Design for Healthcare

Design for Emotion / Health Psychology / Persuasive Design

 

As part of the specialisation in Medisign (design for healthcare) during my Master studies, I have developed several projects in this field:

  • Re-designing the CT-scan environment at Hollant PTC (Delft), using Persuasive design techniques.

  • Applying Health Psychology theories to develop a smart wearable for people with PTSD (Post-Traumatic Stress Disorder) to cope with stress in their daily life.

  • Designing for dementia care, improving the interaction between people with dementia and their caregivers through Design for emotion.

The last one is one of the main projects developed during my studies , and will be further explained to present my design process towards an innovative concept. This was exhibited at the Innovation for Health 2018 in Rotterdam, as one of the 10 selected projects for the Design Expo.

 
 

The aim of the project was to improve communication and interaction between people with dementia and their informal caregivers (relatives and friends), in such a way that it increases social participation and coexistence of people with dementia and increases their quality of life.

Dementia is a complex condition, therefore it was important for the project to get in contact with people suffering from it, as well as to do thorough research to understand how this affected their life, and how to design a product that fitted their limitations while not being stigmatising. For that reason, I visited several care centres, where I carried out interviews with professionals and a focus group with people with dementia and their relatives. This was of great importance to understand their needs and opinions regarding the function of the product, and it provided very interesting insights to develop the concept further. 

The final concept consists on an interactive mat that provides sensory stimulation through touch, lights and sounds, which can help reduce stress and anxiety, and encourages interaction in a playful way. The idea of the mat came from the analogy of a blanket, which is an item that in many cases is shared by two people, for example when sitting on the sofa, and prompts connection and closeness. From there, the concept was developed into a mat for feasibility matters.

render website.jpg

User testing with a mock-up was performed to determine whether the solution was able to create this meaningful interaction between the users and evoke the emotions intended. The results were very positive, as the participants were totally engaged with the product and were interacting and having fun, being more relaxed and responsive than before.

The following posters present the concept and describe the features of the final product design (click on images to enlarge).

 
 

The design process consisted in four main pillars which were carried out parallely and that guided the project: empathising with the problem and the users, ideating and evaluating solutions to design a meaningful product, and defining the final concept to integrate all relevant aspects.

Process ACD.jpg
 
 

 

DESIGN FOR EMOTION

In order to improve the interaction with people with dementia, it was realised that emotions played an important role, as that is the last thing they lose. For that reason, it was decided to look into Design for Emotion to learn how to evoke certain emotions through the product.

A study into “25 Positive Emotions in Human-Product Interaction” (Pieter M. A. Desmet) was done, resulting in a selection of four main emotions that were considered significant to improve the interaction with people with dementia. The following descriptions define the emotions selected and explain how they can be applied in a user interaction, which was then translated into the four activity modules of the mat:

Amusement – is the enjoyment of a highspirited state of playfulness, humour, or entertainment.
Products that have funny or playful designs, or have playful functions (i.e., are playful in interaction). Moreover, they can be amused by activities in which they use products (like games).

Confidence – is the experience of faith in oneself or in one’s ability to achieve something or to act in the right way. Products that are trustworthy or easy to use. Support independence or support one’s expertise.

Love – is the experience of an urge to be affectionate and to care for someone (or something).
Products that are beautiful or provide pleasurable sensory stimulation can facilitate interpersonal love, to express our love or others express it to us.

Relaxation – is the experience of enjoying a calm state of being, free from mental or physical tension or concern. People can use comfortable products as “tools” for relaxation. Products that support activities that set them free from daily worries or from work.

 

Activity modules developed according to design for emotion.