G.J. Pasman
Please Note
12 records found
1
Unleashing creativity in people with Parkinson's disease
A pilot study of a co-designed creative arts therapy
BACKGROUND: Conventional medical management, while essential, cannot address all multifaceted consequences of Parkinson's disease (PD). This pilot study explores the potential of a co-designed creative arts therapy on health-related quality of life, well-being, and pertinent non-motor symptoms. METHODS: We conducted an exploratory pilot study with a pre-post design using validated questionnaires. Eight individuals with PD participated in the program. The investigated intervention was a 10-week creative arts therapy with weekly 90-120-min sessions, guided by three creative therapists. Participants were allowed to autonomously select from multiple creative media based on their personal preferences. Explored co-primary outcomes included health-related quality of life (PDQ-39), well-being (ICECAP-A), anxiety/depression (HADS), executive functioning (BRIEF-A), resilience/mental flexibility (FIT-60), and self-efficacy (GSES). We used paired sample t tests for pre-post analysis of the co-primary outcomes and Wilcoxon signed-rank tests for PDQ-39 sub-scores. We also included aesthetic responsiveness (AReA) and healthcare consumption (IMCQ adapted for PD) questionnaires reported as descriptive statistics. RESULTS: The results showed a significant reduction in anxiety and an increase in well-being. We also observed a slight improvement in cognitive functioning. Finally, we noted a reduction in healthcare consumption (fewer visits at neurologists, specialized PD nurses, and allied healthcare professionals). CONCLUSION: These findings cautiously suggest that our co-designed, multi-media creative arts therapy has the potential to increase well-being and reduce anxiety, while reducing healthcare consumption. These preliminary findings support the need for a larger, randomized controlled trial to explore the therapeutic potential of creative arts therapy in PD care.
Methods: We used a participatory design-based research approach. Fourteen individuals with PD, along with three creative therapists and three researchers, collaborated through iterative design cycles to co-develop a creative arts therapy intervention. Qualitative data were collected through interviews, group reflections, and ethnographic observations. Data were analyzed using reflexive thematic analysis.
Results: The co-creation process resulted in a 10-week creative engagement intervention delivered in a “creative playground” setting. Participants chose from multiple media and autonomously decided their creative activities. Guidance from the creative therapists was provided as needed to support individual engagement and guide reflection and learning processes. Narratives offered insights into the relevance of autonomy in care, the role of the arts, and the individuality of disease experience, resulting in seven key features of our intervention framework, which include (i) intervention structure (e.g., duration of the intervention and sessions), (ii) freedom in selection of creative media, (iii) environment as a creative playground, (iv) skills of creative therapists, (v) PD-specific considerations, (vi) financial considerations and logistics, and we list (vii) responsibilities of the Design Team.
Discussion: This study establishes an initial framework for a PD-specific creative arts therapy intervention designed as a creative engagement learning environment. Future research will focus on rigorously evaluating its effectiveness and exploring its scalability in diverse settings. ...
Methods: We used a participatory design-based research approach. Fourteen individuals with PD, along with three creative therapists and three researchers, collaborated through iterative design cycles to co-develop a creative arts therapy intervention. Qualitative data were collected through interviews, group reflections, and ethnographic observations. Data were analyzed using reflexive thematic analysis.
Results: The co-creation process resulted in a 10-week creative engagement intervention delivered in a “creative playground” setting. Participants chose from multiple media and autonomously decided their creative activities. Guidance from the creative therapists was provided as needed to support individual engagement and guide reflection and learning processes. Narratives offered insights into the relevance of autonomy in care, the role of the arts, and the individuality of disease experience, resulting in seven key features of our intervention framework, which include (i) intervention structure (e.g., duration of the intervention and sessions), (ii) freedom in selection of creative media, (iii) environment as a creative playground, (iv) skills of creative therapists, (v) PD-specific considerations, (vi) financial considerations and logistics, and we list (vii) responsibilities of the Design Team.
Discussion: This study establishes an initial framework for a PD-specific creative arts therapy intervention designed as a creative engagement learning environment. Future research will focus on rigorously evaluating its effectiveness and exploring its scalability in diverse settings.
One Step at a Time
Evaluation of a Step-By-Step Recipe Tool Designed for People with Dementia
for people with dementia, and added visuals helped with understanding the recipe. The level of initiative shown by the participants with dementia seemed to depend on the amount of trust shown by the caregiver. We found that collaboration between participants during cooking as facilitated by the tool was
enjoyable and highly suited for both at-home and meeting centre settings. We offer several suggestions for designing step-by-step tools and encourage facilitating more collaborative, non-intimidating activities for people with
dementia and their caregivers. ...
for people with dementia, and added visuals helped with understanding the recipe. The level of initiative shown by the participants with dementia seemed to depend on the amount of trust shown by the caregiver. We found that collaboration between participants during cooking as facilitated by the tool was
enjoyable and highly suited for both at-home and meeting centre settings. We offer several suggestions for designing step-by-step tools and encourage facilitating more collaborative, non-intimidating activities for people with
dementia and their caregivers.
Giving Form to Smart Objects
Exploring Intelligence as an Interaction Design Material
by the limitations of any prototyping technology. As such, it provides designers with ways to fully concentrate on the exact interplay between product and user within a specific context, resulting in believable and engaging scenarios that are rich of expressions and meanings. The main principles of Cinematic Prototyping are presented, followed by a description of its application in a design course.
An example case is used to illustrate its results. The paper concludes with a discussion of its strengths and weaknesses and its potential for improvement. ...
by the limitations of any prototyping technology. As such, it provides designers with ways to fully concentrate on the exact interplay between product and user within a specific context, resulting in believable and engaging scenarios that are rich of expressions and meanings. The main principles of Cinematic Prototyping are presented, followed by a description of its application in a design course.
An example case is used to illustrate its results. The paper concludes with a discussion of its strengths and weaknesses and its potential for improvement.
the concept of designing interaction styles. Consisting of four workshops of four hours each, the aim of the module was to have the students experience how they could go through a design process starting from the “how” rather than from the “what” or “why”. Throughout the module, video was consistently
used as the only means to document and present the results. Overall, the application of video turned out to be insightful as well as critical. Through creating, reviewing and improving their videos, students developed sensitivity for what is ‘wrong’ or ‘right’ when designing an interaction flow. Finetuning this flow, however, proved to be quite difficult, having to master both video and audio editing software to a considerable extent. Developing skills in preparing, shooting and processing video thus
turned out to be crucial, since these are required to get it ‘just right’. Currently we are therefore looking into options to create an exploration toolkit that would make the alignment and manipulation of video and audio more accessible. ...
the concept of designing interaction styles. Consisting of four workshops of four hours each, the aim of the module was to have the students experience how they could go through a design process starting from the “how” rather than from the “what” or “why”. Throughout the module, video was consistently
used as the only means to document and present the results. Overall, the application of video turned out to be insightful as well as critical. Through creating, reviewing and improving their videos, students developed sensitivity for what is ‘wrong’ or ‘right’ when designing an interaction flow. Finetuning this flow, however, proved to be quite difficult, having to master both video and audio editing software to a considerable extent. Developing skills in preparing, shooting and processing video thus
turned out to be crucial, since these are required to get it ‘just right’. Currently we are therefore looking into options to create an exploration toolkit that would make the alignment and manipulation of video and audio more accessible.
frame. Design Fiction and Critical Design, for instance, emerged as making activities that explore the near and the speculative future, respectively. We previously defined
Vision Concepts as a design-led technique that explores and communicates speculative futures. Even though Vision Concepts, such as long-term concept cars and
products, have been part of the industry since 1938, previous work has failed to identify and understand them from the design research perspective or compared
them with other speculative design techniques. This study intends to identify which spot Vision Concepts occupies within the landscape of design research. To that end,
we developed a multiple case analysis that includes examples of Vision Concepts, Design Fiction, and Critical Design. This paper will help design researchers identify the
similarities and differences between Vision Concepts and the other speculative design techniques and gain knowledge about when and why to apply this technique. ...
frame. Design Fiction and Critical Design, for instance, emerged as making activities that explore the near and the speculative future, respectively. We previously defined
Vision Concepts as a design-led technique that explores and communicates speculative futures. Even though Vision Concepts, such as long-term concept cars and
products, have been part of the industry since 1938, previous work has failed to identify and understand them from the design research perspective or compared
them with other speculative design techniques. This study intends to identify which spot Vision Concepts occupies within the landscape of design research. To that end,
we developed a multiple case analysis that includes examples of Vision Concepts, Design Fiction, and Critical Design. This paper will help design researchers identify the
similarities and differences between Vision Concepts and the other speculative design techniques and gain knowledge about when and why to apply this technique.