A experiência do usuário idoso no design de jogo digital para a reabilitação neural de pacientes com quadro de acidente vascular cerebral (AVC)
Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction...
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Formato: | Dissertação |
Idioma: | por |
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Universidade Federal do Rio Grande do Norte
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Endereço do item: | https://repositorio.ufrn.br/jspui/handle/123456789/19309 |
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Resumo: | Stroke is nowadays one of the main causes of death in Brazil and worldwide.
During the rehabilitation process, patients undergo physioterapic exercises based
on repetition, which may cause them to feel little progress is being made. Focusing
on themes from the areas of Human-Computer Interaction and Motor Imagery, the
present work describes the development of a digital game concept aimed at motor
rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a
playful and engaging way. The research hypothesizes that an interactive digital
game based on Motor Imagery contributes to patients' raised commitment in the
stroke sequel rehabilitation process. The research process entailed the
investigation of 10 subjects who live with sequels caused by stroke - it was further
established that subjects were over 60 years old. Using as foundation an initial
survey regarding target-users' specificities, where an investigation on subjectrelated
aspects was carried out through Focus Group (n=9) and Contextual
Analysis (n=3), having as subjects elderly individuals, a list with the necessary
requirements for the conceptualization of a digital game was fleshed out. The
initial survey also enabled the establishment of preliminary interactions for the
formulation of game prototypes. At first, low-resolution prototypes were used, with
two distinct interaction models for the game - one with a direct approach to the
Motor Imagery concept, and another using a narrative with characters and scene
settings. The goal was to verify participants' receptivity regarding the addition of
playful activities into game dynamics. Prototypes were analyzed while being used
by five patients, through the Cooperative Evaluation technique. The tests indicated
a preference for option with elements in a playful narrative. Based on these results
high fidelity prototypes were created, where concepts close to the game's final
version were elaborated. The High Fidelity prototype was also evaluated with four
patients through the Cooperative Evaluation technique. It was concluded that
elderly individuals and patients were receptive to the idea of a digital game for the
rehabilitation from sequels caused by stroke; that, for the success of devices
aimed at these cohorts, their contexts, needs and expectations must be respected
above all; and that user-centered design is an essential approach in that regard. |
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