This is the shooting script we have written. We hope you can draw inspiration from this script. If you have better ideas, you can create product usage videos based on your own ideas.

This is the shooting script we have written. We hope you can draw inspiration from this script. If you have better ideas, you can create product usage videos based on your own ideas.

Hi team 16! Hope you’re having a smooth week. We’ve reviewed the feedback you sent this week and adjusted the report accordingly—We presented our revised design plan in the previous post.you can find the revised version in the previous blog post. By the way, I heard some parts of Spain are getting a bit cooler lately—don’t forget to keep warm! Let’s stay in touch for any follow-ups.
Subsequently, our final scheme will be fully presented below, including core design logic and implementation steps.

(Design Scheme Display Board)

Based on the core advantages of the intelligent voice interactive device, wehave constructed the “operation entrance” of the device. We retain thefriendly “rounded shape + soft color” design to avoid a mechanical feelintegrate three core functions: voice control, large-screen interaction, andhealth reminders, supporting voice commands such as “turn on theprojection” and “initiate a family game” to adapt to elderly users with handtremors or decreased eyesight. Meanwhile, we retain safety functionsincluding emergency calls, medication reminders, and fall detection, pairedwith feedback bar light prompts (e.g., flashing for family calls, greenreminders for medication times) to ensure intuitive and easy-to-understandinformation delivery.
【During remote interactions, sychronous gameplay is enabled throughprojection + voice control (e.g., grandchildren initiate the game, and elderlyusers voice commands like “place the piece” to make moves).】

Integrating the portability and projection interaction advantages of the mini.projection companion necklace, we have designed a “rotatable projectionmodule” it can be worn as a lightweight necklace (weight ≤ 5og, adjustablechain length) in daily use (the chain is composed of a charging cable tointegrate with the product’s shape), and can also magnetically connect withdevices such as mobile phones to project game interfaces, family photos, olvideo call screens. Addressing the pain points of the original projectionscheme, we have optimized it to “low-power mini-projection + automaticbrightness adjustment” to solve the issues of visibility and battery life.Additionally, it can be charged with mobile phones, magnetic power banksand other devices, eliminating battery anxiety and achieving dual-scenariocoverage of “fixed desktop use + mobile portable connection”

Form Design: Balancing Stability and Portability
The main device features a rounded shape with a non-slip base at thebottom, ensuring stable placement on desktops. A magnetic interface on theback connects to other external rechargeable modules, which can be rotatedinto a necklace form to meet on-the-go carrying needs. Additionally, thenecklace clasp of the charging cable module adopts a “magnetic + buckle”dual-fixation design, avoiding the risk of bumps and accidental detachment.
Interaction Design: Simplifying Operations Through Multi.Sensory Synergy
The device adopts a “voice + tactile + visual” triple feedback system: itvibrates slightly when receiving calls from family members; the projectioninterface uses high-contrast colors and large fonts, with support for text-to-speech functionality. All features can be activated with just “yoice commands+ a physical home button” (e.g., press the home button and say “Video callwith my granddaughter” to automatically launch the projection and start thecall). This design eliminates complex buttons and multi-step operations,alleviating the memory burden on elderly users



The device covers three core scenarios of elderly users, ensuring non-stopconnection:


This is the complete overview of the integrated design scheme for the “Elderly All-Scenario Emotional Connection and Health Companion Device”. The core of the scheme lies in the in-depth integration of the advantages of the three creative concepts, always taking the usage needs of the elderly group as the starting point and emotional connection as the core. It strives to bring elders a companion experience that combines practicality and warmth, enabling them to feel the care and concern of their families at all times, whether they are staying alone at home, attending family gatherings, or engaging in outdoor activities.
Here, we sincerely appreciate the strong support and sincere sharing from your team! Every design concept you proposed earlier is highly ingenious, and the feedback provided is even more meticulous and to the point. It not only points out potential problems but also offers a clear direction for scheme optimization. It is precisely due to these solid and valuable foundational inputs that our integrated design has been able to avoid detours, advance efficiently, and ultimately form the complete scheme as it is today. We feel extremely honored to communicate and cooperate with such a professional, rigorous, and dedicated partner as your team.
In the future, we look forward to maintaining continuous communication with your team and working together to further refine and improve the scheme, allowing this product carrying care and connection to truly enter the lives of more elderly people and add warmth and brightness to their later years. Finally, we sincerely wish your team an endless stream of inspiration on the future design journey, smooth progress in all projects, and continuous creation of more outstanding works that combine creativity and social value!
We wish your team continued success and all the best in your future endeavors!
Hello, Team 16! We have refined, deepened, and integrated the three initial proposals you selected. This enables the device to functionally integrate the needs for companionship, entertainment, health, and safety, eliminating the burden of multiple devices. Scenically, it covers home, gatherings, and outings to ensure connectivity anytime, anywhere. Emotionally, it has evolved from mere entertainment to a combination of family cultural inheritance, health care, and in-depth interaction—truly alleviating the loneliness of the elderly and intergenerational alienation, and becoming a core carrier for emotional bonds within the family.
Next, I will give an introduction to this design.
This design has been iterated based on the refined plan we confirmed earlier, with a core focus on addressing the pain points of target users—particularly targeting the elderly’s social and entertainment needs and family intergenerational interaction scenarios. I will elaborate from four dimensions: design goals, core functions, scenario adaptation, and emotional value, allowing everyone to fully understand how this design implements the initial objectives we set.
With the core goals of “alleviating the loneliness of the elderly, strengthening intergenerational bonds, and adapting to the physical and usage habits of the elderly”, this combined scheme deeply integrates the advantages of three solutions: the retro wooden interactive game box, the mini-projection companion necklace, and the intelligent voice interactive device. Through “functional complementarity, scenario coverage, and unified experience”, it creates a comprehensive device that combines practicality and emotional warmth.

We have searched for some existing technologies that can support this design on various software.

Based on the customer’s needs, we have provided 9 design concepts. These concepts, developed from diverse perspectives and directions, aim to meet the core requirements proposed by the customer—alleviating the elderly’s loneliness, preventing dementia, and enabling senior gaming socialization. We have chosen various smart devices as the carrier instead of merely developing software, and through these devices, we implement emotional functions such as social games to alleviate the elderly’s loneliness; at the same time, it allows the elderly, adults, and children to jointly experience classic games and interactions anytime, anywhere. Some products also integrate video call functionality, perfectly combining entertainment fun with family intimacy.
Wang Zitong’s Initial Design Concepts

[1-1]
Scheme 1: Companion Product for Alzheimer’s Prevention
Designed specifically for the elderly, this product aids in Alzheimer’s prevention through interactive hand exercises. When light prompts appear, the elderly simply press the corresponding buttons—the product then emits varied tones, even ‘playing’ familiar classic music in a rhythmic way. This not only exercises their hand flexibility and coordination but also engages their senses with multi-dimensional feedback: pleasant sounds, soft lights, and a comfortable pressing feel.Meanwhile, the product can support both single-player and multiplayer modes, enabling the elderly to play simple multiplayer games with their families.
This interactive exercise product, specially developed for the elderly, takes “preventing Alzheimer’s disease” as its core goal. Through scientifically designed hand interaction patterns, it balances functionality and fun, providing the elderly with a multi-dimensional sensory and physical exercise experience while emphasizing the integration of family companionship scenarios.
Guided by the basic interaction logic of “light prompt – button response”, the product helps the elderly complete targeted hand exercises:
To avoid monotony during exercise, the product enhances the experience through threefold feedback of “sound, light, and touch”:
The product supports two usage modes to meet the elderly’s needs in different scenarios:
This product breaks the single functionality of traditional “preventive exercise” and combines “health intervention” with “emotional companionship”. It not only provides support for Alzheimer’s disease prevention through scientific exercise but also enriches the daily life of the elderly and enhances their sense of happiness and participation in using the product.
The design of two independent hearts that can be “interlocked” to form a complete heart is not just a visual design, but a concrete expression of core concepts such as “relationship”, “integrity”, and “connection”. The interlocking of the two hearts symbolizes “emotional symbiosis” — independent individuals (e.g., children and family members who become independent when they grow up) still have an inseparable bond: the care of family members and the dependence of children are transformed into a “complete emotional community” through “interlocking”. It implies that “no matter how far apart we are, our hearts will always be connected, jointly forming the warm completeness in life”. In a family, every member is an independent “small heart”, and through the “interlocking” of tolerance and understanding, they form a harmonious “big family heart”.

[1-2]
Scheme 2: Companion Necklace
The necklace’s detachable projection component offers flexible use: reattach it to the base, place the product on a desktop, and it will project the elderly’s favorite board games onto the surface for casual fun. When worn, it can cast images onto any flat area too—perfect for video calls with grandchildren, bridging the distance. What’s more, it automatically records their health and daily life, letting family members stay updated on their physical well-being anytime, anywhere.”
The core highlight of this necklace, specially designed for the elderly, lies in its detachable projection module. Through the flexible usage logic of “disassembly and reassembly”, it breaks the single decorative attribute of traditional jewelry. It not only meets the needs of daily wear but also covers three core scenarios: entertainment, emotional interaction, and health management, providing practical convenience and emotional comfort for the elderly’s lives.
As the core functional module, the projection module adapts to the needs of different scenarios through two usage methods—”desktop placement” and “wearing projection”. It caters to both the elderly’s need for independent entertainment and family interaction.
When the elderly want to relax alone, they only need to reconnect the projection module to its base and place it on a desktop (such as a dining table or coffee table). The module can then clearly project the elderly’s favorite board games (such as chess, card-based board games, etc.) onto the desktop. There is no need to prepare additional physical board game boards, avoiding the trouble of storage and placement. This is especially suitable for the elderly with reduced hand flexibility—they only need to focus on the projected game screen to easily enjoy entertainment time and alleviate the boredom of being alone.
When the necklace is worn normally, the projection module can project images (such as family photos, cartoon patterns, simple text, etc.) onto any flat surface (such as walls, desktops, floors). This function is particularly useful during video calls with grandchildren: for example, if a grandchild says “I want to see the flowers grandpa planted” on the other side of the screen, the elderly can project the image of the flowers onto the nearby wall through the module, making the grandchild feel as if they are “there in person”; or project cartoon characters that the grandchild likes, and interact with them during the call. This breaks the “sense of distance” caused by the screen, makes intergenerational communication more vivid and interesting, effectively narrows the psychological distance, and reduces emotional estrangement caused by living in different places.
In addition to the projection function, the necklace also has the intelligent attribute of automatically recording health and daily life, building a bridge of “real-time understanding and secure protection” between family members and the elderly.
The built-in sensing and recording module of the necklace automatically collects and records key information without disturbing the elderly’s daily life. In terms of health, it includes basic health data such as daily steps, heart rate, activity duration, and sleep quality; in terms of daily life, it can record common activity trajectories (such as whether the elderly go out for a walk on time) and meal times. The entire recording process requires no manual operation by the elderly, avoiding the usage threshold caused by complex operations and truly realizing “unconscious recording”.
The recorded data is synchronized to the family members’ mobile phone APP via wireless connection (with the elderly’s authorization). No matter where they are, family members can check the elderly’s health and living conditions at any time: for example, if they find that the elderly’s daily steps have decreased significantly, they can call to care about whether the elderly are unwell in a timely manner; if they see that the sleep data is poor, they can remind the elderly to adjust their work and rest. This “non-intrusive” care not only avoids the pressure on the elderly caused by frequent phone inquiries but also allows family members to grasp the elderly’s status in real time and intervene promptly when abnormalities occur, adding a layer of protection for the elderly’s safety and health.
The functional design of this necklace always centers on “elderly-friendliness” and “emotional care”, and the details reflect in-depth consideration of the elderly’s needs.
The “disassembly and connection” process of the projection module is designed simply, with a snap-on structure that can be assembled without exerting much force, adapting to the elderly’s hand strength and flexibility. The health recording function runs automatically throughout the process, so the elderly do not need to learn complex operations, reducing the usage threshold.
Whether it is the solo fun brought by board game projection, the projection interaction during calls with grandchildren, or the family’s concern behind health recording, it is essentially a response to the elderly’s “emotional needs”. It not only prevents them from being “marginalized” due to the complexity of technological products but also strengthens their emotional connection with the family through functional design, making the necklace a “warm intelligent carrier”.
In summary, this necklace is not only a piece of jewelry but also an empowering product for the elderly’s life that integrates “entertainment tool, emotional link, and health assistant”. Through its flexible functional design, it allows the elderly to enjoy convenience while feeling the care and companionship of their families, improving their quality of life and sense of happiness. Its external design adopts the four-petal flower pattern commonly seen on the sidewalks of Barcelona streets.

[1-3]
Scheme 3: Holding a loved one’s hand
The elderly often have cold, inflexible hand joints. The glove features a built-in heating device and an external simulated fingerprint for easy phone use. Equipped with an exoskeleton, it assists the elderly with daily tasks like picking up small objects or lifting heavy loads. The detection bracelet at the bottom controls the exoskeleton and heating module, while simulating the tactile sensation of holding a loved one’s hand.
This multifunctional auxiliary glove, specially designed for the elderly, precisely targets three core pain points of the elderly: “cold and stiff hand joints”, “inconvenient daily movements”, and “high threshold for using smart devices”. Through four core designs—”heating and warmth retention”, “exoskeleton assistance”, “fingerprint adaptation”, and “intelligent control”—it deeply integrates “practical functions” with “humanized care”. It not only solves physical movement difficulties but also lowers the threshold for using technological products, providing comprehensive support for the elderly’s daily life.
To tackle the problem of the elderly’s hand joints being prone to coldness and poor blood circulation, the gloves are equipped with a safe and gentle heating module:
Considering that some elderly people struggle with unlocking or operating devices via mobile phone fingerprint recognition due to issues like worn or dry fingerprints, a simulated fingerprint coating/module is specially designed on the outside of the gloves:
A lightweight, flexible exoskeleton structure is integrated into the outside of the gloves. It provides targeted assistance for the elderly’s declining hand strength and insufficient flexibility:
The detection wristband connected to the cuff of the glove has dual attributes of “functional control” and “emotional care”:
This multifunctional auxiliary glove is not only a “practical tool” to solve the elderly’s hand problems but also a “link” connecting family emotions through emotional designs such as simulated handshakes. It not only helps the elderly improve their ability to take care of themselves in daily life but also allows them to feel the care of their family during daily use, truly realizing the dual value of “functional empowerment” and “emotional comfort”.
Liu AOte’s Initial Design Concepts
Option 1:
Portable Pendant-Style Smart Entertainment and Communication Device (Wearable Design)
This is a portable projection product that the elderly can hang around their necks. It also adopts touch projection technology. Shaped like a flying saucer, it can rotate, and rotating the product can help relieve fatigue and pressure.

[2-1]
Option 2:
This is a portable mobile electronic device equipped with a camera and a speaker, facilitating daily communication between the elderly and their children. The entire screen is a rollable curtain, which meets the elderly’s needs for leisure and entertainment through touch projection technology.

[2-2]
Option 3:
Family Companion Entertainment Smart Terminal
This is an elderly companion robot placed on the desktop. It has a round and cute appearance, which easily creates a sense of intimacy for the elderly. The robot is equipped with changeable light strips, whose colors vary according to the mode, usage status and charging status. The main interface of the product is simple, with only functions such as contacts, games and program viewing, making it easier for the elderly to operate.

[2-3]
Below are the renderings generated by AI for me.



[2-4]
Liu Yujing’s Initial Design Concepts
Concept One:Time Board Game Box

[3-1]
Core Positioning and Design:
1.Physical board games with a sense of ritual, digital remote connections;2.Creating a ‘cross-generational interactive hub’ suitable for family settings;3.Take into account the familiarity of elderly people with physical items and the convenience;4.Retro wooden storage box design, built-in touch screen (can be flipped and hidden), high-definition camera, microphone, wireless charging pad (compatible with phones/tablets). The box contains customizable physical board game accessories: large-font UNO cards, Scrabble letter tiles with pinyin prompts, magnetic chessboard (chess pieces with anti-slip design).
Three functions:
1.Local and remote dual-mode battle:When family members are present, play board games with physical pieces; when family members are not around, connect to the children’s or grandchildren’s phones/tablets via the touchscreen to start a video match, with physical actions synchronized to the digital side (for example, after placing a chess piece, the screen automatically recognizes it and synchronizes it to the other party).
2.Intergenerational Knowledge Card Mechanism:Scrabble comes with a set of ‘Family Memory Cards,’ each card featuring family stories, hometown customs, etc. (with audio explanations pre-recorded by elderly family members). When grandchildren draw a card, it can trigger a ‘knowledge quiz,’ and answering correctly earns extra points, enhancing intergenerational closeness through play.
3.Health Companion Reminder:The system records the frequency and duration of elderly people’s gaming, generating a “Vitality Report” to be sent to their children; it sets up a “Scheduled Invitation” feature, allowing children to remotely initiate a “Weekend Board Game Session,” with the device reminding the elderly to participate via voice alerts.
Additional Feature Design(Creating a Sense of Value):
The side of the box can be customized with a family photo wall. After the game ends, it automatically captures interactive moments and prints them (built-in small photo printer), allowing elderly people to preserve wonderful memories with their family and strengthen the sense of belonging to the ‘family core’.Objective: Capture beautiful moments–Reduce the sense of loneliness in elderly people by capturing moments of playing games with family through photographs.
Concept Two:Smart Companion Mirror

[3-2]
Core Design and Positioning:
1.With ‘integration into daily use scenarios’ as the core, incorporate the product into the daily routines of the elderly.
2.Reduce operational difficulty through ‘mirror interaction and voice control,’ making the interaction more natural.In addition, the space behind the mirror can be used to store glasses, making them easy to access when looking at the screen.
Three functions:
1.Mirror tabletop game interaction:After powering on, the mirror switches to an interactive interface, with the game screen overlaid on the mirror. Elderly users can play cards by touching the mirror or using voice commands (e.g., ‘play blue 5’).
Other interactions:Supports the ‘Family Blessing Wall’ feature, allowing children/grandchildren to send text, voice messages, or short videos remotely, which are automatically displayed below the mirror.
2.Growth Interaction Task:Design ‘Grandparent-Grandchild Task Cards’ for children, such as ‘Let Grandpa teach me a chess trick’ or ‘Form 3 hometown dialect words (Scrabble) with Grandma.’ After completing the tasks, the system awards electronic badges displayed on a screen, allowing elderly people to feel ‘needed.’
3.Light Mode Thinking Training:In daily home life, use fragmented time with the mirror automatically pushing 3-minute brain games to prevent Alzheimer’s disease.
Concept Three:Pocket Companion

[3-3]
Core Design and Positioning:







email:709157866@qq.com
wechat:wzt-709157866
instagram:ziton9_alissa
Powered by WordPress & Theme by Anders Norén