RIPPLE BIKE
Parkinson’s Disease is a progressive motor neurone disease which affects both the physical and mental wellbeing of a person’s life. It’s caused by insufficient levels of dopamine in the brain. Quality of life is a term used to describe the “multidimensional subjective evaluation of the aspects of a person’s life” (Marinus et al. 2002). The 4 pillars are: Physical, Mental, Social, and Spiritual.
My project examined the effects of Parkinson’s Disease on quality of life. I put emphasis on investigating the impacts of non-motor symptoms of the disease, and how these can be addressed through alternative treatments. Three primary areas of research that I looked at were Social Interaction, Exercise, and Gamification. These were used concurrently to develop a product-system solution to address the impacts of mental health in Parkinson’s Disease.
PURPOSE STATEMENT
To examine how a product-system can be utilised to develop an alternative form of treatment for non-motor symptoms to improve the quality of life for those living with Parkinson’s by improving their mental state.
INITIAL ASSESSMENT
Mental illness caused by Parkinson’s is under-recognised in the treatment of the disease. Common non-motor symptoms seen in Parkinson’s are Anxiety, Depression, and Social Isolation.
There are correlations between motor and non-motor symptoms in Parkinson’s that affect each other and increase their severity.
There are correlations between motor and non-motor symptoms in Parkinson’s that affect each other and increase their severity.
SOCIAL ACTIVITY
Social activity has researched benefits on mental health. Social interaction can lower the severity of depression (Cruwys et al. 2014). Participation in social groups has links to lower severity in depression, anxiety, and social phobias (Artigas et al. 2015).
EXERCISE
Studies have shown the benefits of exercise on mental health and physical symptoms of Parkinson’s. Regular exercise has neuroprotective benefits as well as reducing depressive symptoms.
GAMIFICATION
Gamification is a tool used to illicit enjoyment, engagement, routine adherence, and social connectedness adherence in activities.
By researching the psycho-social impacts of Parkinson's, I designed 3 research questions that I used to drive the outcomes of the project.
RESEARCH QUESTION 1
How can social activity be integrated as a management or preventative tool for non-motor symptoms of Parkinson’s Disease?
RESEARCH QUESTION 2
Can physical therapy be utilised through other methods to be an effective motivation driver and social support system?
RESEARCH QUESTION 3
How can gamification be implemented into treatment to make it more enjoyable and improve routine adherence?
INTERVIEW INSIGHTS
A series of interviews were conducted with people living with Parkinson’s and physiotherapists who have worked with or specialised in Parkinson’s.
The interview participants were asked for consent prior to the interview, and were guranteed .
PEOPLE INTERVIEWED
- Many people said that post-diagnosis, they experienced mental health impacts such as depression, anxiety, loss of confidence, and social isolation.
- They kept their Parkinson's diagnosis a secret, hoping to reduce pity, shame, or loss of self-efficacy.
- Reports that the loss of social activity resulted in the loss of a form of self expression with others.
- Attending exercise classes gives them routine.
- Examples described of self-implemented uses of gamification showing resourcefulness and self-empowerment.
- They kept their Parkinson's diagnosis a secret, hoping to reduce pity, shame, or loss of self-efficacy.
- Reports that the loss of social activity resulted in the loss of a form of self expression with others.
- Attending exercise classes gives them routine.
- Examples described of self-implemented uses of gamification showing resourcefulness and self-empowerment.
PHYSIOTHERAPISTS INTERVIEWED
- Clients don’t follow routine for prescribed exercises, leading to faster rates of decline in ability.
- Haven’t considered the mental health side of Parkinson’s.
- Noted that accountability is higher when participating in groups.
- Haven’t considered the mental health side of Parkinson’s.
- Noted that accountability is higher when participating in groups.
PARKINSON'S PHYSIOTHERAPIST SPECIALIST
- Tailored exercise plans catered to the individual and their condition.
- Equipment used in exercises are exercise bikes or rowing machines.
- Gamification elements found in existing programs.
- Social interaction is a high priority in class structures.
- Equipment used in exercises are exercise bikes or rowing machines.
- Gamification elements found in existing programs.
- Social interaction is a high priority in class structures.
DESIGN INSPIRATION
The chosen design for the project was a Recumbent Style Bike. This was based on several criteria.
- Exercise bikes are used in existing succesful programs.
- It is the most ergonomic and safe exercise machine for people with balance and fall risks.
- The range of motor symptoms make tailored exercises difficult to make in one product.
- It is a form of aerobic exercise which is proven to have benefits on physical and mental health.
- Design guidelines look to make a design based on an existing product, over creating something new.
- It is the most ergonomic and safe exercise machine for people with balance and fall risks.
- The range of motor symptoms make tailored exercises difficult to make in one product.
- It is a form of aerobic exercise which is proven to have benefits on physical and mental health.
- Design guidelines look to make a design based on an existing product, over creating something new.
USER INTERFACE
The user interface for this system was the main vessel to implement social activity and gamification into the design.
The colour pallet chosen was kept dark to maintain a sophisticated look. This was intended to suit the materiality of the physical product. The colour choice maintains an identity of a system that is designed for an older target demographic.
The logo and product name is in reference to ripples on water which settle to a calm demeanour, which is a metaphor for the project intent on the user’s physical and mental state.
DISPLAYING DATA APPROPRIATELY
Building confidence and self-efficacy through an effective display of data. Negative visualisations of progress deters motivation.
Ongoing calibration creates a rate of decline in performance which is used to measure progress against. Performance against other users is measured off the user’s own data for a fairer comparison
The calibration graph takes an average of the user’s ongoing performance over the entire period of use. An average of this would be taken to calculate a rate of decline in performance, which progress would be measure against.
The progression graph would display the user’s most current performance, in a weekly time period. In this graph, the rate of decline would be used as a flat line in which the user is encouraged to perform against. If the user was above the line, they would be performing better than they would at the calculated rate of decline, the opposite remains true.
The friend graph would be used when exercising with a partner. The compared data would be the user’s own performance graph measured against the other’s, with their flat line rate of decline being equaled. This is to maintain a fair comparison, due to the range of severity and impairments in Parkinson’s.
PHYSICAL MODEL
A scale model was 3D printed at a 1:6 scale to help visualise the model and its features.
AUGMENTED REALITY
The model was created in augmented reality to further improve visualisation at a 1:1 scale.