Empathy is the process development request, that needs to be even more collaborative, throughout co-designing methods. Furthermore, it is possible to highlight the well-being as the final goal, preserving dimensions like physical, mental, and affective, as the path that should follow human beings during different life stages. Concerning the older adults, as the leitmotiv of the authors in this chapter.
Published in Chapter:
Carnival Play: eHealth Solution to Evaluate, Rehabilitate, and Monitor Dexterity and Manual Strength
Bruno Giesteira (University of Porto, Portugal), Joana Silva (University of Porto, Portugal), Teresa Sarmento (University of Porto, Portugal), Paulo Abreu (LAETA-INEGI, Faculdade de Engenharia, Universidade do Porto, Portugal), and Maria Teresa Restivo (University of Porto, Faculty of Engineering)
Copyright: © 2021
|Pages: 37
DOI: 10.4018/978-1-7998-7472-0.ch012
Abstract
Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.