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OMEGA Occupational Motivation of the Elderly through the Gamification of Activities Professor John Waterworth Umeå University Sweden jwworth@informatik.umu.se AAL JP Call 6 Central InfoDay – Brussels, 6 February 2013
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2 Who We Are AAL JP Call 6 Central InfoDay – Brussels, 6 February 2013 Q-Life Group, Department of Informatics, Umeå University ICT and quality of life and health Several EU projects: SILHOUETTE, RICHARD, AGNES, ELF@home HCI design, prototyping, integration and testing User involvement in innovation Close collaboration with user organizations
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3 OMEGA Project Idea AAL JP Call 6 Central InfoDay – Brussels, 6 february 2013 Aim: increase/prolong elderly skilled activities Users: pre- and post-retirement age (55+), in voluntary or paid work (Potential other uses/users: exercise/rehabilitation/training disabled/recovering users) Key needs: Performance feedback, memory support, motivation for activity process Approach: Gamification of activity process elements, game flow model Depends on: Detailed study of activities and requirements, game design Elements: Goal and subgoal setting, tracking performance, feedback, rewards Techniques: motion detection, visual projection/AR, other HCI
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Looking for AAL JP Call 6 Central InfoDay – Brussels, 6 February 2013 Coordinator – ✓ ? HCI design and test – ✓ Gamification/software development – ✓ Sensor and display technology – ✓ more needed? User organisations – ✓ ✕ more needed Education/training specialist – ✕ needed Occupational health specialist – ✕ needed
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