Abstract
Dysphagia is a term for swallowing difficulties. It is usually caused by another health condition, such as stroke, or dementia. Exercise-based training with biofeed- back is commonly practiced in dysphagia therapy. Existing gamified solutions for bio- feedback devices provide scenarios that conflict with natural mapping of the swallow- ing activity. In this study, we have identified and addressed these conflicts based on mismatches with common mental representations to create a more well-matched training experience. Our study showcases an example of designing a gamified user in- terface for dysphagia rehabilitation, while also defining important UI principles for gamified training. It also serves as valuable and emerging research that puts emphasis on the importance of designing for dysphagia rehabilitation. We expect that our re- search will inspire other designers to incorporate gamification elements into their de- signs in a rational and well-designed way.
Keywords
gamification, user interface design, dysphagia, exercise rehabilitation
DOI
https://doi.org/10.21606/drs.2022.594
Citation
Gabbas, M., and Kim, K. (2022) Gamified user interface design for dysphagia rehabilitation based on common mental models, in Lockton, D., Lenzi, S., Hekkert, P., Oak, A., Sádaba, J., Lloyd, P. (eds.), DRS2022: Bilbao, 25 June - 3 July, Bilbao, Spain. https://doi.org/10.21606/drs.2022.594
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Conference Track
Research Paper
Included in
Gamified user interface design for dysphagia rehabilitation based on common mental models
Dysphagia is a term for swallowing difficulties. It is usually caused by another health condition, such as stroke, or dementia. Exercise-based training with biofeed- back is commonly practiced in dysphagia therapy. Existing gamified solutions for bio- feedback devices provide scenarios that conflict with natural mapping of the swallow- ing activity. In this study, we have identified and addressed these conflicts based on mismatches with common mental representations to create a more well-matched training experience. Our study showcases an example of designing a gamified user in- terface for dysphagia rehabilitation, while also defining important UI principles for gamified training. It also serves as valuable and emerging research that puts emphasis on the importance of designing for dysphagia rehabilitation. We expect that our re- search will inspire other designers to incorporate gamification elements into their de- signs in a rational and well-designed way.