Petra Černe Oven, Barbara Predan 3/42 FOCUS: SERVICE AND INFORMATION DESIGN FOKUS: STORITVENO IN INFORMACIJSKO OBLIKOVANJE 1. FIELD 2. TITLE 3. AUTHORS HEALTH CARE A Set of Social Games for Senior Citizens with Dementia Breda Klančič, Brina Fekonja, Katarina Kranjc, 1. PODROČJE 2. NASLOV 3. AVTORJI Gregor Makovec, Urška Preis 4. STARTING POINT We chose to explore design solutions for the so-called ZDRAVSTVO Komplet družabnih iger za starejše osebe, obolele za demenco Breda Klančič, Brina Fekonja, Katarina Kranjc, Gregor Makovec, Urška Preis 4. IZHODIŠČA Izbrali smo si oblikovanje za tretje življenjsko obdobje third phase of life, and especially for senior citizens in v okviru tega bolnike z demenco. Zanimalo nas je, who show signs of dementia. We were interested in kako je mogoče lajšati in upočasnjevati razvoj bolezni, measures that might alleviate and slow the develop- pa tudi to, kako bi lahko zagotavljali pomoč svojcem ment of the disease and also in providing help to fam- oziroma negovalcem. Za izhodiščni cilj smo si zadali ily members and other caregivers. Our goal was to find najti rešitev, ki bo dementnim pomagala zaposliti in solutions that would help to keep people with dementia urediti miselne procese ter bo primerna za bolnike v engaged (both those living in nursing homes and those domovih in/ali v domačem okolju. still residing in the home environment) and to provide tools to help them organize their thought processes. 5. ANALIZE Raziskali smo kakovost življenja ljudi z demenco v domačem okolju in v domovih za ostarele. Primer- 5. ANALYSIS We researched the quality of life of people with de- jali in analizirali smo zavode in domove za ostarele mentia residing in both the home environment and in doma in v tujini. Preučili smo simptome bolezni in nursing homes. We compared and analyzed institu- njen potek. Poiskali smo primere rešitev za lajšanje tions and nursing and retirement homes in Slovenia bolezni, med drugim tudi primere različnih družabnih and other countries. We studied the symptoms of the dejavnosti (igre, glasba, ples, ustvarjalne delavnice, disease and their progress. We looked for examples of skrb za živali), ki pomagajo pri vzdrževanju ali solutions that alleviated the symptoms of the disease, izboljšanju stanja. Po izčrpni analizi sekundarnega including various social activities (games, music, gradiva smo odšli na teren. Med vsakim obiskom smo dance, creative workshops, caring for animals) that svoja opazovanja zapisovali ter beležili (v avdio in served to maintain or even improve the condition. video obliki). After an exhaustive analysis of secondary material, we went out into the field. After each of our visits, we Obiskali smo Zavod Papilot, v okviru katerega deluje noted and recorded our observations (in audio and Rozin vrt. V Rozinem vrtu izvajajo dnevne dejavnosti za video format.) starejše in obolele za demenco. Sodelovali smo pri telovadbi in vajah za spomin ter se pogovarjali z delovnimi 226 We visited the Papilot Institute, which operates Roza’s terapevtkami in osebami, obolelimi za demenco. Miselne Garden. Roza’s Garden offers daily activities for seniors igre so temeljile na verbalni ravni: smiselno nadalje- and patients with dementia. We participated in physi- vanje povedi, iskanje asociacij, spodbujanje pripove227 cal exercises and memory exercises, and held discus- dovanja. Med opazovanjem igre smo zaznali, da so bili sions both with therapists and people with symptoms udeleženci težko dalj časa osredotočeni. (sliki 1 in 2) of dementia. Mental activity games take place on the verbal level: continuing and completing sentences, looking for associations, encouraging people to tell stories. During our observation of these games, we noticed that participants had difficulty focusing for extended periods of time. (figs. 1 and 2) We also observed the closed ward for people with dementia in the Bokalce nursing home. During our Slika 1/Fig. 1 Slika 2/Fig. 2 visits, we became acquainted with the way of life there, the environment in which the patients live, the Ogledali smo si tudi zaprti oddelek za dementne v activities in which they engage, and the difficulties Domu starejših občanov Bokalce. Med obiskom smo encountered by both patients and caregivers. Caregiv- spoznali njihov način življenja, okolje, v katerem se ers at the home told us that people with dementia like gibljejo, dejavnosti in težave, s katerimi se srečujejo to work with their hands, which gives them a sense of bolniki in njihovi negovalci. Negovalci v domu so nam satisfaction and usefulness. To this end, workshops povedali, da osebe z demenco rade ustvarjajo z rokami, are organized, for example, to make little birds out of saj to v njih zbudi občutek zadovoljstva in koristnosti. paper or do simple tasks like sorting beans, shucking Zato organizirajo ustvarjalne delavnice, na primer corn, folding rags, and simple routine household work izdelovanje ptičkov iz papirja, ali pa preproste naloge, that reminds them of their past lives. Communication kot so prebiranje fižola, luščenje koruze, zlaganje krp through colours also proved to be extremely effective, in podobna rutinska gospodinjska dela, ki jih spomin- as was illustrated by the green bathroom door. Words jajo na njihovo preteklo življenje. Za izredno učinkovito and illustrations did not have the same communicative se je izkazalo tudi komuniciranje z barvo. Slednje effect. The green door solved the problem of people so zgovorno ilustrirala zelena vrata stranišča. Napis constantly asking and searching for the toilet. This in ilustracija nista delovala. Zelena barva vrat pa je made us think that colours could be an important fac- nenehno spraševanje in iskanje stranišča v celoti rešila. tor in design solutions for people with dementia. To nam je dalo misliti, da je lahko barva zelo pomemben dejavnik pri oblikovanju za osebe z demenco. 6. STAKEHOLDERS - The Papilot Institute Nina Živković, the director of the day care centre for senior citizens, and a group of ten visitors to Roza’s Garden. - Nursing Home, Ljubljana Vič-Rudnik, Bokalce branch 228 6. DELEŽNIKI Zavod Papilot - Nina Živković, vodja dnevnega centra za oskrbo starejših, in skupina desetih obiskovalcev Mirjam Režek, an occupational therapist Rozinega vrta Sergeja Krivic, an administrator Dom starejših občanov Ljubljana Vič - Rudnik, Branka Drobnič, a social worker enota Bokalce 229 - Spominčica (“Forgot-me-nots”) Mirjam Režek, delovna terapevtka Danica Simšič, the director of the Spominčica Asso- Sergeja Krivic, poslovna sekretarka ciation Branka Drobnič, socialna delavka Tina Ucin, a third-year student at the Faculty for Social - Spominčica Work Danica Simšič, direktorica društva Spominčica - Jožefa Fekonja, a person who has had dementia for Tina Ucin, študentka 3. letnika Fakultete za socialno delo five years - Jožefa Fekonja, oseba, ki se z demenco spopada - Gordana Makovec, a caregiver at the Dutovlje Institute že 5 let for Social Care - Gordana Makovec, negovalka v Socialno-varstvenem zavodu Dutovlje 7. SYNTHESIS OF On the basis of our analysis, we concluded that the fol- RESEARCH lowing activities are effective when dealing with people 7. SINTEZA Na podlagi analiziranih aktivnosti smo ugotovili, da with dementia: word games, creative workshops, and RAZISKANEGA dobro učinkujejo besedne igre, ustvarjalne delavnice communication through colours. As a logical exten- in komunikacija z barvo. Kot smiselna nadgradnja se sion, we started thinking about including sensual je ponudilo razmišljanje v smeri vključevanja čutnih perceptions (touch, vision, sound) with the aim of in- zaznav (tip, vid, zvok) s ciljem povečanega zanimanja creasing interest in participation, preserving attention, za sodelovanje, ohranjanja pozornosti in spodbujanja and stimulating associations. asociacij. 8. PROPOSED We created a set of social games using colours, 8. PREDLAGANE Na temelju barve, oblike in teksture smo zasnovali SOLUTIONS shapes, and textures for elderly people with symp- REŠITVE komplet družabnih iger za starejše osebe, obolele za toms of dementia. The purpose of the games was to demenco. Namen kompleta iger je v krepitvi spomina strengthen memory, to stimulate mental connections ter spodbujanju miselnih povezav prek asociacij in through associations and narrative, and to foster so- pripovedovanja, s ciljem večje socialne povezanosti cial links between the players. The set of games could med igralci. Komplet iger bi lahko uporabljali v domo- be used both in retirement homes and in the home vih za ostarele ali v domačem okolju. Število igralcev je environment. The number of players is flexible, from mogoče prilagajati od ene osebe do poljubnega števila. one person to any number of people. All of the games Vse igre pa zahtevajo pomoč delovnega terapevta oz. require the assistance of an occupational therapist or skrbnika, ki usmerja potek igre, saj je ta najuspešnejša, caregiver who directs the flow. The games will be most če se jo da prilagajati glede na osebne lastnosti igralca successful if they are adapted to the specific qualities (njegovo zgodovino, njegove sposobnosti, stopnjo of individual players (their history, abilities, the stage bolezni itd.). Oblikovali smo naslednje igre: of the disease, etc). We designed the following games: 1. Dementni, spomni se 230 1. Memory Parcheesi Dementni, spomni se izhaja iz igre Človek, ne jezi Memory Parcheesi derives from the game Parcheesi. It se. Sestavljajo jo igralno polje, figurice in škatla consists of a playing board, playing pieces, and boxes z različnimi predmeti (čevelj, podkev, jabolko ... – 231 with different objects inside (shoe, horseshoe, apple – poljubne stvari, ki jih imamo doma). ordinary objects people have at home). Način igranja: igralci iz škatle izvlečejo predmet in How to play: players take an object from the box and s pomočjo asociacij naštevajo besede v povezavi z list words that they associate with the chosen object. izbranim predmetom. Kolikor besed naštejejo, za toliko The player is allowed to move their playing piece ahead polj se na igralnem polju pomaknejo naprej (če ne the same number of spaces as the words they have naštejejo nič, se naprej pomaknejo le za eno polje). listed. (If the player is unable to come up with any Primer: igralec izvleče podkev in pove: konj, žebelj, words, they are allowed to move their piece ahead one kovač. Na igralnem polju se pomakne za tri polja space.) naprej. (sliki 3 in 4) Example: the player pulls out the horseshoe and says: horse, nail, blacksmith. The player is allowed to move their piece forward three spaces. (figs. 3 and 4) 2. Flash card game A set of cards with pictures of different themes. For example: crafts/professions (photographs of a cobbler, fruit grower, baker, glassmaker, seamstress, etc.), traditions and rituals (wedding, harvest, Mardi Gras, etc.), hobbies (dancing, lawn bowling, knitting, etc.). Slika 3/Fig. 3 Slika 4/Fig. 4 How to play: players choose pictures with the same theme and try to remember things related to this 2. Igra s sličicami theme. Set kartic s sličicami različnih tematik. Na primer: Example: Tanya selects a picture of an apple. Her task obrti/poklici (fotografija čevljarja, sadjarja, peka, is to list the number of dishes that can be made from steklarja, šivilje ...), običaji in navade (poroka, pust, apples. If she selects the picture of apple strudel, trgatev, martinovanje …), hobiji (ples, balinanje, she should list the ingredients, or pick out from other pletenje …). flashcards the ingredients and items she needs to Način igranja: igralci zbirajo sličice z isto tematiko in prepare this dish. na izbrano temo obujajo spomine. Primer: Tanja ima sličico, na kateri je jabolko. Njena 232 3. Searching for pairs – touch naloga je, da našteje jedi iz jabolk. Ob sličici jabolčnega We created a set of geometric figures: a circle, a zavitka mora našteti sestavine ali pa med danimi square, and a triangle. We made the figures from sličicami izbere tiste, ki jih potrebujemo za pripravo various materials with an emphasis on interesting zavitka. textures: fabric, wood, leather, cardboard, etc. 3. Iskanje parov – tipanje How to play: players select tiles of either the same Imamo nabor geometrijskih likov: krog, kvadrat in material or the same shape. For example, they could trikotnik. Liki so narejeni iz različnih materialov, s be asked to find a leather triangle or a cork circle. poudarkom na teksturi: tekstil, les, usnje, karton itd. 233 Other variations of the game might include selecting Način igranja: igralci zbirajo ploščice istih materialov all the tiles of the same material, for example all the in oblik. Iskali bi na primer usnjena trikotnika ali plu- cardboard tiles, or all the tiles of the same shape – for tovinasta kroga. V drugi varianti zbirajo ploščice iz istih example, all the squares. materialov, na primer vse ploščice iz kartona, ali enake Example: there are many figures in different shapes. oblike, na primer vse kvadrate. Players reach into the box and search for pairs without Primer: v škatli so ploščice različnih oblik. Igralci se- looking. gajo v škatlo in iščejo pare, ne da bi gledali v škatlo. 9. TESTING IN We made prototypes of the described games and test- 9. PREIZKUŠANJE Izdelali smo prototipe opisanih iger in jih v praksi pre- PRACTICE ed them at the Papilot Institute and the nursing home V PRAKSI (ALI izkusili v Zavodu Papilot in v Domu starejših občanov (OR SIMULATED in Bokalce. The results of the tests were extremely SIMULIRANA Bokalce. Rezultati testiranja iger so bili izredno TESTING) AND positive and participants were very enthusiastic. The PREIZKUŠNJA) IN pozitivni, sodelujoče so igre zelo pritegnile. Nam pa je POTENTIAL testing period allowed us to see certain flaws that POTENCIALNO testiranje omogočilo prepoznanje določenih pomanj- MEASUREMENT resulted in the games not progressing as anticipated. MERJENJE kljivosti, zaradi katerih igra ni potekala tako, kot smo OF EFFECT This guided us in making improvements to the games: UČINKA si jo v izhodišču zamislili. Slednje nas je vodilo do izboljšav in nadgradnje iger: 1. The board game (formerly “Memory Parcheesi”) - The colours on the playing board turned out to be too similar to one another (for example, light and dark green). - To make it easier to move the pieces over the board, we made bigger spaces. We put velcro on the bottom of the pieces (fig. 5) and painted one side in a single colour, and the other side different colours. This made it possible to play dominoes or ordering games. The spaces could be combined however people wanted and adapted to the number of players and the difficulty of the game. - Because the participating players often wondered Slika 5/Fig. 5 where the dice were (probably from habit), we decided to include a set of dice in the game set. A throw of the dice dictated the number of associations on the selected theme. 1. Igra z igralnim poljem (prej dementni, spomni se) - Barve na igralnem polju so se izkazale za preveč podobne med seboj (npr. svetlo in temno zelena). - Za lažje pomikanje figuric po ploskvi smo polja ode- 2. Flash card game 234 belili. Oblepili smo jih z ježki (slika 5) in na eni strani - In some cases, the pictures proved to be unclear and obarvali enobarvno, na drugi pa v različne barve; tako consequently difficult to understand. We decided to smo omogočili igranje domin ali igro zlaganja. Polja bi 235 find and create very clear pictures and thus increase recognition. It also was troubling to the players to have pictures of different dimensions, so we made them lahko poljubno sestavljali in tako prilagajali glede na število sodelujočih in zahtevnost igre. - Ker so sodelujoči med igranjem pogrešali igralno uniform. Finally, we chose matte lamination because kocko (najverjetneje iz navade), smo se odločili, da jo reflective surfaces were not suitable. vključimo. Met kocke lahko diktira število asociacij na - Because the flash cards proved to be useful in various izbrano temo. games, the themes began to get repetitive (the first player got the horseshoe, the second the blacksmith, 2. Igra s sličicami the third the hammer). We decided that before the - Izbrane sličice so se v nekaterih primerih izkazale za games started, it made sense to arrange the cards nejasne in posledično težko razumljive. Odločili smo by theme, and that we should also add more themes se, da poiščemo in pripravimo izčiščene sličice in tako (sports, food, historical events, etc). Also, the game povečamo stopnjo prepoznavnosti. Za moteče so se should allow therapists to add their own themes, izkazale tudi različne dimenzije sličic, zato smo jih which would make it even more personalized. Finally, poenotili. Spremenili smo tudi tip plastifikacije (sijajna we should coordinate the cards with the pair-finding game and so make it possible to combine materials and pictures. zaradi odseva ni bila primerna). - Ker so se sličice izkazale za zelo uporabne pri različnih igrah, so se teme začele ponavljati (prvi je dobil podkev, drugi kovača, tretji kladivo). Odločili smo se, 3. Searching for pairs – touch - It turned out that searching for pairs with closed eyes da jih pred začetkom igre smiselno razvrstimo po temah, hkrati pa dodamo več tem (od športa do hrane, was too difficult. Rummaging through the box also zgodovinskih dogodkov itd.). Hkrati smo omogočili, proved to be too difficult. Through the testing process, da sličice dodaja tudi terapevt, s čimer se lahko igra we discovered that the game progressed better if all of še bolj personalizira. Sličice smo uskladili tudi z igro the tiles were arranged on the table. iskanja parov in tako omogočili kombiniranje materiala - While playing the game, the participants would turn s sličico. over the tiles. Because the tiles were all white on the underside, the game became unstimulating and the participants stopped looking for pairs. We decided to make new tiles with both sides covered with the prezahtevno. Tudi brskanje po škatli je bilo pretežko. material. Prek preizkušanja se je izkazalo, da je za začetek - Because we had glued fabric onto a hard surface, it was not recognized as textile by the participants, but rather igranja najbolje, če so ploščice razporejene po mizi. - Med igranjem so sodelujoči ploščice tudi obračali. Ker was seen as only colour and pattern. We matched the so bile na zadnji strani vse ploščice bele, so vajo pre- backgrounds surfaces to the materials, for example, hitro poenostavili in nehali iskati pare. Posledično smo gluing paper onto wood, or fabric onto felt. - We also noticed that one player began to make her own puzzle out of the shapes (she developed her own 236 3. Iskanje parov – tipanje - Izkazalo se je, da je iskanje parov z zaprtimi očmi v novi različici like z obeh strani oblekli v material. - Ker smo v izhodišču blago nalepili na trdo podlago, ga niso prepoznali kot tekstil, temveč so v njem videli 237 game). We noticed that when putting the tiles back le barvo in vzorec. Materiale smo glede na njihove into the box, participants tended to sort the figures značilnosti nalepili na leseno podlago (npr. papir) ali by geometric shape. It was interesting that they didn’t filc (npr. blago). know what denim was, and that wool was also too - Opazili smo še: da je ena igralka iz likov začela zlagati difficult to recognize (we will switch it with a knitted sestavljanko (razvila je svojo igro); med pospravljan- fabric in the future). jem v škatlo so ploščice pospravljali glede na geometrijski lik; zanimivo je bilo, da jeansa niso poznali, pri prepoznavanju je bila prezahtevna tudi volna Additional observations: (zamenjali jo bomo s pletenino). - Music, singing, and recitals seemed to play an important role in the lives of people with dementia. These preferences should be considered as we continue to Dodatna opažanja reflect on possible games. - Pomembno vlogo v njihovem življenju imajo glasba, - The players need a lot of direction and stimulation from occupational therapists. They are unable to play petje in recitali. Smiselno bi bilo razmisliti tudi v tej smeri. on their own. - Potrebujejo veliko usmerjanja in animiranja delovne terapevtke. Samostojno ne morejo igrati. 10. FUTURE PLANS In order to achieve the best possible results, we are going to design new versions of the games and test 10. NAČRTI ZA V želji, da bi dosegli čim boljše rezultate, bomo pre- them again in practice. NAPREJ oblikovane verzije ponovno preverili v praksi. Komplet družabnih iger bomo v nadaljevanju opremili We are going to continue working on materials and z gradivi in navodili, kako igre razvijati in še dodatno instructions for our set of games, focusing on how personalizirati, prilagajati uporabnikom/igralcem. Per- to develop the games, personalize them more, and sonalizacijo bi lahko opravili tako domači, ki skrbijo za adapt them further to the users/players. The process osebo z demenco, kot tudi terapevti v domovih. Tako of personalization can also be undertaken by family bi s kompletom iger dosegli tako tiste v domači oskrbi members and caregivers involved in the care of people kot vse v domovih za starejše. with dementia, as well as by occupational therapists in retirement homes. In such a way, the games could be Med študijo in delom smo tudi ugotovili, da imajo suitable for both people in home care and those living otroci in starejše dementne osebe podobne misel- in retirement homes. ne sposobnosti in tudi nekatere vzorce obnašanja. Opažanje je porodilo idejo o medgeneracijskem centru. 238 During our research and fieldwork, we discovered that Program bi temeljil na povezovanju otrok (3–7 let) children and elderly people with dementia had similar in starejših, obolelih za demenco (začetne stopnje). mental capabilities and patterns of behaviour. This ob- Center bi otrokom in starejšim omogočal druženje ob servation gave rise to the idea of an intergenerational različnih aktivnostih v skupnih prostorih. Aktivnosti bi centre. The program would bring together children bile namenoma strukturirane tako, da bi bile primerne (from three to seven years old) with elderly patients za obe skupini in skupno druženje. Zamislili smo si 239 suffering from dementia (early phase). The centre would offer children and elderly people the opportunity to socialize and engage in activities in a common space. Activities would be specifically structured for both groups and for social interaction between them. A number of activities come to mind: visual art and music, housework, social games, handicrafts, the narration and reading of stories. Expert staff – occupational therapists and childcare specialists – would coordinate all activities. Various volunteers – students, other retired people, the unemployed – could assist them. They would all go through a short training course before beginning work there. The volunteers would find an active use for their free time, and at the same time Slika 6/Fig. 6 be performing socially useful work. They would also be symbolically rewarded for their work, for example, with različne aktivnosti: likovne in glasbene dejavnosti, gos- a free lunch, lower expenses for living in the home (for podinjstvo, družabne igre, ročna dela, pripovedovanje retirees and students), tickets to the movies, thea- in branje zgodb. Celotno dogajanje bi koordiniralo tre, and other cultural events. The intergenerational strokovno osebje – delovni terapevti in vzgojitelji. Hkrati centre would encourage socializing (fig. 6), socially bi jim pomagali različni prostovoljci: študenti, ostali useful work, learning, the transfer of knowledge and upokojenci, brezposelni. Vsi bi morali pred začetkom experience, and feelings of importance, and also fun. dela opraviti kratek uvajalni tečaj. Prostovoljcem bi delo The results and the life in the community would be omogočalo aktivno preživljanje prostega časa (slika connected to the local environment. The results of the 6), hkrati pa bi na ta način opravljali tudi družbeno activities would be presented at (sales) exhibitions, koristno delo. Za delo bi bili tudi simbolično nagrajeni. concerts, and social events such as storytelling. Na primer: brezplačno kosilo; nižji stroški za bivanje v domu (za upokojence, študente); vstopnice za kino, gledališče in druge kulturne dogodke. Medgeneracijski center bi torej spodbujal druženje, družbeno koristno delo, učenje, prenos znanja in izkušenj, občutek pomembnosti in tudi zabavo. Rezultate in življenje v skupnosti bi povezali tudi z lokalnim okoljem. Rezultate aktivnosti bi predstavljali na (prodajnih) razstavah, koncertih in družabnih dogodkih – pripovedovanje zgodb. 240 241
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