Life Enrichment for People Living With Dementia

Life Enrichment for People Living With Dementia

Life Enrichment for People Living With Dementia

Overview

The Memory Care Experience Station (MCES) is a large scale interactive experience.

Made for people with mid-to-late stage dementia, it provides engaging experiences via bespoke multi sensory content.

The first iteration is currently deployed and being used by the residents of the San Francisco Campus for Jewish Living.

My Role

I joined the team as an Interaction Designer to research, design, and prototype interactive multi-sensory experiences, and refine the UX of the digital content library.

Duration: 18 non-consecutive months

Experience Design
UI & Design Systems
Prototyping
Research

Results

Created engaging experiences with strongly positive feedback from residents, and made the digital content library more relevant to user needs and easier to develop.

Team

Maria Mortati - Principal Designer

Scott Minneman - Technical Architect

Hridae Walia (Me) - Interaction Designer

Many others! - (Facility staff, student designers)

Deliverables

High Fidelity Wireframes

Mid Fidelity Physical Prototypes

Research Reports

Experience Diagrams

Tools

Figma

Arduino

C++, JS, HTML

Awards & Recognition

Fast Company

The Station was a finalist in Fast Company’s 2022 World Changing Ideas Awards, under the experimental category.

SCAN Foundation

The foundation created an honorable mention category for the project, recognizing organizations that have embraced the principles of human-centered design.

Leading Age, California

Finalist in the Innovation Showcase, which recognizes ideas that include evidenced-informed technologies, and improving quality of life for older adults.

The Challenge

Create Life Enriching Experiences for People With Mid to Late Stage Dementia at a Memory Care Facility

Create Life Enriching Experiences for People With Mid to Late Stage Dementia at a Memory Care Facility

The San Francisco Campus for Jewish Living aimed to improve the quality of life for residents living with mid to late stage dementia. They also wanted to create an experience that would attract new customers and bolster their image as a forward thinking memory care facility.

People living with mid to late stage dementia often lack engaging and stimulating experiences, leading to isolation, boredom, and other behavioral challenges, which ultimately result in a decreased quality of life. Effects can result in not only the residents but their families being affected too.



Key Constraints

Sensitive Population

Due to the sensitive conditions of people living with Dementia and their environment, we did not have immediate access to them. We worked around this restriction by testing internally and evaluating it against our research and design principles, until we were able to test a higher fidelity version with residents.

Usage by Proxy

The population we were designing for were not able to setup and initiate the experience themselves, so it had to be designed to be used and maintained by staff.

The Approach

Initial Research & Exploration

Exploring design considerations for people with Dementia, evaluating possible technologies, conducting competitor analysis, creating a research database.

Prototyping & Experimentation

Taking learnings and design principles from initial research to create and explore low fidelity prototypes.

Internal Evaluation & Testing

Testing prototypes internally to evaluate their usability, effectiveness, and viability before they are ready for testing with residents.

Refine Prototypes

Solidifying prototypes so they can work with the station in a 'plug and play' capacity, and ensuring they can survive on-site testing.

Test & Implement

Observing residents as they try experiences using the newly developed prototypes, with facility staff operating the experiences alongside residents.

Digital Library Creation

Once the station had a set collection of content and regular bookings, we developed a digital content library to accompany it. Process: Iterate, Test, Refine, Test, Hand-off

Initial Research & Exploration

Understanding the Stages of Dementia

The residents who we were designing for were mostly at the mid to late stages of Dementia, so it was important to learn about their quality of life, behaviors, and accessibility considerations. I was directed to the Reisberg Scale to understand these stages.

On this scale, our target audience lie between stages 4 and 6. Key characteristics of this population are;

  • Memory deficiencies

  • Desensitivity to stimuli

  • Difficulty concentrating

  • Difficulty socializing

  • Behaviors can be similar to children with Autism

Another key point to understand was that this project was meant for life enrichment, not attempting to cure Dementia in any way (which at the moment is not possible).

Researching Multisensory Experiences

Building off our insights from the stages of Dementia, we wanted to research the efficacy of (multi) sensory experiences for people with Dementia, Autism, and in general.

Key sensory stimuli were;

  • Scent - Strongly connected to memory

  • Touch - Can facilitate immersion and a sense of presence

We also explored potential implementation techniques

  • Diffusers - I researched the use of diffusers for controlling and emitting scent according to content displayed on screen

  • Ultraleap Haptics - I explored the capabilities of the Ultraleap Ultrasonic Haptic device by trying its demo content, and attempting to make my own demos. It was not a good fit because the tactile feedback was not strong enough, and the small surface area made it difficult to implement.

Slide from a tech review document I prepared
Playing around with the Ultraleap demos

Evaluating the Potential of AR/VR

The leadership of the SFCJL were also curious about AR/VR and wanted us to explore its use for the project.

As an AR/VR enthusiast, I used my expertise to research existing immersive technologies and analyzed their application through primary and secondary research.

Since we were dealing with a sensitive population, our research showed that Virtual/Augmented Reality solutions were not suitable.

People with mid to late stage Dementia have difficulty concentrating and struggle with memory. The inclusion of a virtual reality would further disconnect them from their reality and cause confusion or even harm.

I synthesized my findings into a slide deck comparing different immersive and interactive devices.

Slide comparing active/passive interaction with level of immersion

Synthesizing Research & Defining Principles

I also used our learnings of the problem space and the facility to create an Ecosystem Diagram to map out how different stakeholders would interact with our solution, and how it exists within the SFCJL facility.

Our research led us to form design principles that would serve as guides throughout the product development process.

Adaptive

Safe

Social

Rich

Screenshot of the research database I helped create & maintain
Ecosystem diagram I created

Interval

Fast Forward

After the initial research was complete, I took a break from the project and worked at another role for a year while Maria Mortati and Scott Minneman built the actual station.

The first iteration of the station featured immersive and socially rich experiences, with multisensory output including scent, sound, haptics, and touch.

I rejoined the project in 2023 when they needed the station to have more interactive, and immersive experiences. While also building off some of the ideas that had been worked on before.

Another key consideration for designing for the newer experiences was how they could be used independently. Primarily experienced by residents while being operated and maintained by the SFCJL staff.

This challenge was one I was very excited to tackle.

Iteration 1 of the MCES (2021)

Output

Cat Interactive Experience

Challenge

Creating more interactive, immersive, and personal experiences for the residents that can be easily set up.

A resident using the cat experience, assisted by facility staff

My Input

A key insight uncovered during our research was that people with autism and people with mid to late stage dementia have similar needs when it comes to sensory stimulation.

I took inspiration from a sensory product meant for children with autism that we were experimenting with, and created an interactive cat petting experience!

The experience uses pressure sensors embedded in a stuffed cat toy to detect when its being pet, and outputs an immersive cat petting video that includes the deep bass of cat purrs. The experience features haptic feedback through the inclusion of LFEs (Bass Emitters).

Why cats?

I used cats as the basis for this experience because the theme enabled the experience to combine tactile feedback (petting), haptics(purring), and immersion(cat video) in a natural way. Plus I like cats, and so do a lot of the residents.

How did I make it easy to set up?

With this project I needed to think about final implementation throughout the process, I made sure I used replicable components where applicable (Bass Emitters, stuffed cats, audio interface) and only made custom designs when needed (like the arduino code and setup)

A key insight uncovered during our research was that people with autism and people with mid to late stage dementia have similar needs when it comes to sensory stimulation.

I took inspiration from a sensory product meant for children with autism that we were experimenting with, and created an interactive cat petting experience!

The experience uses pressure sensors embedded in a stuffed cat toy to detect when its being pet, and outputs an immersive cat petting video that includes the deep bass of cat purrs. The experience features haptic feedback through the inclusion of LFEs (Bass Emitters).

Why cats? I used cats as the basis for this experience because the theme enabled the experience to combine tactile feedback (petting), haptics(purring), and immersion(cat video) in a natural way. Plus I like cats, and so do a lot of the residents.

How did I make it easy to set up? With this project I needed to think about final implementation throughout the process, I made sure I used replicable components where applicable (Bass Emitters, stuffed cats, audio interface) and only made custom designs when needed (like the arduino code and setup)

A key insight uncovered during our research was that people with autism and people with mid to late stage dementia have similar needs when it comes to sensory stimulation.

I took inspiration from a sensory product meant for children with autism that we were experimenting with, and created an interactive cat petting experience!

The experience uses pressure sensors embedded in a stuffed cat toy to detect when its being pet, and outputs an immersive cat petting video that includes the deep bass of cat purrs. The experience features haptic feedback through the inclusion of LFEs (Bass Emitters).

Why cats? I used cats as the basis for this experience because the theme enabled the experience to combine tactile feedback (petting), haptics(purring), and immersion(cat video) in a natural way. Plus I like cats, and so do a lot of the residents.

How did I make it easy to set up? With this project I needed to think about final implementation throughout the process, I made sure I used replicable components where applicable (Bass Emitters, stuffed cats, audio interface) and only made custom designs when needed (like the arduino code and setup)

  • Experimenting with the texture toy and pressure sensors
  • Trying to attach synthetic fur on an arcade button
  • I had to do horrible things to get those sensors in there… sorry kitty.
  • Attaching small LFEs to the cat platform and testing them with an audio amplifier
  • BIG CONSTRAINT: THE DOG WANTED TO EAT MY PROTOTYPE!
  • Solidifying all the wiring for the prototype so its ready for on-site testing

Outcome

Key points of feedback we got for improvements were;

  • People wanted to pick up and hold the cats (how did we not think of that)

  • The platform could be more comfortable

Residents that we tested this experience with were engaged throughout their session, as they enjoyed petting the cats. The experience quickly became a part of the regular library of experiences available to the residents.

Accessible Haptic Feedback

Challenge

A key finding was the effectiveness of haptic feedback and it's ease of implementation. At the time, Scott Minneman had created a physical platform for providing haptic feedback for the residents. But many of the residents were wheelchair users, and the form of the platform made it impossible for them to experience it.

I needed to adapt the large platform into a form that could be easily accessible for wheelchair-using residents.

The station with the original haptic feedback platform under the chair
A resident using the new version of the haptic feedback platform

My Input

the platform needed to be much smaller, so I explored using fewer haptic emitters since the original platform was using 4. I experimented with using 1 large LFE (Low Frequency Emitter/Bass Shaker), which would allow for a stronger haptic sensation, and use less surface area at the cost of more power and height.


I also experimented with taking the existing smaller LFEs and using only 1 of them on a foot rest.


Using a foot rest was a key decision as it allowed the user to feel the haptics without having to climb on it in any way. The cost was that the haptic sensation would not spread as much since it was focused on fewer points.

A key insight uncovered during our research was that people with autism and people with mid to late stage dementia have similar needs when it comes to sensory stimulation.

I took inspiration from a sensory product meant for children with autism that we were experimenting with, and created an interactive cat petting experience!

The experience uses pressure sensors embedded in a stuffed cat toy to detect when its being pet, and outputs an immersive cat petting video that includes the deep bass of cat purrs. The experience features haptic feedback through the inclusion of LFEs (Bass Emitters).

Why cats? I used cats as the basis for this experience because the theme enabled the experience to combine tactile feedback (petting), haptics(purring), and immersion(cat video) in a natural way. Plus I like cats, and so do a lot of the residents.

How did I make it easy to set up? With this project I needed to think about final implementation throughout the process, I made sure I used replicable components where applicable (Bass Emitters, stuffed cats, audio interface) and only made custom designs when needed (like the arduino code and setup)

A key insight uncovered during our research was that people with autism and people with mid to late stage dementia have similar needs when it comes to sensory stimulation.

I took inspiration from a sensory product meant for children with autism that we were experimenting with, and created an interactive cat petting experience!

The experience uses pressure sensors embedded in a stuffed cat toy to detect when its being pet, and outputs an immersive cat petting video that includes the deep bass of cat purrs. The experience features haptic feedback through the inclusion of LFEs (Bass Emitters).

Why cats? I used cats as the basis for this experience because the theme enabled the experience to combine tactile feedback (petting), haptics(purring), and immersion(cat video) in a natural way. Plus I like cats, and so do a lot of the residents.

How did I make it easy to set up? With this project I needed to think about final implementation throughout the process, I made sure I used replicable components where applicable (Bass Emitters, stuffed cats, audio interface) and only made custom designs when needed (like the arduino code and setup)

  • Back side of the original haptic platform
  • Using the small LFE on a foot rest
  • Large LFE for reference
  • The large LFE attached to the new footrest

Outcome

Key points of feedback we got for improvements were;

  • Some wanted more powerful haptic feedback

  • Desire for a more adjustable platform

This prototype was so much fun to use, I kept one of them for myself and continue to use it for games and entertainment, it just works with anything.

MCES Digital Content Library

Challenge

As the MCES matured, the need for a library system arose. With more residents becoming regular users of the system, they needed a system that could track their interests and provide a personalized library.

My Input

Principal designer Maria Mortati had consulted a group of students from CCAs MDes program to design the first iteration and lay the foundations for this part of the project. I was involved when they handed the design off to Maria, and we had to solidify the design and hand it off to a developer for a functioning site.

Solidifying

The student group did a great job in laying out the foundation of the web app, with coherent IA and page layouts. But the prototype needed an easy to implement design system, and a more streamlined user flow.

We wanted to strip the web app down to its core components, the resident profiles (with their content preferences), and the experience library (personalized playslists for each resident)

Simplifying the design system

The first thing I did was change the type system from the custom font that the students used, to an easily available Google Font so that the developer could have easy access.

I also cut down on the amount of colors used in the UI, to simplify the functionality they convey.

Implementation & On-Site Testing

The Combined Experience

A lot of time was spent on solidifying the experiences we put together.

That means it needed to connect with the rest of the station in a plug and play capacity, and needed to be able to withstand a liiitle bit of abuse.

A resident using the haptic footrest with a driving experience that has the resident play a racing game using a Logitech Racing Wheel.

An Unexpected Finding!

While putting together a racing experience we just had the residents play a 'practice race' becuase we wanted to evaluate the sensation of driving with the haptic footrest. But we did not designate a goal for the racing experience.

The resident enjoyed the experience, and was energetic and active. But he refused to leave.

At first, I was so happy that a resident enjoyed an experience so much they did not want to leave. But the lack of a well defined ending meant that the resident did not know it had ended, and was frustrated we were taking it away from him. Which relates to our key early finding;

People with mid to late stage Dementia can have similar behaviors to children with Autism

Next Steps

My involvement in the project is largely over, it's currently in the final stages of being handed off to the SFCJL for continued use, headed by Maria Mortati and Scott Minneman. I'm currently working with Maria Mortati in making the haptic footrest and cat experience into independent products. I also want to help write a paper for this project that helps establish design principles and advocates for more design intervention in this space.

Reflection

Older humans are a severely underserved population, with or without Dementia. This project really fueled me to pay more attention to their needs and how we may address them.

This is the best project I have ever had the privilege to work on, and it changed the way I think about my future and how designers can create impact. I've always been a designer that loves to work in a hands-on capacity, screens, toys, games, physical form, all of it. This was a unique chance to stretch all my skills and have the independence to create objects from scratch, as challenging as that is.