Improving the quality of life through gamification: Making going outside more fun for elderly people
Improving the quality of life through gamification: Making going outside more fun for elderly people
Samenvatting
When you become older it is important to maintain an active lifestyle. An active lifestyle has been proven to be the recipe towards healthy ageing. This paper presents a product to motivate elderly people to go outside and be physically active through the use of gamification. The elderly people are between the 60 and the 80 years old and live in an assisted living home. First the target group’s needs, wishes, pains and gains are explored. Research has been done to map the target group’s wishes, pains and gains. Data is collected through three methods: interview, observation and conducting previous done research. The data was then visualized through an empathy map, which could then be conducted during the design phase. The target group is computer illiterate and most of them have a mental restriction. This means that special care should be taken regarding the design of the product. Their current behaviour is researched; most residents already have a light motivation, but they need a little extra push from the caretakers to go outside. The proposed concept should provide this push. Following this a theoretical frame is made of human motivation theory and gamification. Following this requirement engineering is performed through: interviews, empirical research and brainstorms have been used to create a MOSCOW. In addition, the desired behaviour is decided as well: residents go outside for approximately 30 to 60 minutes every day, regardless of the physical intensity. To prevent making something that has already been done, previous done projects have been researched. Based on the requirements and previous done project a concept is created: Pic to go. Pic to go is a photography concept which combines walking/hiking and photography into one. The goal is to increase the resident’s physical health style by motivating them to go outside and be physically active. Residents receive a theme and can go outside and take photos related to this theme. In the common room, their pictures will appear on the TV screen. At the end of the theme a slideshow can be watched of all the taken photos. To maintain the mental model of the residents, a special smartphone case was made to make the smartphone look like an old camera. Three tests were done, and the overall impression is that people are interested. Four out of the five people enjoyed the photos on the tv screen and four out of the five people experienced taking the camera with them for a walk as non-pleasant. They found the camera too difficult to use/too much of a hassle. The camera did not behave enough like an old camera, and because of their mental restrictions the camera had to be explained repeatedly. As a result, residents felt overwhelmed and discouraged. They lost their interest quickly, often within a couple of days. Improvements would be to redesign the camera case, simplifying the user journey and making it possible the residents can see their progression.
Organisatie | Hogeschool van Amsterdam |
Opleiding | Game Development |
Afdeling | Digitale Media en Creatieve Industrie |
Jaar | 2018 |
Type | Bachelor |
Taal | Engels |