Gamification: life after the stroke

This is a gamified todo list rewarding users for staying active. As the the new generation of people who have had stroke are used to smartphones and computers, we have new possibilities in terms of rehabilitation. 

 

BACKGROUND

40 Norwegians get stroke every day. Persons who have had stroke may struggle with paralysis, as well as cognitive problems in regards to concentration, memory, language and initiative to do activities. Rehabilitation is crucial. When coming home, it is hard for most to continue the physical and mental exercise, and some even become passive and isolated.

PROCESS

THE DESIGN IS BASED ON 16 HOURS OF USER INTERVIEWS, EXPERT INTERVIEWS, AND DESK RESEARCH: COMPARATIVE SOLUTIONS, GAMIFICATION, AND STROKE RELATED PROBLEMS.

 

Through the project, I also did research on how to design for those who have had stroke:


solution

 
 

As the user is getting better, more functionality is added:

This is how I imagine the app could be used over time. I also suggested a mentor service.

Thanks to members of the Norsk forening for slagrammede for all the help with my project, and the wine! 

The project was nominated for the Prize of Complexity and Holistic Approach at the AHO Works exhibition. Some findings and ideas from the project have been incorporated in Sunnaas work on welfare technology.