Developing games for rehabilitation and the medical field requires input from a variety of sources and stakeholders. A game for rehabilitation can have multiple potential end users, all of whom can have different requirements for the game. Rehabilitation also occurs in a variety of settings all of which have different demands on the player and the game/system. It is a challenge to incorporate the needs of multiple end users and requirements of multiple treatment settings into a single game for rehabilitation. This talk will discuss the challenges of creating a rehabilitation game for multiple end users and the methods used to overcome the challenges. A prototype game for rehabilitation, Mystic Isle, will be used as an example to highlight specific methods, including the user centered design cycle, multiple iterations, and stakeholder engagement through user testing and focus groups.
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Rachel Proffitt - One Game, Many Users
1. The work depicted here was sponsored by the U.S. Army. Statements and opinions expressed do not necessarily
reflect the position or the policy of the United States Government, and no official endorsement should be inferred.
Rachel Proffitt, OTD, OTR/L
Assistant Professor of Clinical Occupational
Therapy
Division of Occupational Science and
Occupational Therapy
University of Southern California
ONE GAME, MANY USERS
Inclusive Design of Interactive
Technologies for Rehabilitation
2. Acknowledgments
U.S. Army Research Lab SFC Paul Ray Smith, Simulation and
Training Technology Center (STTC), the Telemedicine and
Advanced Technology Research Center (TATRC) at the US Army
Medical Research and Materiel Command (USAMRMC) (W911NF-
04-D-0005) (PI: Lange)
National Institute on Disability and Rehabilitation Research (NIDRR)
grant: Optimizing Participation Through Technology: Rehabilitation
Engineering Research Center (OPTT:RERC) (PI: Winstein)
(H133E080024)
NIH T32 Institutional Postdoctoral Training Grant- TREET: Training
in Rehabilitation Efficacy and Effectiveness Trials (5T32HD064578-
02) (PI: Clark)
Division of Occupational Science and Occupational Therapy,
Herman Ostrow School of Dentistry, University of Southern
California
4. 4
• Neuroplasticity
• Motor Learning/
Motor Control
Principles
Traditional
Therapy
• Wii-Fit
• Wii-Motion Plus
• EyeToy
• DDR
Wii-Hab
5. 5
What is the quality of movement we are
asking our clients to do?
6. 6
User Testing: Challenges with Off-Shelf-Devices
Level Difficulty
Compensatory Movements
Graphics
Feedback
Data Management
Dynamic
Difficulty
Adjustment
7. 7
• Neuroplasticity
• Motor Learning/
Motor Control
Principles
Traditional
Therapy
• Game Design
• Learning Theories
• Game Play
mechanics
Research and
Development • Wii-hab
• Telemedicine
• Rehab Games
• Virtual Reality
Game-Based
Rehab
• Stakeholders
• Needs Assessment
• Focus Groups
• Usability Testing
Testing
•Pilot Studies
•Case
Controlled
Trials
•Cohort
Studies
•RCTs
Evidence
11. 11
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
12. 12
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
13. 13
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
14. 14
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
15. 15
Focus Group Protocol
Clinicians
Current patient populations
Current rehabilitation protocols
Use of technology with patients
Issues with current rehabilitation protocols
Feedback on game concepts
Ideas for tasks within game-based tool
Patient / Client and Caregiver groups
Current exercise protocols
Lifestyle and recreational activities
Social and community participation
Barriers to exercise and aging with/into disability
Thoughts on use of technology in the clinic/home
Feedback on game concepts
Ideas for maintaining motivation
16. 16
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
17. 17
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
18. 18
Demographics
Common Data Element
Structured Interview
Game Play
Overall perception of the game
Overall perception of the technology
Instructions
Game elements
Comparison to current exercise program
Game Ideas
Future use of game
User Testing Protocol
19. 19
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
20. 20
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
21. 21
Functional tasks (motor, sensory, cognitive) that need to be included in the game
Is there something that already exists? (off the shelf or developed in our lab: what
technologies (hardware) is available and what games are available?)
Yes No
FOCUS GROUP: What are the user’s thoughts
about the current games? How do they interact
with these games? What are the user’s thoughts
about aspects that could be added to the game?
FOCUS GROUP: User’s thoughts on their
impairment and associated therapy? User’s
suggestions for game play characteristics,
mechanics and goals?
GAME DESIGN and HARDWARE DESIGN: Depending on user feedback and requirements,
hardware is designed and games are designed. These games are designed using the Iterative
design process (outlined by Fullerton et al 2004). This iterative design process involves input
from user groups throughout the process.
USABILITY STUDIES: Users provide feedback about all aspects of the hardware and games.
REVISIONS: Games and hardware revised based on user feedback.
CLINIC BASED ASSESSMENT
29. 34
Game-based rehabilitation tool
Tailored to individual level of ability
Option for individualized exercise prescription
Interchangeable graphics and environments
After action review and data management
42. 47
Case-study Clinical Setting
68 yo female with Parkinsonism (onset in 2009)
Intervention Dose: 8 x 1-hour sessions over 4 weeks
Customized JewelMine Intervention
Cross body and backwards reaching interventions
Dual tasking with Simon game
Calibration to patient’s limits of stability
Clinician programmed gem number/ sequence
Forward functional reach
Improved from 6 inches to 9.5 inches
Maintained at 4 week follow-up: 9.25 inch
Number of falls between Pre and Post testing
6 falls reported - None during reaching, turning or dual tasking
43. Case Study & Case Series: Home Setting
55 year old Male, 39 months post-Stroke (left hemiparesis)
Intervention Dose: 30-90 minutes/day, 3-7 days/wk – Total 6 weeks
Customized JewelMine Intervention
Sitting, Sit to stand, Step up
Standing right and left, Standing right hand only
Standing with leg exercises Monitor
Kinect Sensor
Laptop
Wireless
Mouse
44. 49
Real World Comparison: Community Dwelling Older
Adults
• Understood the importance of exercise in
maintaining function and health
(Proffitt & Lange, 2013)
• Perceived virtual environments as more engaging
than real environments for reaching tasks
(Proffitt et al., in press)
• Virtual environments required more attentional
demand than real environments
(Chen et al., in submission)
• Used different reaching strategies in virtual
environments compared to real environments
(Wade et al., in submission)
• Sample of 30 older adults
• Age: 75.2±8.6yrs (range = 59-92)
• Right hand dominant
• 2 x 2 cross-sectional design
• 2 task conditions (virtual and real targets)
• 2 postural demands (standing and stepping)
46. 51
Clinical Research – Clinic and Home Settings
Phase II Clinical Trial
Collaborations!
Provide feedback and assist with future
development
Independent or collaborative studies with
different clinical populations
Hinweis der Redaktion
Graphics – childish, too complex, red and green color blindness
for systematic delivery and control of stimuli
to vary intensity level in a flexible and dynamic way
to precisely capture motor response in real time
to motivate adherence of therapy process
to provide face-to-face therapy sessions
To construct a depth map, the sensor uses a proprietary algorithm to resolve the pattern produced by projecting coded infrared light onto the scene geometry. This system has a field-of-view of 58 degrees horizontal and 45 degrees vertical, and generated depth maps with a resolution of 640x480 at 30 frames per second.
The software components of the sensing package are the OpenNI and NITE frameworks, which provide user identification, scene segmentation, and skeleton tracking. To create the game, we used the Unity3 game engine along with an OpenNI wrapper developed by PrimeSense to integrate these frameworks with the game engine. The engine provides a C# API and flexible editor which allows for rapid development of games. This rapid development cycle enables faster iteration of game mechanics and ultimately results in more specificity for tailoring games to address patient’s individual disabilities