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Case Report

The process of co-creating the interface for VENSTER, an interactive artwork for nursing home residents with dementia

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Pages 809-818 | Received 15 Jun 2017, Accepted 24 Sep 2017, Published online: 17 Oct 2017
 

Abstract

Introduction: Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case.

Methods: Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, “Wizard of Oz”). Each phase generated “lessons learned”, which were used as the departure point of the next phase.

Results: Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). “Fifteen lessons learned” which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process.

Conclusions: This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one.

    Implications for rehabilitation

  • Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one.

  • There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience.

  • The case-study provides tools and best practices (15 “lessons learned”) for stakeholders to make (better) informed choices during the creation of interactive artworks.

Acknowledgements

The authors would like to thank all participating residents and health care professionals of the “Op den Toren” nursing home in the town of Nuth, for participating in this study and sharing their time, thoughts and experience with us. We also want to thank NOOS design for their involvement in the development of the prototype, and additional thanks are due to Marc Delsing and Albine Moser for providing us with valuable feedback.

Disclosure statement

The authors report no conflicts of interest. The authors alone are responsible for the content and writing of this article.

Additional information

Funding

This research was financially supported by Cicero Zorggroep and Zuyd University of Applied Sciences (Research Centre Technology in Care, the Maastricht academy of Media, Design and Technology and the board of executives).

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