ABOUT THE PROJECT
This project was made for the people who suffer from dementia. by visiting old age orphanage. The intent is to design an elderly friendly- furniture which builds on cognitive, physical and memory skills.
As they struggle to remember where their belongings are kept, there is no part of the furniture which is removed to play the game. The game includes the
1. A puzzle to make a horse by pushing the square block
which helps in building physical strength and
2. Flip so as to get similar objects on the two blocks for
ex. cup, t-shirt etc., this increases the memory.
The target audience was of 3 types:
Permanent: People of ages nearing or surpassing life expectancy.
Temporary: Kids under the age of 10 years.
Situational: People who are bored in the living room.
How might we help elderly experiencing dementia in such a way that increases cognitive, physical and memory skills in a playful way .
At the service of the elderly Poor, there is LITTLE SISTERS OF THE POOR, 1986
Alongside the National Highway in Guntur. At present, 85 aged reside there and are 65 years and above, of all caste and creed, free of charge providing financial aid to develop senior citizen homes
Challenges and Observations
Shortlisting the sector to work
Driving issues (motor functions)
creative workshop with older people
Emotional burden to family
Away from new technologies
Key Insights of people with Dementia.
(Informative, Inspiring and Memorable)
Making them confident and independent for doing the basic necessities in life.
They keep re doing the physical work that they used to do in their 50’s.
So, they should be playing a lot cognitive and physical game. Thus memory problems.
Check if what are the features required in the tangible product to resolve the intangible needs
Checklist to outline the feature of the concepts
1. Equitable use (The design does not disadvantage or stigmatize selected group of users to perform the desired task)+ Flexibility in use (The design accommodates a wide range of individual preferences and abilities)= Inclusive performance.
2. Simple and intuitive use: Use of the design is easy to understand, regardless of the
user’s experience, knowledge, language skills, or current concentration level.
3. Perceptible information: The design communicates necessary information effectively to
the user, regardless of ambient conditions or the user’s sensory abilities.
4. Tolerance for error: The design minimizes hazards and the adverse consequences of accidental or unintended actions.
5. Low physical effort: The design can be used efficiently and comfortably, and with a minimum of fatigue.
6. Size and space for approach and use: Appropriate size and space is provided for
approach, reach, manipulation, and use, regardless of the user’s body size, posture, or mobility
Inclusive design defined
Inclusive design: A design methodology that enables and draws on the full range of human diversity. Most importantly, this means includingand learning from people with a range of perspectives. Designing inclusively doesn’t mean you’re making one thing for all people. You’re designing a diversity of ways for everyone to participate in an experience with a sense of belonging. Many people are unable to participate in aspects of society, both physical and digital. Understanding why and how people are excluded gives us actionable steps to take towards inclusive design. Solve for one, extend to many
By focusing on what’s universally important to all humansThere are universal ways human beings experience the world. All people have motivations and build relationships. We all have abilities and limits to those abilities.Everyone experiences exclusion as they interact with our designs. On the other hand, a solution that works well for someone who’s blind might also benefit any person driving a car. Inclusive design works across a spectrum of related abilities, connecting different people in similar circumstances.
Creating multiple ideas and combining them to general Concepts