INDEX
- INTRODUCTION
Develop an innovative project that promotes active socialization among elderly individuals in day care centers, aiming to reduce the risk of dementia and improve their cognitive and emotional well-being.
The following is an illustration (annex I) that visually highlights the central concept we wish to convey. This image provides a precise representation of the key elements previously mentioned, carefully designed to ensure clarity and coherence. By presenting these elements visually, we aim to facilitate understanding of the main ideas and their relationships, helping to reinforce the core message we want to communicate.
Annex 1: Representation of the key elements of the project
With this illustration, we aim to highlight the importance of conducting a thorough and detailed analysis of the users targeted by the project. It is essential to understand their tastes, preferences, and lifestyles, as well as to identify the places where they live and how they interact socially, regardless of their age or generation. By delving into these aspects, we can better capture their needs, aspirations, and perspectives. Only with this level of understanding can we create a product that genuinely meets the specific expectations and requirements of its audience, providing a relevant and meaningful experience for each user.
2. CONTEXT:
Over time, it has become increasingly common for elderly people to attend day centers or move into nursing homes. These facilities offer specialized care, covering basic needs such as food, hygiene, and medical assistance, which is essential for those who require constant support.
Nursing homes and day centers go beyond fulfilling basic physical needs; they focus on creating a supportive and engaging environment that fosters the overall well-being of residents. Through organized social and recreational activities, these facilities aim to enhance residents’ quality of life by promoting emotional health and offering opportunities for meaningful interaction. By facilitating social engagement, elderly individuals are able to build and maintain connections, participate in group activities, and feel part of a larger community. This integration into a socially vibrant environment not only reduces feelings of isolation but also promotes a sense of purpose, companionship, and fulfillment, ensuring that the residents’ later years are spent in a space that values both their physical and emotional needs.

Annex 2: Illustrations of nurse homes
3. TARGET AUDIENCE:
Retired individuals frequently attend day care centers designed specifically to meet their needs. Therefore, the target users of this project should be elderly people who utilize these facilities. It is essential to recognize that these users may be experiencing a range of physical and cognitive conditions, which can vary widely among individuals. Consequently, our approach must take into account these diverse health considerations to ensure that the services and support we provide are tailored to enhance their well-being and quality of life. Understanding these factors will allow us to create a more effective and inclusive environment that addresses the specific requirements of this population.
Annex 3: Activities in a daycare center
Below, we describe the characteristics that the users we are targeting should possess.
Common characteristics:
- Age: Between 65 and 85 years old
- Health: They may face different mobility issues, cognitive decline, and various illnesses.
- Situation: Risk of isolation, low technological proficiency.
First person: José, 78 years old
- Age: 78 years
- Situation: Widower, lives alone in his home.
- Health: Moderate cognitive decline, hearing difficulties.
- Motivations: Stay mentally active and avoid loneliness. Enjoys conversations about history and politics.
- Feelings: Sometimes feels isolated due to the loss of close friends and family. Struggles to participate in group activities because of his hearing problem.
- Goal: Wants to keep his memory sharp and socialize with people his age.
Annex 4: A photograph of Jose
Second person: María, 72 years old
- Age: 72 years
- Situation: Married, lives with her husband.
- Health: Good physical health, slight cognitive decline.
- Motivations: Loves learning new things and participating in crafts or creative activities.
- Feelings: Feels that many activities are repetitive and seeks more dynamism.
- Goal: Keep her mind engaged and socialize, but in an active and stimulating way.
Annex 5: A photograph of Maria
Extreme person: Juan, 89 years old
- Age: 89 years
- Situation: Widower, lives with his son but spends his days at a daycare center.
- Physical Health: Extremely limited mobility, uses a wheelchair. Requires assistance for all daily activities.
- Cognitive Health: Advanced dementia; forgets names, faces, and is frequently disoriented. Sudden mood changes, difficulty speaking.
- Motivations: Although he barely interacts, moments of calm bring him a sense of well-being. Responds to sensory stimuli such as soft music or gentle touch.
- Feelings: Feels frustrated or anxious when he doesn’t understand his surroundings or struggles to communicate.
- Goal: Provide a calm and safe environment that allows him to relax and connect, even on a basic level, with his surroundings.
Annex 6: A photograph of Juan
4. MOODBOARD:
5. PRODUCTS INSPIRATION
This section aims to guide those who will be working on this project by providing examples of products that can inspire improvements and generate ideas aligned with our goals.
The ease of use of the product is essential for appealing to our previously defined users. Ultimately, we are working with older adults who may not have a high capacity for learning at their age. Acquiring new skills can be particularly challenging, especially when they have spent a lifetime learning in ways that differ from contemporary methods. Therefore, simplicity in design and functionality is crucial.
On the other hand, we want to emphasize that the product and the customer (older adults) must go hand in hand. They need to support each other in order to foster personal improvement. For example, consider the TACA-TACA (annex 8), a mobility chair designed to help elderly individuals with walking difficulties move more efficiently. In addition to assisting with mobility, it converts into a seat, allowing the user to sit down when they feel tired or need a break. Ultimately, this is what we aim for with our product: to create a friendship between the user and the product, ensuring that they complement and support each other in their daily lives.
Annex 7: Taca-taca
Another quality we would like the product to encompass is the ability to stimulate the minds of older adults. Cognitive stimulation is crucial for the mental and emotional well-being of seniors, as it can help maintain mental agility and prevent cognitive decline. Therefore, it would be ideal for our product to incorporate interactive elements, such as sounds, lights, and textures, that encourage active participation from the user. By integrating these sensory elements, we aim not only to enhance the usability of the product but also to contribute positively to the mental and emotional health of our clients. In this way, the product would become a tool that is not only functional but also enriching, stimulating curiosity and engagement, and helping our users stay active and connected.
To start defining our project and focus on the nursing home, considering aspects such as teamwork and the personal development of each resident, we believe that board games could be a good idea. Here are some examples that might be helpful:
- Scrabble:
This game consists of each player having a set of letters, which they must use to create words and connect them with those that other players have already placed on the table. In the image below, we can see an example
Annex 8: Srabble
2. Dominó:
This game consists of placing pieces one after another according to the number of dots on the game board. Each player has their own set of pieces, and the winner is the one who manages to place all their pieces. In the image below, we can see an example of the game board and the pieces.
Annex 9: Dominó
3. Parchís:
This other board game can be played with 2 to 4 players and consists of four colors, each with four pieces. Using a die, players move their pieces according to the number rolled, and the player decides which of their four pieces to move. If two pieces from different players land on the same square, one of them loses the piece and must return it to the ‘home’ square.
Annex 10: Parchís
4. Bingo
This game is a game of chance. Each player has a card with different numbers from 1 to 100. The game leader draws numbers randomly from a bag and calls them out loud. When the leader calls a number that you have on your card, you can mark it off. To win the game, you must mark off all the numbers on your card.
Annex 11: Bingo
6. CONCLUSION
In conclusion, the primary objective of your project should be to develop a comprehensive product proposal tailored for elderly individuals residing in care facilities. This type of product involves a variety of engaging activities, including tests, games, and challenges, that can significantly enhance the daily lives of these residents. These activities can be designed for both individual participation and group involvement, fostering essential values such as commitment, learning, teamwork, and cooperation among participants.
The core purpose of this initiative is to encourage socialization, which is crucial for combating isolation and can play a vital role in reducing the incidence of dementia among older adults. By creating an interactive environment where residents can engage in meaningful activities, we can help improve their cognitive functions and emotional well-being.
To further enhance the engagement of participants, the gamification framework could incorporate systems of scoring, rankings, rewards, and recognition. These elements will not only generate motivation but also instill a sense of belonging within the community, encouraging residents to interact with one another and build relationships. For instance, friendly competitions or collaborative challenges can help break down social barriers, making it easier for residents to connect and share experiences.
Additionally, it would be beneficial to explore various methods for collecting and presenting data that can enhance residents’ engagement and provide insights into their preferences and progress. This data-driven approach will enable facilitators to tailor activities to the unique needs and interests of each resident, ensuring a more personalized experience.
It is essential that all activities designed under this proposal are accessible, culturally sensitive, and adapted to the specific needs of the elderly population. This includes considering factors such as mobility, cognitive abilities, and cultural backgrounds. Moreover, integrating technology into these activities can greatly enrich the experience, providing innovative ways to engage residents and keep their minds active.
Furthermore, utilizing diverse resources can significantly enhance the participants’ experiences. For example, incorporating pets into the activities can offer therapeutic benefits and promote emotional connections. Involving family members can strengthen bonds and create opportunities for shared experiences. Organizing visits to local attractions or arranging connections with other residences can provide a broader social context, allowing residents to engage with a wider community.
By implementing this gamification proposal, we aim to create a vibrant, supportive environment that not only entertains but also enriches the lives of elderly individuals in care facilities, promoting their socialization and overall quality of life.
The product we want you to design
You will need to design a panel/keyboard with which elderly people can play board games more easily. This panel will include 5 or more interactive board games. You should also take into account possible disabilities and health conditions that elderly residents may experience. For example, the pieces should be large and easy to grasp due to the psychomotor challenges that seniors may face. You should avoid using small numbers or letters, as they might not be able to see them well; instead, you can use colors and sounds to facilitate gameplay, but keep in mind possible hearing and vision impairments. If any game would normally be played standing, it should be adapted to allow for play while seated. These are just a few examples of restrictions that the panel should include, but the more disabilities you consider, the better. You don’t need to develop the games from scratch; they can be traditional Chinese or Spanish board games adapted to the users’ needs.
This panel should be individual, meaning that although the game will be played collectively to encourage socialization and keep seniors active to reduce dementia, each senior will have their own panel to play together.
Hey there! I’m Yağmur from Team 10. I just wanted to say how much I loved your brief! The way you approached the topic is really unique, and it’s refreshing to see you tackle such an important problem. Your personas and moodboards are so helpful for imagining the problem and the solutions.
On a personal note, I played similar games with my grandfather during his time at the care facility. Those activities not only helped keep his mind engaged but also created beautiful moments of connection between us. I can’t wait to see the final outcome of your project! :))