Abstract:
This report summarises the SMARTCLAP research project, which employs a user-centred design approach to develop a revolutionary smart product service system. The system offers personalised motivation to encourage children with cerebral palsy to actively participate more during their occupational therapy sessions, while providing paediatric occupational therapists with an optimal tool to monitor children\'s progress from one session to another. The product service system developed includes of a smart wearable device called DigiClap used to interact with a serious game in an Augmented Reality environment. The report highlights the research methodology used to advance the technology readiness level from 4 to 6, acknowledging the contribution of the consortium team and funding source. As part of the technology\'s maturity process, DigiClap and the respective serious game were evaluated with target users, to identify the system\'s impact in supporting the children\'s overall participation and hand function, and to gather feedback from occupational therapists and caregivers on this novel technology. The outcomes of this study are discussed, highlighting limitations and lessons learned. The report also outlines future work and further funding for the sustainability of the project and to reach other individuals who have upper limb limitations. Ultimately, the potential of DigiClap and the overall achievements of this project are discussed.
摘要:
本报告总结了SMARTCLAP研究项目,它采用以用户为中心的设计方法来开发革命性的智能产品服务系统。该系统提供个性化的动机,以鼓励脑瘫儿童在职业治疗期间积极参与更多,同时为儿科职业治疗师提供最佳工具来监测儿童从一个疗程到另一个疗程的进展。开发的产品服务系统包括一个名为DigiClap的智能可穿戴设备,用于在增强现实环境中与严肃的游戏进行交互。该报告强调了用于将技术准备水平从4提高到6的研究方法,并承认了财团团队和资金来源的贡献。作为技术成熟过程的一部分,与目标用户一起评估了DigiClap和各自的严肃游戏,为了确定系统在支持儿童整体参与和手功能方面的影响,并收集职业治疗师和护理人员对这项新技术的反馈。讨论了这项研究的结果,强调局限性和经验教训。该报告还概述了未来的工作和进一步的资金,以实现该项目的可持续性,并覆盖其他有上肢限制的个人。最终,讨论了DigiClap的潜力和该项目的总体成就。