Abstract
As the population ages, an increasing number of people will be diagnosed with dementia. Studies have found that insufficient activities are offered in memory care units to people with dementia, even though people benefit tremendously from participating in recreational activities. Information and communication technologies (ICT) can potentially facilitate activities in this setting, yet there is little guidance for designers to develop systems that can support people with dementia in engaging in recreational activities. To fill this gap, recommendations were generated through fieldwork and refined in two rounds of expert feedback. Areas covered include hardware, content, applications, and navigation. Systems should be usable by people with dementia, in addition to staff, to counter disempowerment by not enabling people to use their full abilities. In addition, a diversity of materials is needed to appeal to individuals with dementia who have widely varying backgrounds, abilities, interests, and preferences.
Introduction
Almost 15% of U.S. adults above the age of 70 years have dementia (Hurd, Martorell, Delavande, Mullen, & Langa, 2013). Dementia is associated with age, with one in eight people aged 65 years and older affected by dementia and one in two people aged 85 years and older affected by this condition (Alzheimer’s Association, 2012). Thirty percent to 40% of people with dementia live in assisted living or nursing facilities, compared with just 2% of older adults without dementia (Alzheimer’s Association, 2012). One kind of assisted living facility specifically for people with cognitive impairment is a memory care unit (MCU; also called special care units, Berg et al., 1991).
Older adults with dementia living in assisted living facilities and MCUs may lack access to activities (Hancock, Woods, Challis, & Orrell, 2006; Moyle et al., 2011). This is concerning considering that according to activity theory, older adults benefit from doing as many of the activities that they enjoy as possible as they age (Havighurst, 1961). Researchers and practitioners have adopted activity theory in the field of dementia care (Phinney, 2006). For the purpose of this article, we focus on a subset of activities—recreational activities. We define recreational activities as those that are, to an individual, meaningful or enjoyable. This definition includes activities such as reminiscence (defined broadly as recalling past memories) or listening to music, which may be referred to as therapies in the literature.
Certain recreational activities have been found to be extremely beneficial with people with dementia: They are associated with increased positive affect (Schreiner, Yamamoto, & Shiotani, 2005) and well-being (Brooker & Duce, 2000), delays in cognitive impairment progression (Volicer, Simard, Pupa, Medrek, & Riordan, 2006), and a reduction in antipsychotic medication administration (Rovner, Steele, Shmuely, & Folstein, 1996). Activity programs can help people with dementia manage symptoms such as agitation, restlessness, and irritability and should be utilized before pharmacological approaches (Feil, MacLean, & Sultzer, 2007). The importance of recreational activities is recognized by federal agencies and guidelines: The Centers for Medicare and Medicaid Services (CMS) requires long-term care facilities that receive aid to provide “an ongoing program of activities designed to meet . . . the interests and the physical, mental, and psychosocial well-being of each resident” p.26 (Department of Health & Human Services & CMS, 2006). It is concerning that despite the benefits of recreational activities, they are lacking for older adults with dementia in assistive living facilities (Hancock et al., 2006; Moyle et al., 2011).
Technology can provide a means to facilitate recreational activities (Wey, 2005). However, studies to design and evaluate technology with people with dementia primarily focus on safety needs or the needs of caregivers, rather than recreational activities (Topo, 2008). One reason researchers may hesitate to examine recreational technologies with people with dementia may be due to the myriad of ethical, logistical, and methodological issues that arise when conducting research with this population (Berghmans & Meulen, 1995; Lazar, Thompson, & Demiris, 2015). Given that designers may not have the resources to involve people with dementia extensively in the initial stages of design, detailed recommendations are a helpful starting point for designers of technologies to support recreational activities that can be used and evaluated in MCUs.
Related Work
Recreational Systems Involving People With Dementia
We define recreational systems as information and communication technologies (ICT; technologies that create, store, and transfer information) that support people in engaging in recreational activities such as social interactions with friends and families or playing games. This type of system contrasts with ICTs that focus on the detection of cognitive impairment (e.g., Brinkman et al., 2014) or cognitive training (e.g., Papastefanakis et al., 2011) and focus on measuring or addressing cognitive symptoms of dementia. A variety of recreational systems have been developed and evaluated with people with dementia.
One stream of research focuses on the design of new recreational systems. Researchers created a recreational system with a suite of applications such as arcade games and creative activities such as playing musical instruments (Alm et al., 2009). Another system includes both recreational components such as playing music as well as functional assistance such as reminders (Mulvenna, Sävenstedt, Meiland, Marie, & Craig, 2010). These recreational systems are generally designed to house a small number of applications which are thoughtfully developed but may not be suitable for people of all interests and backgrounds.
Other research has evaluated existing systems such as tablets and used them for recreational purposes such as to play music or games with people with dementia (Lim, Wallace, Luszcz, & Reynolds, 2013). In our earlier work on which these recommendations are initially based, we evaluated a commercially available system designed for use by older adults with dementia. The system is composed of a touchscreen monitor and includes a large number of applications in areas such as social involvement (e.g., video calling and Facebook) and entertainment (e.g., games, puzzles, and movies) (Lazar, Demiris, & Thompson, 2016).
Guidelines for Recreational Systems Involving People With Dementia
Although recreational systems involving older adults with dementia do exist, the majority of systems focus on caregivers and safety (S. K. Smith & Mountain, 2012). Thus, there is a need to focus on the design of recreational systems that promote recreational and leisure activities with people with dementia (S. K. Smith & Mountain 2012; Topo, 2008). Guidelines are beneficial for designers of systems for different populations. Although guidelines exist for designing for the general older adult population (e.g., Fisk, Rogers, Charness, Czaja, & Sharit, 2009; Pak & McLaughlin, 2010), recommendations for the design of systems that involve older adults with dementia are less developed. Specific guidelines are needed as older adults with dementia have unique challenges with memory, language, calculation, and problem solving (Bird & Miller, 2010).
One broad framework exists on the design of tailored computer activity interventions involving people with dementia (Tak, Zhang, Patel, & Hong, 2015). According to the framework, format, content, and procedure affect engagement and consequently health outcomes, when individual characteristics are kept in mind during the design process. This framework is useful to guide researchers and designers, but does not have specific, concrete, and actionable recommendations within these different categories.
Researchers have also generated more specific recommendations for designers of systems involving people with dementia, primarily as requirements that guided the design of a specific intervention or as part of a discussion of an intervention deployment. Criteria for one recreational system include guidelines to support customization and people with dementia in having an equitable role in conversations (Gowans et al., 2007). Guidelines for a system that assists people with dementia in performing daily activities stress the importance of clear instructions and an intuitive system, as people with dementia may forget how to use the system repeatedly (Mayer & Zach, 2013). In addition, these guidelines highlight the need to involve others in using the system with the person with dementia as their condition progresses (Mayer & Zach, 2013).
In addition to generating novel principles, broader design principles have been modified or emphasized for use with people with dementia. The Universal Design Principles, which urge designers to ensure that designs and environments are usable by as many people as much as possible without the need for specialized design (Connell et al., 1997), have been used to structure guidelines for videophones (Boman, Rosenberg, Lundberg, & Nygård, 2012) and a karaoke system for people with dementia to use (Outi & Päivi, 2009). Examples of Universal Design Principles highlighted for design involving people with dementia include creating opportunities for meaningful and pleasurable activities, providing only positive feedback, and promoting a sense of independence in users with dementia (Outi & Päivi, 2009).
Although the above recommendations are useful as guiding principles for designers of systems that involve people with dementia, they target specific components of a system and lack comprehensiveness across different aspects that must be considered by a designer (e.g., navigation of the system). In addition, they do not focus on design for the MCU environment, and many are intended for individual use of the system, as opposed to a shared system. As a third of people with dementia live in assisted living facilities such as MCUs (Alzheimer’s Association, 2012), there is a need for recommendations that focus on systems specifically for the memory care setting.
Method
Initial Draft Recommendations
Initial draft recommendations were generated based on a field test of a commercially available system designed to promote engagement in recreational activities with people with dementia in MCUs. The system, described in the related work section, was evaluated in multiple settings: one on one with individuals with dementia in weekly sessions, during group use with staff, and in a smaller activity group for people with less severe cognitive impairments. Data were gathered through interviews with people with dementia, staff, and family members, and detailed notes taken during sessions. Altogether, seven people with dementia, nine staff, and four family members took part in the study over a period of 6 months. The general findings of this study are described elsewhere (Lazar, Demiris, & Thompson, 2015, Lazar et al., 2016). The recommendations were generated through content analysis of interviews as well as detailed notes taken in observations of system use in these settings. Recommendations were grouped into categories (e.g., accessibility) and then larger sections (e.g., navigation) after they were created. Interviews and notes were analyzed using NVivo Version 8.
Four principles emerged from the data and literature that guided the recommendations. Table 1 provides a description of each principle. These principles relate to the role of the facilitator, control over the system, the importance of the technology being ability based, and the setting .
Guiding Principles and Descriptions.
Note. MCU = memory care unit.
Expert Review
These initial draft recommendations were then vetted with a group of experts in two areas: gerontology (n = 3) and human computer interaction (n = 4). Inclusion criteria for experts were that they had published several first authored papers in their field (similar to criteria for experts in Delphi studies, for example, Jeste et al., 2010; Snelson, Rice, & Wyzard, 2012). The average age of the experts was 44.2 (SD = 12.7). Three of the experts were female, four were male, and all were based in the United States. All participants were professors at research universities.
Feedback from experts was solicited in two rounds: In the first, experts were interviewed for 30 min, reviewing the recommendations and offering feedback on their clarity, usefulness, and validity. The recommendations were then revised based on expert feedback and a second draft was sent to experts to review along with an online survey with three questions which asked experts to rate the clarity, usefulness, and validity of the recommendations on a 5-point Likert-type scale (1 = lowest score, 5 = highest score), as well as provide additional feedback. The average of expert’s scores for usefulness was 4.3 (SD = 0.95, range = 3-5, median = 5); clarity 4.4 (SD = 0.79, range = 3-5, median = 5); and validity 4.6 (SD = 0.79, range = 3-5, median = 5). Recommendations were revised again to feedback from the second round.
Results
The recommendations are grouped into five categories: hardware, content, applications, specific applications, and navigation. Below, sections of the recommendations are presented and expanded upon. Note that the term user refers to the individuals with cognitive impairment and the term facilitator refers to the individual using the system with the user.
Hardware
Hardware recommendations relate to the type of system that should be used, peripherals such as keyboards, and system elements such as the mobility of the system (see Table 2).
Hardware Recommendations.
Note. MCU = memory care unit.
Content
Content recommendations cover appropriate and engaging types of content and suggestions for how to engage multiple senses without overstimulating or confusing users (see Table 3).
Content Recommendations.
Applications
Application recommendations pertain to accessibility, language, wording and instructions. Other recommendations in this section are regarding avoiding issues and additional elements to engage people with dementia and their family and friends (see Table 4).
Applications Recommendations.
Note. MCU = memory care unit.
Specific Applications
This section has two categories of recommendations, for games and media.
Games
Recommendations in this section cover evaluating gameplay and how to avoid highlighting challenges of people with dementia, using an appropriate amount of difficulty, and scaffolding games so that gameplay is intuitive and error is minimized (see Table 5). In addition, types of games and additional features of games are described. It is important to keep in mind that the games that designers choose to put on their systems may be a diverse array, including puzzles, trivia, group games such as “Family Feud,” and individual games such as Solitaire which come pre-loaded on many computer systems.
Games Recommendations.
Note. MCU = memory care unit.
Media
Guidelines for media content, length and timing of media, and additional features are covered here. Recommendations regarding reminiscence media and other types of media (e.g., current movies, music or photographs) are grouped, as newer materials may evoke strong memories in people with dementia, for example, when viewing YouTube videos of babies, participants began recalling raising their children (Lazar et al., 2016; Table 6). On the contrary, older materials are not always evocative or remembered—we observed instances where trivia on topics that were intended to provoke reminiscence resulted in frustration when people did not recognize the topic (Lazar et al., 2016).
Media Recommendations.
Navigation
This section presents recommendations for how to provide access to applications, present applications, and configure interactive elements and icons, as well as recommendations specific to touchscreens (see Table 7). These recommendations take into account the assumption that the system will be used one on one with a resident directing use, as well in a group with a facilitator directing use, therefore, for example, we recommend multiple modes for accessing applications depending on who is using the system.
Navigation Recommendations.
Discussion
Seventy-seven specific and actionable recommendations for designing recreational systems involving older adults with dementia in MCUs have been generated through a Delphi-based approach. These recommendations are organized in the categories of hardware, content, applications, and navigation.
These recommendations are intended to improve the ability of the designer to create systems that support the needs of people with dementia, staff, and family members. Recreational systems that support activities are aligned with activity theory, which recognizes the benefits of activities for older adults and the need to modify activities that are difficult due to age-related factors, and, in this case, cognitive impairment (Havighurst, 1961). Recreational systems can facilitate modified activities better suited to the needs of people with dementia, particularly when attention is paid to supporting autonomy and control, avoiding usability issues that make activities difficult to carry out, matching activities to an individual’s unique interests, and negotiating the role of the facilitator.
The role of the facilitator is highlighted within the recommendations. One reason for this is that it is likely that it will be challenging for most people with moderate to severe dementia to operate a system completely independently, even when the system is designed for independent use (Meiland et al., 2012). Involving a facilitator is also beneficial for the purpose of increasing opportunities for people with dementia to interact with others. Although movies and other passive activities can benefit people with dementia, it is important that the technology is not solely used to provide entertainment that decreases a person’s active engagement level. Indeed, an ethical concern of using technology for people with dementia is that the technology will replace human interactions such as those with staff (Marshall, 1996). Thus, these considerations highlight the need to balance how engaging and immersive applications are with how much they enable conversation and interactions between the facilitator and the person with dementia. Including the facilitator can benefit not only the individual with dementia but also family members who may desire to have a structured activity to engage with their relative.
People with dementia can experience frustration at a loss of abilities (Kitwood, 1997). One way of restoring a sense of autonomy, dignity, and self-esteem is by enabling people with dementia to have decision-making power and control when possible (van Gennip, Pasman, Oosterveld-Vlug, Willems, & Onwuteaka-Philipsen, 2014; Zingmark, Sandman, & Norberg, 2002). Offering the person with dementia control has been identified as important within the context of the design of technologies, as the “experience of competence is crucial to users” (Outi & Päivi, 2009, p. 73). Indeed, the use of technology has been identified as a way to help people with cognitive impairments retain independence and control (Newell, Carmichael, Gregor, & Alm, 2002).
A guiding tenant of the recommendations is to provide the person with dementia control over the system to the maximum extent possible. Some may seem extremely, such as making the audio control easy to use so that a facilitator does not need to assist. However, even small instances of doing something for someone with dementia when that individual could have done it themselves (referred to by Kitwood as “disempowerment”), over time, can damage the self-esteem and emotional well-being of people with dementia (Kitwood, 1990). Therefore, we stress the importance of making the system as usable for the person with dementia as possible. Even with the system designed for the person with dementia, facilitators may take control or do things for people with dementia even when the person could do it themselves (Kitwood, 1990). Future research should investigate how system design can encourage facilitators to offer control to people with dementia.
The amount of technical or usability issues encountered greatly affects the experience of a user. This is widely recognized in the field of human factors, but we emphasize that with a population with dementia, usability is even more important than with the general population given challenges with memory and processing that affect use of the system. It is important to avoid technical risks such as beta-testing applications with this population, particularly in the MCU setting. Although there are benefits to using early versions of applications or including additional applications that have usability problems but might be otherwise enjoyable, the difficulty this population experiences recovering from errors is too high to justify doing so. Technical and usability issues should also be minimized for staff, who may feel an intense sense of time pressure (Edvardsson, Sandman, Nay, & Karlsson, 2009).
The diversity of applications and content is critical for several reasons. First, people with dementia have varying and individual interests, backgrounds, differences, and preferences, and respond to different kinds of activities (M. Smith, Kolanowski, Buettner, & Buckwalter, 2009). Second, interest in different applications can vary with severity of dementia (Tak, Zhang, & Hong, 2015), and people with a range of dementia severity may live in the same MCU. Individualized activities that match the interests, abilities, and self-identity of people with dementia can increase the positive affect and enjoyment experienced (Cohen-Mansfield, Parpura-Gill, & Golander, 2006; Gitlin et al., 2009; Tak, Zhang, Patel, & Hong, 2015; Van Haitsma et al., 2015). Finally, people with dementia may hesitate to take initiative or be unable to overcome usability issues to use the system on their own, especially as the condition progresses. It is key to make the system usable and enjoyable for the facilitator so that they will be likely to use the system with the user with dementia (Mayer & Zach, 2013). One element of what makes a system enjoyable for staff is diverse content, as staff note that though people with dementia may not remember content, staff tire of using the same content repeatedly (Lazar et al., 2016).
The recommendation to include a large body of applications discussed above is at odds with some of the other recommendations that stress keeping the system as simple as possible for use by people with dementia. Although this tension is somewhat resolved with several proposed ideas (e.g., only showing a subset of the applications), in general, there are tensions that the designer will have to resolve based on the specifics of the environment and users.
Although these recommendations have been generated based on field experience with a technology and the input of experts, the ease with which system designers can apply them has not been tested. Next steps involve refining the actionability and ease of implementation based on the input of designers. In addition, it is important to obtain feedback from people with dementia themselves to ensure that the recommendations meet the needs and preferences of people with dementia. Next steps also involve using these guidelines in the design of a system, gathering feedback to iterate on the design, and then implementing the system in an MCU.
Conclusion
Informed by activity theory and research, our work is based on the knowledge that people with dementia benefit tremendously from recreational activities, but opportunities to engage in these activities are lacking in MCUs. Technology has the potential to support recreational activities that are enjoyable and can foster interactions between people with dementia and staff or family members. In this article, recommendations for designers of recreational systems for people with dementia in MCUs are presented. These recommendations were generated through a 6-month study deploying a recreational system in a MCU and evaluated and revised with expert input. Recommendations encompass areas of design such as hardware, content, applications, and navigation. By using these recommendations, designers will be able to create recreational systems that better address the needs and support the abilities of people with dementia.
Footnotes
Acknowledgements
The authors would like to thank the individuals who participated in this study.
Authors’ Note
The procedures described in this article have been reviewed as exempt by the University of Washington Review Board with application number 49302.
Declaration of Conflicting Interests
The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was supported by the National Science Foundation Graduate Research Fellowship (DGE-1256082) and the National Library of Medicine Training Grant (T15LM007442).
