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CO-design with a stroke patient

Before starting with co-design activities and ideation, we conducted secondary research, both into common methods for and difficulties with assistive design. This research built off the information we had already gathered about our participant’s specific situation in our first meetings.

Co-design with a stroke patient
Vision

Vision and design challenge

At this stage in the design process, following our research into designing accessible technologies and several meetings with our participant’s, we formulated a broad initial design vision:

“To create a widely accessible and adaptable product that aids our participant in his daily life, increasing his independence”

Accessibility

and

adaptability

Open source

Common/cheap materials

Simple and repairable design

Increased independence

Aids mobility

Aids training exercises

Helps grip and strength overall

Quality of life

Participant acceptance

Avoid creating stigmas

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Assistive technologies

Assistive technology, as described by the Assistive Technology Industry Association (ATIA) is any “products, equipment, and systems that enhance learning, working, and daily living for persons with disabilities.”

 

Assistive technology can help people who, for instance, have difficulties walking, remembering, seeing, hearing, speaking, etc. Assistive technology can be any number of different types of tech. From hardware such as prosthetics to specialized learning materials and curriculum aids. Currently, most patents with the help of professionals and consultants match a particular assistive technology to their needs. In co-design, it is very important that the professionals and consultants collaborate with the patient to design an assistive technology that best fits their needs. (What Is AT?, 2015)

Co-design methods

We looked at the  research on virtual reality (VR) games for the rehabilitation of stroke patients done by students of the AUT University (Lewis et al., 2011). This research stresses the common problem of rehabilitation of stroke patients, which is the patient’s lack of motivation and adherence to the treatment protocols, even though the protocols are proven to work. This is because it relies on the visual observation of the patient’s exercise motions by a therapist, which requires the patients time and availability (Page et al., 2002). This highlighted and contextualized a pattern of demotivation previously expressed by our participant.(Floris, 2021) By co-designing with the stakeholders, a fun, engaging, controlled and adaptable VR game was created, which resolved the common problems. The fact the design is adaptable and controlled is important since the design can be adapted to the personal issues of different stroke patients. From this we learned that, with an adaptable design, it is possible to design for a specific user while simultaneously reaching a broader demographic. We took this into account in our own design vision, aiming to make our design easily adaptable to open-source innovation.  

 

Another co-design focused research on stroke patients and technology showed that technology can improve the independence of stroke patients (Nasr et al., 2016), this was interesting to us as it was one of our participant’s major concerns. The researchers performed interviews and visitations to get a better understanding of the physical, personal and social aspects of participants’ lives and the context in which they could envision using the proposed technology. These interviews were based on some “discussion probe pack” activities the patients were asked to perform, this included a personal diary and a camera. 

 

From this research we went on to adapt some co-design methods and theories into our own co-design structure, tailoring the activities to the participants capabilities.

Societal Trends

Assistive tech and methods

Understanding the societal perceptions and trends concerning disabilities is essential in the design of assistive technology as it brings insights beyond the physical and/or neurological limitations, informing designers on the societal attitudes which could impact the effectiveness of a design.

 

Due to the similarity in barriers and facilitators which most people with disabilities encounter through social participation, it is common for society to view disabilities in the societal context as an individual contingent rather than multiple sets of differing circumstances (Hästbacka et al., 2016, p. 212). Furthermore, people with disabilities have the perception of unfair, disrespectful and demeaning treatment in daily encounters (Namkung & Carr, 2019, p. 8). This perception, along with the generalization of disabilities into a singular group, has exacerbated a dangerous behaviour of avoidance on behalf of people with disabilities who fear seeking or using assistive services due to the perceived social ramifications and mistreatment (Namkung & Carr, 2019, p. 8). Theoretical research has however suggested that stigmas and biases towards disabilities are likely to change positively as more people experience early onset physical and neurological limitations (Namkung & Carr, 2019, p. 8). Such a change is likely to in turn likely lead to a fall in assistive technology abandonment by persons with disabilities as such technologies become less stigmatized in society.

 

Understanding this perception, and the effect it has on the effective (rather than theoretical) usability of assistive technology will allow for the development of a design that will not be rejected by users for fear of societal stigma and discrimination. 

References

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  • Lewis, G. N., Woods, C., Rosie, J. A., & Mcpherson, K. M. (2011). Virtual reality games for rehabilitation of people with stroke: Perspectives from the users. Disability and Rehabilitation: Assistive Technology, 6(5), 453–463. https://doi.org/10.3109/17483107.2011.574310
     

  • Nasr, N., Leon, B., Mountain, G., Nijenhuis, S. M., Prange, G., Sale, P., & Amirabdollahian, F. (2016). The experience of living with stroke and using technology: Opportunities to engage and co-design with end users. Disability and Rehabilitation: Assistive Technology, 11(8), 653–660. https://doi.org/10.3109/17483107.2015.1036469
     

  • What is AT? (2015, October 11). Assistive Technology Industry Association. https://www.atia.org/home/at-resources/what-is-at/

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