AI-generated images going forward, blue sky thinking

If the products I am working on are successful, more products could be created together with product designers and production centers. Below I generated again with the help of AI other items that could either have different tactile surfaces or be integrated as games.

Toothbrush made for stroke survivors with integrated vibration in the handle area
Hairbrush with pearl surface
Door handle with furry surface
Phone case with light game
Another case with a light game
Another option of light game on a phone case
Walking stick with a light game that people can press when the lights come up while they sit down for instance and take a break, similar to the light game on the phone

Reflection of the project

Main achievements:

-Motivating stroke survivors to train independently in the future

-Developed tools that do not feel like intense training 

-These everyday objects can be detachable using various textile and tactile surfaces

-Everyday objects can also be transformed into gaming strategies e.g. memory, games that test tactile responses

How did I do it?

-Research and interviews led me to make the required changes to the everyday objects. 

-By working with survivors and physios and finding out what they lack in the training process

-The changes are  measured by integrating levels into the games, e.g. placing the Simon game and vibration onto a cup

What I learned in the process?

-How to use AI softwares which will be crucial in the future world of work

-The importance of repetition in training for stroke survivors

-The fact that there is a lack of sensory items for stroke patients within a low budget and accessibility

-How to engage with stakeholders from an unknown field and how to work with vulnerable patients

What I would do if had more time to work on the project/ going further:

If I had more time on this MA/project or how I would like to continue this project after the MA finished would be to reach out to a different segment of stakeholders such as potential investors or business owners in order to see if this actually had a chance to succeed in the future, how it could develop and what could be adapted or improved.

On top of that, I would approach companies who could produce and create the product and research what company and country would be suitable for that.

I could also explore other everyday objects such as toothbrushes, hairbrushes, cutlery, etc which could explore grip/vibration/hot and cold sensations, etc. 

I would also reach out to existing companies to understand if a potential collaboration would work out that already has producers and the right customer base.

Looking even further into the future I would consider what other products to create and what items could be changed, as well as collaborations with gaming companies, and their suggestion would be another step I would take.

Creating a company or a brand that could help and make the lives of stroke survivors better, easier, and more engaging would be a long-term achievement and a goal of mine. 

At the beginning of this course, I would have not thought that this would go in the direction it went, due to my past projects and studies being so different, which makes me even more proud of what I achieved so far with it. This also made my communication skills much better, as I was pushed to engage with people and experts from a different field.

Final decision of my research question

From a variety of research questions I decided on:

”How can we integrate gaming and training tools into everyday objects for stroke survivors to motivate and encourage them in their healing process?”

I was advised that I should decide either on gaming for stroke survivors or on everyday items. Since I worked and experimented with both games and tactiles, as well as everyday objects, in this case, a cup, I finally came to the decision to combine both of them and make everyday items not just tactile, but also integrated as gaming objects. Finally, I have realized that this idea is also more innovative than my initial thought of separating games and items and building a stroke survivor set where stroke patients can find a variety of games and items , as it is accessible and interactive on a regular basis.

Below are images created with AI again to represent how this could look like.

AI has been a huge support for me and this project, as I was able to represent my ideas more easily to students, stakeholders, or tutors.

The initial idea of using this tool was me remembering and exploring the variety of texts, that I read with my reading group in the earlier unit, which mentioned AI and the future many times.

The cup could have vibration, and/- or be an integration of the Simon game, which I have mentioned many times before in my blogs, into the cup. So the person would hold it and press buttons where the light comes up.

This is how a game integrated into a regular tool could look like:

Sensation and how to improve it (Stroke patients)

https://www.google.com/search?client=firefox-b-d&q=improve+sensory+stroke+survivors#fpstate=ive&vld=cid:846d89d0,vid:rd4lYKp_P38,st:0

Not only do people struggle with moving parts of their body after a stroke such as hands or legs, but also a lack of sensation often also plays a crucial role during this stage. They cannot feel tickling or needles going inside their body. However, this can be regained by training. Often people do also not know what objects they are feeling without looking at them.

Solutions could be electrical vibration. This made me realize to consider games that have a vibrational effect already.

Objects that can be useful too, are already around the house and could be considered for attachment to games such as cotton pads, styrofoam, sanded-down wood, sandpaper with a fine grid, or towels.

A bit of discomfort is going to be useful and will be a guide to a starting point. If an item for instance does not bother you in terms of feeling it, then you should move on and level up.

This will train the sensory system and is especially good for those who struggle with numbness.

Training with hot and cold towels is also essential since a shower or cooking can become immensely dangerous.

Another interesting exercise is taking an object and moving it in from one specific space on the table to the other.

This could lead to another game as well with lighting and color.

Wherever a light comes up it has to be moved from X to Y and after a while this can increase to a faster pace with closed eyes to coordinate.

Intervention with a stroke survivor in the first November week

Link to intervention (evidence):

https://docs.google.com/presentation/d/1h-jPC5rd5geDuFD0yd6kRI0nYAnL6Thk0iiRZHucYdw/edit#slide=id.g1ea4a81d3ce_0_96

Analysis:

This intervention towards the end of my project was really helpful as it was similar to the intervention with the physio. They also gave me many examples and suggestions of stroke items that could be created in the future. This made it different and outstanding from other feedback I had received since the product development was extremely advanced with this. With their advice, I found new ideas for items that could be transformed with tactile surfaces, such as bigger basketballs or everyday items that could be adapted and changed.

Below you can see cups without handles and made from rubber instead of glass, for safety reasons, as well as with grip and different surfaces.

This could also have a heat or color system, which would show where the patient presses too much.

This would also help avoid spilling according to every personal requirement.

Additionally, they supported my point by stating there is a huge lack of sensory development showing the gap in the market of everyday items.

The automatic usage and training were also stressed by them which overlapped with the opinion of the Dragons.

Another advancement of cups could be also have a handle with a grip so it cannot slip out of the hand.

Additionally, the IQ puzzler could be changed and adapted with tactile qualities, since for stroke survivors the pieces lack a grip. Grips could also be implemented in games like Rummikub or card games.

The images below were created with AI to show my ideas.


SWOT Analysis for my current project and research question

Research Question:
‘’How can we create gaming concepts and transform everyday
items to develop motivation and encouragement during the
recovery process for stroke survivors?’

-Patients get more motivation since they are able to level up every week with new game options

-Patients are more motivated overall since they now have a game that is made especially for them and for their needs

-Patients don’t feel they are training since they are using an everyday item that they would use anyway

-Stroke patients feel more seen since creations are made for them (this will encourage people)

-Products are more affordable than other contemporary objects on the market

-More selection of everyday items and more options of magnetic tactile

-Some gaming suggestions and options are not portable

-Traditional and older users might be less open to using the products

-Products such as tactile everyday items might not be relevant for every stroke survivor

-Advancing the game with the help of professionals or users after they have been used for 1-2 years in training

-Being able to create new and more games for stroke survivors with different difficulties

-Transforming other existing training objects into a game

-Collaborating with gaming companies and transforming their existing gaming inventory with tactile surfaces or other features that would benefit stroke survivors

-Companies that use smarter technology

-Companies with a loyal customer base

-Existing companies that sell everyday items, such as cutlery

Dragons Den feedback

On Wednesday, 25th October, I presented my idea to the Dragons ”Charlie Green” and ”Louisiane Trotobas”. The feedback was positive and I was asked questions like ”Why is this topic especially so important to you?”

After answering this, it made me realize how connected you actually get to your own project. For me, the rationale was due to the fact that I was always close to a stroke survivor who I saw struggle with everyday tasks and always saw them avoiding their training. Training or tactile balls were never in use, and motivation to move or train was constantly low.

The only training occurred when they were with the physio, but even then it did not always present the outcome desired. This was due to the fact that repetition is so crucial in the process which only later shows success.

Finally, the Dragons mentioned that they liked the idea of having items that people could use every day and transform it into a tool, since then it wouldn’t feel like a training session anymore. It would be training without it feeling like training, since the patient conducts a task, they would do either way.

Additionally, they suggested items that you could apply to everyday objects as well, that I had not thought of before, such as a toothbrush.

Second interview with a stroke survivor

Q: How has the stroke affected your moving abilities?

A: When the stroke first happened I struggled to even sit up and had to use a hoist for transfer into a wheelchair. In the months after I learned to walk again using a gutter frame, and then I graduated to a 4 wheel frame and then a walking stick. I can now walk unaided although I use a walking stick when the ground is uneven as I still have a lot of work to do with my balance and coordination as well as my confidence.

Q: What motivates you to train?

A: I know that I’m not going to get any better if I don’t and still being so young I’m not content to live this way for the rest of my life so if there’s something I can do I want to do it. Then there’s my son, Gus, I want to be the best version of myself for him and don’t want him or I to miss out.

Q: Do you think stroke survivors overall have fun and engaging equipment or games to train with? Or can training feel quite dull with the existing tools?

A: Yes I think so however no strokes are exactly the Same residual side effects are different. Although if I knew it was developed with stroke patients in mind it would give it more purpose.

Q: Would physical or mental games made specifically for stroke survivors, or both, be more encouraging to stroke patients?

A: Games that are already around can be useful. I was in the upper limb group when I was at the rehab hospital and played Jenga, cards, mastermind, etc. Once home my physio recommended a few apps on the the iPad.

Q: Are there even any games specifically made for stroke survivors?

A: I’ll get the names of the apps and some pictures of the games I mean to answer this in more detail but yes, definitely. It’s also great because if you’re doing it with someone it doesn’t always feel like therapy. Incidental therapy is the best.

Home Court is a great app for physiology, and so is Clock Yourself.

The top photo IQ puzzler is great for fine motor, and so is Connect 4. I also really enjoyed the card game Monopoly deal and there’s an app version too which was good because I could play it by myself and use my right hand.

Rummikub was recommended to me by my OT was also good. However, even board games were good as it was good right-hand practice, rolling dice, moving counters, etc.

Q: I have personal experience with a stroke survivor and I realized that they haven’t used certain items to support them such as pens made specifically for stroke survivors, why do you think this would be the case for their unpopularity?

A: I actually really struggle with handwriting. For me, it’s due to an intentional tremor and lack of coordination in my right hand. I’ve tried pencil grips, different pens, coloring, etc it definitely does get better with practice but it’s so slow it’s frustrating and falls in my list of priorities. For me, one of my issues is I use too much pressure to try to overcome the tremor and I’m not sure a specific pen would help, I would try though!

Q: Do you believe that transforming everyday items, such as cups, and attaching different textures to them could help improve the awareness of sensation again and be quicker?

A: I have full sensation so I don’t feel that question applies to me. However, if it did and it may help me I would definitely give it a try

Analysis:

Comparing this interview to the ones I have conducted before, I would count this one into my most successful ones, since I got long and clear answers with many examples and also photo examples. Nevertheless, the games they mentioned that are or were helpful for them are not specifically made for stroke survivors and therefore does not take tactiles in mind. The stroke patient also claimed that if they knew they were games made especially for them it would provide it with more ground and motivation. So with this the examples they gave, such as Mastermind or Jenga it could be considered to transform them and make them tactile on the surface. Another important point was that having a partner to train and play with makes it more fun and makes it feel less like a training. This made me come back to transforming everyday items into a tool that is similar to a training tool and would be used in a way that the person does not feel like they are doing a training.

Also seeing the IQ game I realized that a game like this could be created in a way that it could have different forms and textures, which would make it more interesting and specific for stroke survivors.

Evidence: