft feedback met full color LEDs en het afspelen van geluiden. Deze spellen zijn niet in de therapie ingezet aangezien bewegingen niet op de juiste manier in gang gezet werden voornamelijk vanwege compenserende bewegingen. Maar het gebruik van een dergelijk vermakelijk interactief fysiek spel werd als veelbelovend gezien. De nieuwe set van ontworpen spellen richtten zich dus op het brengen van vermaak en het aansporen van de juiste bewegingen terwijl compenserende bewegingen zoveel mogelijk ontmoedigd werden. Een iteratief proces is gebruikt om vier gecreëerde spellen te evalueren, verbeteren en te valideren. Therapeuten zijn betrokken in elke stap in het proces. De doelgroep is geanalyseerd met een literatuur onderzoek, interviews en twee korte etnografische sessies. Een nieuwe ontwerptechniek, acting out movements, gebaseerd op een combinatie van bestaande technieken zoals hands-only scenarios, interaction relabeling en informances is gebruikt om de eerste drie spellen te ontwerpen. Het vierde spel met een co-design sessie met therapeuten. Het gebruik van ontwerptechnieken in deze casus leidde tot inzichten in design methodologie. Het gebruik van acting out movements was zeer waardevol omdat het gat tussen het trainen van bewegingen en ontwerpen verkleind werd. Hiermee konden compenserende bewegingen tot een minimum gehouden worden. In een zeer korte ontwerpsessie met therapeuten bleek SIT, het systematisch inventief denken gebaseerd op terugkerende denkpatronen in het ontwerpen, onpraktisch om te gebruiken. Interaction relabeling, een techniek waarbij een interactie geprojecteerd wordt op interactie van een ander object, bleek geschikter. Het gebruik van informele testen met vrienden en familie was effectief voor het vinden van bugs en verbeteringen. Het gebruik maken van meerdere evaluatie sessies en technieken in samenwerking met therapeuten verschafte waardevolle feedback en leidde ook tot verbeteringen. Het gebruik van een langere evaluatie van zeven weken toonde belangrijke problemen bij het daadwerkelijke gebruik die niet gevonden waren in voorgaande evaluatie sessie. Gedurende de evaluaties zijn verschillende criteria onderzocht van Malone&Lepper(1987) die plezier in spellen kunnen verbeteren. Kinderen vinden het gebruik van geluiden leuk en vooral grappige, absurde of extreme geluiden. De doelgroep verbeterde niet in de benodigde tijd om een spel af te maken wanneer feedback gegeven werd op hun prestatie. Kinderen van de doelgroep hebben geen uitzonderlijke problemen met het verliezen van een spel. Een toenemende moeilijkheid bleek niet uniform geliefd of ongeliefd. De set van spellen traint de gewenste bewegingen en lijkt de gewenste motivatie te leveren. In de langere evaluatie werden spellen in slechts twee sessie gebruikt ondanks eerder veelbelovende evaluaties. De belangrijkste reden om de spellen niet te gebruiken was de benodigde moeite en tijd om de spellen klaar te zetten en op te starten. Een nieuwere versie van de TikTegel werd gebruikt voor het laatste spel. Dit spel en de nieuwere versie lijken veelbelovend en kunnen toegepast worden in de therapie aangezien de versie minder voorbereidingstijd nodig heeft en de spellen motivatie leveren en de verschillende bewegingen in gang zet. Lessen op het gebied van ontwerp- en onderzoekstechnieken kunnen waardevol zijn, zowel in lopend onderzoek als in andere gerelateerd onderzoek en ontwerp activiteiten. 4 3 Master thesis: Design of therapeutic TagTile games Summary Summary This research focuses on gaining new insight in design methodology, research techniques and game principles in the context of tangible games for therapy of children with unilateral Cerebral Paresis (CP). CP is a disorder of posture and or motor function due to brain damage in the first year of life. In the unilateral type of CP the right or left side of the body is affected. Although CP is incurable the therapy for CP patients is effective in increasing their abilities but can be boring because of its repetitive nature. In a previous research tangible games where created for such therapy and made use of the TagTile (Li, Fontijn and Markopoulos 2008). The TagTile is a system that can localise multiple objects on its surface by using RFID tags. This system gives feedback with full colour LEDs and by playing sounds. The games created on this TagTile in this previous research are not implemented in therapy as the proper movements were not triggered enough and compensating movements were observed often. However, the usage of entertaining interactive tangible games was seen as promising. A set of games created in this research thus aim to provide entertainment and triggering the right movements while preventing compensating movements as much as possible. An iterative process is used to evaluate, improve and validate four created games. Therapists are included in every step in this process. The target group is analysed with a literature survey, interviews and two short ethnographic sessions. A new design technique, acting out movements, is used based on a combination of hands-only scenarios, interaction relabeling and informances. This technique is used to design the first three games. The fourth game is based on a co-design session with therapists. The usage of design techniques in this case led to new insights into design methodology. The use of acting out movement techniques is found to be very useful as the gap between training movements to design is decreased. In this way compensation could be held to a minimum. In a short design session is of half an hour, it was found to be impractical to use Systematic Inventive Thinking, a technique using often reoccurring thinking patterns in design. Interaction relabeling, a technique in which interaction of object are projected to another, is more suitable for such a session. Using informal tests with friends and family is found to be valuable. Although being a totally different target group it is a very effective way in finding bugs and improvements. Using several evaluation sessions and techniques with cooperation of therapists provided useful feedback and triggered several improvements. The usage of a longer evaluation of seven weeks showed important problems in actual usage that were not found in previous evaluation sessions. During the evaluations several criterion to increase fun in games from Malone&Lepper(1987) were investigated. Children like sounds but especially funny, absurd or extreme sounds. The target group does not improve completion time when feedback is given on their performance. Children from the target group have no extraordinary problems with losing a game. An increasing difficulty is not uniformly liked or disliked. All the games combined train all wanted movements and seem to provide the wanted motivation. In a seven week evaluation the games were
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