TY - GEN
T1 - Dance Mat Fun
T2 - 16th EAI International Conference on Pervasive Computing Technologies for Healthcare, PH 2022
AU - Roxo, Gonçalo
AU - Nóbrega, Rui
AU - Madeira, Rui Neves
N1 - Publisher Copyright:
© 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
PY - 2023
Y1 - 2023
N2 - Physiotherapy can lead to a long and tedious process where the progress of rehabilitation is usually not immediately visible. Exergames introduce a fun factor to the therapy while keeping rehabilitation as the primary goal, promoting patient engagement to foster adherence to therapy. This paper presents a participatory design of exergames for children with disabilities. We intended to explore the interaction with dance mats as a means of promoting rehabilitation and therapy adherence using a fun and low-cost off-the-shelf device for interaction. The games are designed to be adaptable, with different degrees of speed, difficulty and modality. Using the mat, the children can play standing up, seated or laying down. We worked with a rehabilitation clinic center for children to create a suite of exergames following a design thinking methodology, benefiting from the collaboration between developers, therapists, and patients. Therapists and children participated actively in the process design to help us create games suited to their needs. We present the participatory design process with focus on the user study that provides important insights on what works for certain groups of children with disabilities.
AB - Physiotherapy can lead to a long and tedious process where the progress of rehabilitation is usually not immediately visible. Exergames introduce a fun factor to the therapy while keeping rehabilitation as the primary goal, promoting patient engagement to foster adherence to therapy. This paper presents a participatory design of exergames for children with disabilities. We intended to explore the interaction with dance mats as a means of promoting rehabilitation and therapy adherence using a fun and low-cost off-the-shelf device for interaction. The games are designed to be adaptable, with different degrees of speed, difficulty and modality. Using the mat, the children can play standing up, seated or laying down. We worked with a rehabilitation clinic center for children to create a suite of exergames following a design thinking methodology, benefiting from the collaboration between developers, therapists, and patients. Therapists and children participated actively in the process design to help us create games suited to their needs. We present the participatory design process with focus on the user study that provides important insights on what works for certain groups of children with disabilities.
KW - Children with special needs
KW - Dance mat
KW - Exergames
KW - Low-cost controllers
KW - Participatory design
KW - Physiotherapy
UR - http://www.scopus.com/inward/record.url?scp=85164103347&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-34586-9_34
DO - 10.1007/978-3-031-34586-9_34
M3 - Conference contribution
AN - SCOPUS:85164103347
SN - 978-3-031-34585-2
T3 - Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering
SP - 513
EP - 527
BT - Pervasive Computing Technologies for Healthcare
A2 - Tsanas, Athanasios
A2 - Triantafyllidis, Andreas
PB - Springer
CY - Cham
Y2 - 12 December 2022 through 14 December 2022
ER -