Welcome to the website of group 3 of Project Designing for Specific Users! We are a group of Industrial Design Engineering students who worked on this project in module 7. We will present to you our final design and the steps we took to get to this design. We started with context mapping and came up with co-design methods. After this, we could start with the design process where we eventually came up with our final design. Finally, we made a prototype of the design and were able to evaluate it.
Our design brief is as follows:
'Co-Design a product (-system service) to support persons with disability in daily life.'
The disability we focused on is Autism Spectrum Disorder.
1. Introduction
2. Design brief
3. Design challenge
4. Get to know our co-designer
4.1. Portrait
4.2. Storyboards
4.3. House collage
5. Theoretical part of context mapping
5.1. Full text of context mapping
5.2. Full text of additional literature research
6. Co-design process
6.1. Co-design methods
6.2. Co-design results
7. Design process
7.1. Ideation 1.0
7.2. Ideation 2.0
8. Concepts
8.1. Projector for agenda
8.2. The lamp planner
8.3. Led screen bracelet
9. Bracelet ideation
9.1. Decisions
9.2. Examples of multifunctional usage
9.3. Ideation on bracelet
9.4. Product metaphor
10. Final design
10.1. Requirements
10.2. Visualization of the concept
10.3. Concept board
10.4. Storyboards
10.5. Explanation of final design
10.6. Electronical aspects
11. Prototypes
11.1. Application
11.2. Workshop prototype
11.3. Wearable prototype
11.4. Arduino prototype
11.4.1. Arduino sketches
12. User test
13. Concept video
14. Generalization of device
15. Bibliography
During our context mapping study, design challenge 1.0 was derived. Our co-designer has two main difficulties in his life. The first issue is that he finds it difficult to plan breaks in his day. The second issue is that smells and sounds can be overwhelming for him. Because of this, we came up with two design challenges.
During our ideation, we decided that we wanted to continue with the first issue: planning breaks. Through interviewing our co-designer we found out the specific problem he encounters and the wishes he has for a concept. This is how we derived the design challenge 2.0.
During the mid-term presentation, we got feedback on our design challenge 2.0. Based on this feedback we derived the design challenge 3.0.
Design Challenge 1.0:
1. A non-digital product to assist in creating structure in the co-designer's day and help with balancing breaks with hard work;
2. A portable product that helps the co-designer cope with smells and sounds.
Design Challenge 2.0:
Design a product that is portable both on the wrist and on an agenda, for a person with autism, that helps switch between active tasks and active rest. This should help them with dividing their energy throughout the day and prevent hyperfocus.
Design Challenge 3.0:
Our co-designer often gets lost in tasks due to hyperfocus*, when this happens they often deplete themself to such an extent that they are not able to do tasks for multiple days afterwards. We want to make a product that supports our co-designer in managing his energy when performing tasks.
* "Hyperfocus, broadly and anecdotally speaking, is a phenomenon that reflects one’s complete absorption in a task, to a point where a person appears to completely ignore or ‘tune out’ everything else. It is generally reported to occur when a person is engaged in an activity that is particularly fun or interesting. ... Although most neurotypical people would likely report experiencing a hyperfocus-like state at some point in their life, it is most often mentioned in the context of autism, schizophrenia, and attention deficit hyperactivity disorder—conditions that have consequences on attentional abilities." (Ashinoff, 2019)
Based on the participant’s first interviews, a portrait and storyboards were made. The portrait not only consisted of basic information but also an explanation of his career, interest, hobbies, and 3 values that he thinks are important. To visualise the main issues he encounters with his autism, multiple storyboards are made focussing on different problems.
Furthermore, a collage about Marcel's house was made. He told us the interior of his house reflects his style and preferences very well and that it is very important to him.
To be able to get to know Marcel, the participant in this co-design study, the following portrait was made. On the first page, a short summary of him is shown and the following pages are more elaborate with all the information that we got from Marcel during the first interviews.
After getting to know Marcel, four focus points were initially chosen out of the problems the participant encounters; exercising, sensitivity to smells, sensitivity to noises, and hyper-focusing. Open the following storyboards to see a visualisation of how Marcel experiences these things.
Sports
The first storyboard shows one of the activities that Marcel loves doing; exercising. Besides the fact that walking on the treadmill or doing yoga is a relaxing activity, Marcel loves the social interaction that comes with exercising. He is also able to work out for a certain amount of time if a timer is set. This combination of exercise and socialising is what makes him like going to the gym. At the beginning of the week, Marcel plans on all the days that he wants to go to the gym, which is around 5 days a week.
Sensitivity to smells
The following storyboard shows in what way the co-designer is sensitive to the smells of people. In general Marcel is constantly aware of the smells of everything around him. When something around him happened, disturbed him, and put him in an orange mood everything becomes more intense. When this happens it can occur that Marcel smells someone’s perfume or body odour which makes his mood worse. When this happens he has to take a step back or walk out of the room to prevent himself from smelling this person's smell.
Sensitivity to sounds
Besides smelling more things than other people, Marcel is also aware of all noises around him. In the storyboard depicted above, it is shown that he gets frustrated and distracted by this, for which he found that turning on a radio helps. In this way, constant noises around him are filtered out by the constantly changing noises of the radio.
Planning
The last storyboard shows how Marcel does not have an accurate time perception. When he is busy with a task that he likes, it is easy for him to get caught up in it and forget the time. In the moment that is not a big deal, but when he is done he used up all of his energy and sometimes feels that in the next days.
The following collage is based on Marcel's living situation, where almost all the pictures are taken in his house. When we visited Marcel’s house it became clear that the interior of his house was very important to him, and he put a lot of thought into everything that was there.
There are multiple things that stood out for us, which are shown in the house visualisation collage. Overall, the interior was very cheerful, with a lot of bright colours and flowers. Flowers can be found on the wallpaper, in vases, on pictures, and even in lego form. Besides a lot of colours, Marcel likes industrial-looking products. To counteract the modern look, there are multiple different textures in his house. Another important thing for Marcel is that he likes it when things stand out and have a story. He has a collection of inspiring quotes hanging around his house and can tell stories about almost all objects in his house.
During our context mapping research, information about Autism Spectrum Disorder (ASD) was researched. Nowadays, anyone on the autism spectrum receives the same diagnosis: Autism Spectrum Disorder. Before, there were several types distinguished. Our codesigner is diagnosed with Asperger's Syndrome. Therefore, part of the context mapping focuses on this specific type.
Additionally, societal trends and the changing perspectives on ASD are covered. Several assistive technologies are discussed as well. Next to that, the general topic of Human-Centered Design is elaborated on, as well as co-design/participatory design. The full text of the context mapping can be found below.
In addition to the context-mapping research, literature was read on several other topics to gain a better understanding of our co-designer's disorder. The additional literature research contains information on repetitive and restricting behaviours in ASD, aggression and self-injury in ASD, noise and smells sensitivity, reducing autism symptoms, ASD in adulthood, late diagnosis of ASD, ASD and planning, ASD and physical activities, comorbid disorders, and existing foundations. The full text can be found below.
1.1 Autism Spectrum Disorder and Asperger’s syndrome
Autism spectrum disorder, also known as ASD, is a developmental disability that can cause significant social, communication, and behavioural challenges. Generally, people diagnosed with ASD have a strong preference for repetition. Also, they communicate, interact, and learn in ways that are different in comparison to their neurotypical peers. (Princeton University, 2011, pp. 29-60)
Nowadays, all people on the spectrum are diagnosed with the same disorder, namely ASD. On the contrary, earlier versions of the DSM (Diagnostic and Statistical Manual), contained several types of disorders on the autism spectrum. One of those types is Asperger’s syndrome. People with Asperger’s Syndrome can speak with others and show a normal stance in their daily life in general. Nevertheless, they have difficulty relating to others and understanding social situations more often than their neurotypical peers. On top of that, body language and sarcasm are often harder to understand. Also, they show more repetitive behaviours than average. In addition, a diagnosis with Asperger’s syndrome is correlated with high intelligence and no delays in speech. One misconception about Asperger’s is that it is only present during childhood. (Princeton University, 2011, pp. 29-60)
1.2 Societal trends and the changing perspectives on disability.
This research is focused on the societal trends and changing perspectives on ASD. Our target group is a male adult with ASD, so this research is specified on this target group. To get a good view of the societal trends and the changing perspective on autism, it is important to understand the history of ASD. After this, the employment of adults with ASD is researched. For adults, employment is the biggest participation and empowerment in their adult life. In the end, the use of technology for people with ASD has been looked at.
1.2.1 Perspective on autism
During the history of ASD, there was a lot of misrepresentation and confusion around autism. Therefore, one can still see a negative social perception of ASD in society today. However, the view on ASD is getting more positive over the years and will only increase. In the past, there was a lot of discussion about ASD. Kanner was the first person who used the term autism, this was in 1943. After this, Bettelheim came up with different theories. There were biological, psychological, and environmental disagreements on the origin and definition of ASD. This caused confusion and ignorance of ASD in society. Recent breakthroughs in research and the increase of autistic voices have improved the view and knowledge of ASD. This shows that the awareness and positivity will only grow in the future. (Martin, 2013)
1.2.2 Participation
Even though the view on ASD is getting more positive, studies show that employment is still an issue for people with ASD. An estimation is made that between 50% to 75% of adults with ASD are unemployed. Even people with high functioning ASD are having a hard time getting a job. People with ASD must switch between jobs frequently, they are getting less paid than their counterparts, and they have difficulties adjusting to new jobs. (Hendricks, 2010)
1.3 Assistive technologies
In the last 10 years, an increase is shown in papers focused on technology and ASD. One of the main focuses of these researches is to support children with ASD. Technologies used for this are virtual reality, sensors, and geolocation. These technologies help mostly with social skills (36,17%) and conceptual skills (25,53%). Another focus of research is user experiences and accessibility of technology for people with ASD. But right now, not a lot of this research is being used. In the future, user experience should be even more researched for people with ASD. The third focus of the research is to use game elements in teaching people with ASD. However, not enough evidence is gathered if these games actually improve educating people with ASD.
Still, a lot of research should be done in connecting ASD and technology. However, studies show that the research is increasing. This makes it possible in the future to have people with ASD getting the support of technology. In the future, it can help them in their daily life. (Valencia, 2019)
1.4 Examples of Assistive Technologies for ASD
To eliminate an overload of external impulses, there are weighted products to make people more aware of their own bodies and give them a safe and secure feeling. Additionally, external impulses have less effect on consciousness. For example, a weighted vest. The vest works preventively. It will make the person become less quickly overstimulated by making their consciousness of themselves. There is also a weighted blanket which is a cooling down option so their body and mind can come to rest.
Lastly, a weighted pillow to eliminate an overload of external impulses. there are weighted products to make people with ASD more aware of their own bodies. the muscles, the skin and the joints which can give a safe and secure feeling, whereby external impulses have less effect on their consciousness. There are three main examples of products with this effect.
Headphones have a wide list of functions. They can filter out the noise from the environment with noise cancellation; they can focus on voice and filter out background noise, or just simply play music. These are very helpful to reduce the number of stimulations in the environment. (source)
There are a lot of online planning solutions for people with autism. Most of them involve a simple planning board with information online. There are, however, a few innovative solutions that can be used without a phone or computer.
To support planning related issues, several devices have been introduced. For example, the Tic Tac tool offers a visual representation of time intervals, while the quarter-hour clock offers a clear overview of useful units of time. On top of that, there is the Time Rule, the Time Timer and visual calendars that aid some people on the spectrum to have a better grip on time. (Jurek et al., 2019, pp. 7)
The use of visual schedules also yields improvements for difficulties in switching tasks. These types of calendars make use of photos and line drawings to utilise the strength in the visual-learning present in some persons with ASD. One type of visual calendar is the schedule board based on PECS: Picture Exchange Communication System. In addition to visual calendars, PDAs: Personal Digital Assistants are sometimes used. (Sevin et al., 2015, pp. 331-334)
1.5 Designing an assistive technology for ASD
Planning apps could help during a raging stage, where the user benefits from a time-out that was planned before the event. “Note that one of the techniques used to defuse the rumbling stage is promoting the routine. This is one moment in the cycle that planning apps could target. During the rage stage, as the model suggests, the person could benefit from a time-out or the already learned plan of action.” (Mansour, 2014).
This information can be used for designing apps, but also be interpreted for real-life products which can help with planning and organising. “One suggestion that I want to make for a design model during the rumbling stage is a combination of a planning app with a stress detector because stress is hard to monitor in autism.” (Mansour, 2014). In a way, this can also be seen as that the product needs to have some kind of stress detector depending on the user that is using it. This does require detailed research about the person itself to get to know their points of interest.
1.6 Human Centred Design
Human-centered design is a design approach that considers human needs and perspectives first. It focuses on who is going to use it, what their needs are, and the situation of the target group. This results in usable and helpful products or services. The main goal of human-centred design is to understand users’ needs and try to solve the problems they are facing. This design affects not only the way things are designed but also the approach to creating new or customized products and improving the user’s experience. (Nick. B, 2020)
Generally, human-centred design follows several phases.
First is the empathize step which is the most important part of it. Designers should truly understand the situation of users who are struggling with the problem as well as care about the users. Designers need to spend time talking with users who experience hardships face to face, try to observe their environment, and figure out what causes the problem. They need to ask questions to truly understand and define the problem.
The second is the ideation phase. In this step, designers come up with possible solutions from the empathize step. It’s not choosing the best concept, but rather gathering as many concepts as possible. Designers have to be creative with the concept, and brainstorming can be used here.
The third is the making prototype. It can be either a physical or virtual product. This step aims to make sure the products do work for people who are struggling with.
The last step is to implement the part which is testing and improving the prototype. It will be given to the people who have a problem, get feedback on, what aspects should be improved more. This will iterate several times and finally make the product successful.
1.7 Co-design/Participatory Design
Co-design is about designing together with one person or a group of people to create a product or service that is made more specifically for their wants and needs. Participants will work together with researchers, designers and developers throughout the whole process. Cooperative design originally comes from Scandinavia between 1970 and 1980. In Scandinavia, it was initially used for workers to have more influence on the operation of computer programs in their working environment (Natematias, 2011).
Co-design is useful to create the best products for the end-user. Since they will use the product, with co-design it is possible to get the most accurate information about how a product or service will be designed.
There were a few overlapping methods used for co-designing in the research papers we found. Storyboarding, mind mapping and drawing or making collages seemed to be popular. One of the papers (Francis, P. et al, 2009) had a very interesting method. Here they suggested asking co-designers to use photos and video to record their experiences in everyday life. Afterwards storyboarding could be used to investigate the scenarios of interest. Other interesting methods were dot voting, reflection on workshop experiences and thinking out loud to express your feelings in a better manner.
We have already started with some co-designing activities in the first meetings with our co-designer. Together with Marcel we made some mind maps and got to know each other using some short games. Furthermore, we have reflected on a persona and storyboards together with Marcel. In future meetings with our co-designer, some of the methods used in the research papers can help us with our project. Additionally mind mapping, sketching, making collages and using pictures are also great techniques to make his visions tangible. When we are in his house we will make a video together as described in (Francis, P. at al, 2009)
Repetitive and Restricting Behaviours in ASD
Repetitive and restricting behaviours (or RRBs) also occur as a symptom of other disorders, but if a child displays RRBs they are more likely to have an ASD than another disorder. RRBs include repetitive seemingly random physical, verbal acts but in some cases even self-harm by for instance banging their head against a wall (Lam, K. S. L, Bodfish, J. W. & Piven, J. (2008)). Scientists think there might be a correlation between RRBs and sensory problems such as unusual responses to noise, light, touch, smell or movement. (Boyd, B. A., McDonough, S. G. & Bodfish, J. W. (2012)).
One of the key symptoms of ASD is repetitive interests and activities (American Psychiatric Association (2004)). Most people with ASD have a special topic, object, or activity. Often, they use these topics to build a career or build their personalities around (Grandin, T. (2006)).
Many autistic people have obsessions, routines, or rituals. This can be a sign to recognise who is autistic among a group of people. There are several habits for these signs, first, they have linguistic oddities. This usually occurs in children, and they struggle with speaking vocabulary and holding a conversation with others. They have a lack of verbal rhythm, monotone pitch, and an odd intonation of certain words. Adults with ASD may look different compared to children they might seem eccentric during a conversation because of frequent interruptions and focusing on particular topics which is the second habit. They might discuss the same topic while having to communicate with others or do certain motions repeatedly. These negative signs will lead to social difficulties which is the third ritual. It is hard to communicate with others because they make others think that they do not participate in conversation anymore.
Additionally, people with autism mostly focus on themselves. This is related to the above rituals, a person with autism speaks and discusses themselves, not allowing others to interrupt. They spend a large amount of time focusing on themselves which can be main reason for having difficulty in conversation.
Next people with autism have a strong dislike of change. They need to have meals every day in the same quantity with the same foods. The reason for this is that a changed routine can lead to outbursts in the individual. For instance, if they use other product instead of using what they used, they might be angry and shows aggressive behaviour.
Devotion to routines can be related to the above habit. People with autism are devoted to routines, meaning that they stick to a specific routine that is developed by others. For example, washing their hands when arrived at home. If the routine does not work as they thought, they might be frustrated. Also, a large amount of time is used for self-care, exercise, or learning. On the other hand, there are positive aspects of this habit.
The average person might struggle to handle certain routines, people with Asperger’s will typically take quite well to those patterns and make significant results.
Repetitive habits are also a sign of autism which could interrupt others to do what they need to do, and this can impact their health. An individual who refuses to wear jackets but insists on wearing a T-shirt in winter can be an example. And there is another ritual called unusual movement patterns, toe walking is a common movement disorder.
Finally, which is the most well-known habit and ritual, people with autism have strong sensitivity. Many of them have difficulties with sensory, which lead to emotional distress. As it is well known many theories and studies are actively being conducted. (Hyman, S. L. et al. (2020))
Aggression and self-injury in ASD
Also, aggression and self-injury is relatively common in ASD. Half the people that are diagnosed with ASD have displayed aggressive or destructive behaviour and/or self-injurious behaviour (SIB) at some point in their lives (Duerden E.G., Oatley H.K., Mak-Fan K.M., McGrath P.A., Taylor M.J., Szatmari P., Roberts S.W. (2012)) These behaviours are not a symptom of ASD, but the likelihood of having this behaviour increases with more severe cases of ASD. This behaviour is seen in children starting from as young as 12 months old, but most children grow out of this behaviour. Important to note is that these episodes places the individual with ASD or others in jeopardy and or significantly impact factors like living placement, their education, or the level at which they can be involved in a community. (Fodstad, J.C., Rojahn, J. & Matson, J.L. (2012)). Social and communication problems are discussed next. What is really behind the challenging behaviour in autism? In contrast to popular belief, severe behaviours in people with ASD are not majorly affected by a person’s ability to speak, but by a person’s ability to cope and adept (Williams, D. L., Siegel, M., Mazefsky, C. A., & Autism and Developmental Disorders Inpatient Research Collaborative (ADDIRC). (2017)). A person that has ASD has great difficulty understanding the complex dance that is our social world. This is because the social sense, a person’s ability to successfully interact with others, is the sense most affected by ASD (American Psychiatric Association. (2000)) Most people with ASD have difficulty showing interest in others and try to avoid looking people in the face. Because of this, it is very hard for them to acquire the body language, verbal and nonverbal feedback and facial expressions needed for successful social interactions. (American Psychiatric Association. (2004))
Noise and smell sensitivity
Noise sensitivity is another symptom of ASD. People with autism either ignore or overreact to ordinary sounds. It is difficult and sometimes impossible to filter out irrelevant noises (S. Rogers, pp. 1255-1256). This is somewhat due to perceiving certain sounds as more intense and overwhelming. The lower auditory detection thresholds ensure that sounds are sooner heard (J Autism Dev Disord, pp. 3)
Some ASD adults are not able to get used to certain sensory stimuli. For people without ASD a repeated stimulus will trigger a physiological response to slowly decrease the stimulus or make it go extinct. This is called habituation, where the body learns not to respond to stimuli that are predictable, familiar or overall, not relevant. Some people with autism might not or slowly habituate to sensory stimuli causing a sensory overload and hyper-reactions. (J Autism Dev Disord, pp. 3)
Sensory problems, like noise sensitivity, can also be triggers for other behavioural issues such as extremely picky eating habits (S. Rogers, pp. 1255-1256).
People with autism might experience both hyper and hyposensitivity. Not only sound but they also might have sensitivities to smell. When scents are exposed to humans, the postcentral and postmedial cortex is used to distinguish the smell. Typical people normally use the postcentral cortex to distinguish the smell, whereas people with autism use the postmedial cortex. Some people with autism can detect the smells from a long distance, others will not react at all. Oversensitive people would complain about smells that they do not like, however under sensitive people might sniff everything. Also, some people might actively search for the smell they like. When they smell a certain scent, it reminds them of past memories so they feel like they are actually smelling the scent from the past. If it is a good memory, they recognize it as a good smell and vice versa (H. Furfaro (May 9, 2018)).
The reason for this sensory difficulty is weakened of the neurological process that organizes the sensory information. Many people with ASD have trouble processing and incorporating sensory information and therefore react differently than expected to information in the background.
When typical people smell a scent, an odour-sensing region called the piriform cortex increases brain activity, but scents do not cause any increase in people with autism. (Gomot M, Giard MH, Adrien JL, Barthemely C (2002))
Reducing autism symptoms
As Lisa describes in: “Treatment of High-Functioning Autism Spectrum Disorder in Adults” there are cases of people with high functioning autism spectrum disorder that have such light symptoms that help is not necessary. However, if the symptoms effect a person in their daily life, there are “treatments” available. Where it must be stated that there is no cure for autism but there are ways to reduce the symptoms or improve other things, such as building self-control, controlling emotions or reducing anxiety. (Rudy, 2021)
One of the options to control symptoms of autism is getting medication. Antidepressants can help manage emotions, stimulants improve focus and attention and anti-anxiety drugs can help with anxiety. Like these, there are for every person different options for medication. Besides medication, behaviour therapy like social skills groups or cognitive therapy can help people with ASD. For most ASD cases, highly structured and specialized programs help best to reduce symptoms and help with daily activities.
Besides medicine and therapies, there are also things that can be done at home, alone or in a social context. Adaptive skills are a collection of practical skills that help people to live a normal life, like communications, social skills, activities of daily living (ADL) and behaviours (Anderson, 2012). When diagnosed with ASD these skills often are harder to accomplish. Sometimes it is important for individuals with ASD to have strong rituals and routines, while for others that works oppositely.
For most individuals with ASD, it is important to have rituals and routines, which will differ considerably per person.
ASD in adulthood
Diagnosing adults with ASD and especially with high-functioning ASD can be a challenge. This is because, during the diagnosing of the examinee, the experience of the examinee is researched as well as those of the parents. Sometimes a gap can occur between these experiences when the examinee looks different at his/her behaviour than their parents.
When diagnosing adults with ASD, it is common that the examinee shows normative behaviour in the beginning. After more focused testing it can be discovered that the examinee has ASD. This happens because some people learn social codes and how to behave in different situations during their life. Some people also learn to hide their ‘unacceptable’ behavioural traits, they learn how to mask them. This makes it difficult to diagnose someone with ASD. It can also occur that the symptoms of someone with ASD are the same as symptoms of other disorders or anxieties.
During diagnosis, the Theory of Mind (ToM) can be tested on the examinee. ToM are the abilities a person has to understand their own and others’ emotions and mental states. The outcome of this test shows significant differences for people with ASD. However, a small group of people with high-functioning ASD pass the ToM test by compensatory reasoning. From this can be concluded that there is a lack of diagnostic tools to diagnose people with high-functioning ASD. (Rubinstein K. (2019)).
Late diagnosis of ASD
The education system has a positive influence on children with ASD. They learn to socially interact with other people, how to communicate and they reduce their repetitive behaviours. It is shown that after children leave the education system, this improvement reduces. This makes it uncomfortable for people who are diagnosed with ASD as an adult. Less research and treatment exists for adults with ASD.
A survey by the UK National Autistic Society conducted that 71% of people over the age of 55 with ASD received the ASD diagnosis within the last decade. They are called ‘the lost generation of autism’. This group might become smaller when there is more awareness and accessibility to receiving a diagnosis. It is also possible that this group will not become smaller, because they are at the end of the spectrum. This makes it harder to recognize the symptoms in those people.
There are multiple reasons for non-diagnosis in childhood. These can be separated into environmental and individual factors.
Environmental factors:
· Lack of awareness: the first time ASD was mentioned in the DSM (Diagnostic and Statistical Manual of Mental Disorders) was in DSM-3 in 1980. Asperger’s syndrome appeared for the first time in DSM-4 in 1994. Incorrect diagnoses were given to people in the past, because of the lack of awareness of ASD.
· Social environment: in some social environments it is harder to recognise the symptoms of ASD in children. One of these environments is the education system. This system is highly structured, which makes it easier for a child with ASD to well function. School schedules are worked out in detail and the information asked on an exam has been given beforehand. After school hours this schedule is less structured, but if a child continues studying after school, it will stay in the ‘school structure’. This behaviour will only be rewarded by parents and teachers. When a child with ASD can fit into the system, it will most likely not be diagnosed with ASD. These are children who are silent, have good grades and do their own thing. Children who disrupt the system are easier diagnosed with ASD.
Individual factors:
· Intensity of symptoms: the bigger and more obvious the symptoms are, the easier it is to diagnose a child with ASD. ‘
· Temperament: when a child accepts authority or has a positive attitude towards people, it puts less attention on this child. But when a child has rebellious traits or has resistance towards people, it will get more attention. This makes it again easier to diagnose a child with ASD.
· Compensation strategies: because of compensation strategies, ASD symptoms are hidden from people. This mostly occurs among females, who have a bigger span of social roles.
· Comorbidities: it is harder to diagnose people when they also have another mental illness at the same time. The symptoms of this other mental illness can hide or mask the symptoms of ASD.
· Family members: family members play an important role in the diagnosis. When they do not notice the symptoms or do not want to get labelled, they can keep a diagnosis from happening.
· Age: symptoms of ASD can change over time. The reason why this happens is not clear yet, but most of the time the symptoms improve with age. This makes it more difficult over time to diagnose someone with ASD. But symptoms can also get worse over time when a person does not get a proper diagnosis. It can cause frustration or disappointment in themselves and others.
Getting diagnosed in adulthood can be a challenge for developmental reasons. Over time, an undiagnosed individual can learn compensatory mechanisms so that he/she can function in social environments. Also, a specific interest can be made into a job or hobby, this hides the extreme interest in an area.
Psychologists say that knowledge is better than ignorance when talking about diagnosing. A diagnosis has a positive impact on the quality of someone’s life. The person can get access to proper medication and psychological treatment. When a person always felt different from other people, it can be helpful to know what the cause for that is. It can help with accepting and understanding yourself.
However, diagnosis in adulthood can also have negative consequences. For example, an individual can internalize the stigma associated with ASD, which can lead to low self-esteem or social isolation. It can cause self-efficacy and depression. They might not see the need for treatment and do not want to cooperate with mental health professionals. This shows that it is important to realize the consequences of late diagnosis. For some patients, extra care should be taken when diagnosing them. (Epstein T. (2019))
ASD and planning
When talking about time, one can differentiate between several magnitudes. Firstly, there is circadian timing, which covers a time span of 24 hours and is concerned with our sleep-wake rhythm, which is regulated by the suprachiasmatic nucleus in the human brain. Secondly, there is interval timing, which is about intervals of less than a second up to several minutes. It is used in conscious time estimations and of great importance in decision-making. There is no certainty which part of the human brain is responsible for interval timing, but likely the cortico-striatal networks and dopamine neurons factor in. On top of the previously mentioned intervals, millisecond timing concerns moments of less than a second, as the name suggests. It is of importance for motor control and speech, where the part of the human brain which is involved, depends on different cerebral structures. For motor control and speech processing, the cerebellum and respectively the auditory cortex are of importance. (Jurek et al., 2019, pp. 1-2)
Apart from the different magnitudes, one can distinguish between time perception, time orientation and time management. Time perception is the experience of the duration of an interval, time orientation is the awareness of what day or month it currently is and time management includes planning, prioritising and allocating a certain amount of time for a task. (Jurek et al., 2019, pp. 2)
There are indications that ASD is affiliated with lesser performances in all aforementioned aspects of time and timing. Common complications include difficulty in determining the chronology of memories, lack of sense of time, difficulty understanding the continuity of time and difficulty making associations between certain hours and related activities. Also thinking in a diachronic fashion is often more challenging, which means imagining past and future stages of a certain current situation. Managing the allotted time for an activity and considering successive discrete events as being part of one cohesive event is often more difficult as well. (Jurek et al., 2019, pp. 2)
Although time-related issues have not been directly linked but rather associated with the ASD diagnoses (Jurek et al., 2019, pp. 2), one symptom greatly related to planning has been documented since the development of the clinical picture of ASD: difficulty switching tasks (Sevin et al., 2015, pp. 329). Often, these difficulties with transitioning can obstruct treatment, care and learning, as well as causing serious distress in the person with ASD (Sevin et al., 2015, pp. 329).
To support planning related issues, several devices have been introduced. For example, the Tic Tac tool offers a visual representation of time intervals, while the quarter-hour clock offers a clear overview of useful units of time. On top of that, there is the Time Rule, the Time Timer and visual calendars that aid some people on the spectrum to have a better grip on time. (Jurek et al., 2019, pp. 7)
The use of visual schedules also yields improvements for difficulties in switching tasks. These types of calendars make use of photos and line drawings to utilise the strength in the visual-learning present in some persons with ASD. One type of visual calendar is the schedule board based on PECS: Picture Exchange Communication System. Steps for constructing a visual calendar include identifying and defining desired transition behaviours, collecting data behaviour and choosing a between-activity or within-activity schedule. After, a mode of presentation, medium and location for the schedule should be chosen. The person should be trained to use the calendar, after which intervention data is collected and new pictures or words are added to the calendar. Then, prompts should be phased out and the schedule should be adjusted to fit the user well. Lastly, generalisation of for example certain activities should be promoted. In addition to visual calendars, PDAs: Personal Digital Assistants are sometimes used. (Sevin et al., 2015, pp. 331-334)
Apart from using a visual calendar, there are several other approaches to reduce the difficulties in switching tasks. Firstly, there is altering the time of request to switch the task, to make it occur in a more natural way. For example, quitting watching tv is easier after a program ended rather than in the midst of an episode. Also, a cue a few minutes before the next task is coming is rather helpful, especially visual cues. Besides these cues, priming could prepare a person for a change in tasks, which could mean the person performs a walk-through of a future task without already performing it, or watching a video of the task. This way, the person is already exposed to some aspects of the task, which could make the transition more smoothly. During modelling, videos could also be used, where the emphasis of this approach is to demonstrate to the person in question how to do the tasks instead. The last mention is that of behavioural momentum, where a high-probability command is given before a low-probability command, where the momentum of the first command is used to make performing the second command easier. This means that when a person stuck in one task has to move on to the next, it could help to do a small task in between, like giving a high five, to distract from the previous task. Since the focus is then off the previous task, it is easier to move on. (Sevin et al., 2015, pp. 330-336)
ASD and physical activities
Doing physical activities has been proven to improve the physical condition of people with ASD and reduce their impaired behavioural patterns of them. Especially in children with ASD, an improvement is shown in the physiological and psychological factors while participating in physical activities. Also, studies show that physical activities improve the intellectual and social outcomes of people with ASD, as well as their self-esteem, and happiness. Besides that, physical activities require fundamental motor skills, like running, catching, throwing etcetera (Bauer, C., Guldager, E. K., Brunner, K., & Stilner, R. (2020, February)). These skills can be significantly improved.
Especially aerobic exercises help individuals with ASD with task behaviour, work performance, and their attention span. It also reduces self-injurious, aggressive, unproductive, and disruptive behaviour. Aerobic exercising also improves the sleeping behaviour and attention span of people with ASD.
Additionally, fitness exercises improve muscular strength and endurance, which people with autism tend to have in a lesser extent. These skills are important not only for physical health but also for social opportunities that involve physical activity. (Bauer, C., Guldager, E. K., Brunner, K., & Stilner, R. (2020, February))
From different studies can be concluded that no matter the type of physical activity, it improves the physical condition of an individual with ASD, but it also improves their behaviour. Often people with ASD have a sedentary lifestyle, it is important to encourage them to be more active.
Participating in group activities can be difficult for someone with ASD. They prefer to do physical activities on their own. There are several reasons for this. It can be caused by their social communication impairments and playing with team players requires communication. Another reason is that people with ASD often have very specific interests, which can be difficult to share with other people. A third reason is people with ASD often prefer to have their own personal schedule or routine. Participating in group activities can disturb this schedule and there is a great deal of unpredictability.
Participating in physical activities can also be a challenge for people with ASD because they do not perform as well in sports like other people in general. This can be discouraging to keep doing these activities. To improve this, people with ASD should constantly be encouraged to be active. And also, the individual should be more focused on participation and joy, than on the outcome.
Nevertheless, people with ASD should still participate in group activities and should be encouraged to do so. It can improve their social and communication skills and could build confidence, which would reduce anxiety (elemy. (2022, January 13)).
Oversensitivity to stimuli such as contact with others can off-put autists to play contact sports like rugby. However, autistic people can have strong visual skills and academic abilities so with the right support, they can be helped to reach their full potential. To achieve this, coaches and fellow players need to be mindful of sensory issues and adapt to the situation if required. (Carmen B.Pingree. (2021))
Autistic people may also display some other strengths during physical activities, such as logical thinking ability, a drive for perfection, and strong adherence to rules (Mansour, I. (2014, March 25)). While exercising or competing these can contribute to a successful result.
It is important that being active is done in a safe environment and in an efficient manner. Multiple factors should be considered when implementing an exercise program in the daily life of a person with ASD:
1. Enough time should be given for the person to do a warm-up and cool down. Enough breaks should be added to the exercise, so the person does not get overwhelmed.
2. Keep track of the individual outcomes and make exercises more enjoyable or difficult when needed.
3. Use equipment that is safe and user-friendly. If the individual has sensory or motor impairments, these should be considered when choosing the right equipment.
4. Make use of a heart rate monitor, these should be checked by an appropriate scale. The heart rate and blood pressure can be different for individuals with ASD because of their medication.
5. Watch out for negative-type behaviour of ASD, like tantrums, nonadherence, or self-injurious behaviour. These are signs that physical activity should be stopped.
6. Find out where on the autism spectrum the participant lies. For lower functioning ASD different exercises are better than for high functioning ASD.
Doing physical activities has been proven to improve the physical condition of people with ASD and reduce their impaired behavioural patterns. Also, studies show that physical activities improve the intellectual and social outcomes of people with ASD, as well as their self-esteem, and happiness. Besides that, physical activities require fundamental motor skills, like running, catching, throwing etcetera (Sean Healy, 2018). These skills can be significantly improved. Additionally, fitness exercises improve muscular strength and endurance, which people with autism tend to have to a lesser extent. These skills are important not only for physical health but also for social opportunities that involve physical activity. (Sean Healy, 2018) Often people with ASD have a sedentary lifestyle, so it is important to encourage them to be more active.
Participating in group activities can be difficult for someone with ASD. They prefer to do physical activities on their own. There are several reasons for this. It can be caused by their social communication impairments. But also, they often have very specific interests, which can be difficult to share with others. A third reason is people with ASD often prefer to have their own personal schedule or routine. Moreover, it can be a challenge because people with ASD do not perform as well in sports like other people in general. It can be discouraging to keep doing these activities. Nevertheless, people with ASD should still participate in group activities and should be encouraged to do so. It can improve their social and communication skills and could build confidence, which would reduce anxiety (J. Wertheim & S. Apstein).
Oversensitivity to stimuli such as contact with others can off-put autists from playing contact sports. However, autistic people can have strong visual skills and academic abilities so with the right support, they can be helped to reach their full potential. To achieve this, coaches and fellow players need to be mindful of sensory issues and adapt to the situation if required. (Amy Webster, pp. 13-16)
Autistic people may also display some other strengths, such as logical thinking ability, a drive for perfection, and strong adherence to rules. While exercising or competing, these can contribute to a successful result.
Comorbid disorders
Adults with ASD have a higher occurrence of 80% of getting diagnosed with other associated psychiatric disorders so people with ASD might have multiple disorders (S. Portuguese (2019)).
ADHD, OCD, depression and anxiety disorder are all disorders that often go under-recognised in individuals with ASD, as it is difficult to diagnose them with the right disorder or disorders (Oshi, G., Petty, C., Wozniak, J., Henin, A., Fried, R., Galdo, M., Kotarski, M., Walls, S. & Biederman, J. (2010) pp. 1361-70). However, depressive disorders are the most common psychiatric disorder among people with high functioning ASD. 57% of adults with high functioning ASD are also in a depression somewhere in their adulthood. The risk of depression is for women higher than for men, not only for people with ASD but also for the general population (S. Portuguese (2019)).
It has been suggested that there is some overlap between ADHD and ASD and that they might be similar in their genetic alteration. This is because both tend to over-focus on something while shutting out or ignoring other people. (Smalley, S.L., Kustanovich, V., Minassian, S., Stone, J.L., Ogdie, M.N., McGough, J.J., McCracken, J.T., MacPhie, I.L., Francks, C., Fisher, S.E., Cantor, R.M., Monaco, A.P., & Nelson, S.F. (2002) pp. 959-963).
Existing foundations
Nederlandse Vereniging voor autisme (NVA)
The NVA focuses on building a society in which people with autism are fully integrated, accepted and self-sufficient. The NVA is involved in advocacy, reliable information provision and contact with others with autism in the neighbourhood. This is the biggest foundation in The Netherlands with over 10.000 members.
Stichting De As
This foundation is focused on personal guidance and treatment for people with autism. They want to personally connect with them and are striving for stability so that every individual can come to their right, can use his/her talents and can develop themselves.
Stichting Droomkinderen
Stichting Droomkinderen guides and supports the youth with related disorders. They come into their own the best in a small-scale setting.
At the start of the project, the group contacted the participant via mail to organise the first meeting and gather general information about the participant’s disorder. The first meeting was held online and for his convenience, the meeting was held in Dutch. Information about who we are, what the aim of this project is and further meetings were discussed.
In the following meeting, more elaborate questions were asked. Research about autism was done and general information about co-designing was gathered. Eventually, there was also a visit to the co-designer's home, where the group observed and saw a day in the life of the participant.
Meeting 1
GETTING TO KNOW EACH OTHER
This activity will help you to get to know your co-designers better, but also get to know your study. It can be done online.
Duration: 15 minutes
Preparation
1. Collect the materials you need. These materials are:
a. An online whiteboard
b. A picture of yourself
c. Pictures of your interests
d. Pictures of previous projects
Execution
1. Make a new online whiteboard
2. On this whiteboard every co-designer will get their own block to work in
3. Make an introduction about yourself
a. Put a picture of yourself in the block
b. Put your name, age, and hobbies in the block
c. Add pictures of your interests
4. Add a block specifically about your study
a. Put in pictures of previous projects, so the co-designer understands your study
Round off
1. After the whiteboard is finished, every participant tells something about themselves
2. The whiteboard can be used to present
The outcome
After this activity, all the co-designers will know each other better. Also, the co-designer will understand the project and study better. This makes it easier to continue with the project.
TWO TRUTHS, ONE LIE
This game will help you to get to know each other in an enjoyable way. Everyone thinks of two truths and one lie about themselves. After this, the others have to guess which one is the lie. This can be done online.
Duration: 25 minutes
Preparation
1. Collect the materials you need. These materials are:
a. An online whiteboard
2. Decide which lie you want to tell the group, and what true facts you want to tell
Execution
1. Everyone must put their two truths and one lie on the digital whiteboard
a. This makes it easier for people to understand it
2. One person starts and reads their own lie and truths
3. After this everyone has to decide what they think is the lie
4. Everyone says this out loud
5. The person will tell which one was the lie
6. Then the next person can start
Round off
In the end you can see which person did the best, but it is also an option to not have a winner
The outcome
In the end, everyone will know each other better. The game shows that it is sometimes difficult to ‘judge a book by its cover’, people can surprise you.
Meeting 2
STRUCTURED MEETINGS
In our first meeting, we noticed that it's very easy to lose track of time and the goal of the conversation when having to talk with our co-designer. Therefore, we decided to prepare a meeting where every task needs to be completed within a certain time frame.
Duration: Preparation 15 minutes / Duration meeting 90 minutes
Preparation
Firstly, prepare the agenda; what are we going to do during the meeting? Secondly, gave every task a time frame. Thirdly, we appointed a timekeeper to keep track of the starting and end time of tasks.
Execution
The timekeeper will mention we need to round off a task a few minutes before the end time. Then the group and our co-designer will know that we must round of the task
Round off
1. We will observe if this helps our co-designer to prioritize primary stuff when answering a question or if this doesn't help him with not getting side-tracked
2. We will ask him at the end of the meeting if he liked this structured way of working
3. Are we able to stick to the planning during the meeting?
What does the co-designer do?
When the timekeeper mentions the time for the task is almost up, the co-designer will round up the last subject he was talking about so that we can start with the next task
The outcome
We decided that this wasn't the best way of structuring a meeting. We weren’t able to stick to the time planning because some tasks were done faster than others; we weren’t able to accurately divide the time among the tasks because we weren’t able to guess which tasks would take a long or a short time. Also, our co-designer mentioned he preferred a less structured way of working.
Idea generation mind mapping
Duration: 45 minutes
Preparation
1. Collecting materials needed
a. Whiteboard and whiteboard markers
b. Physical (on paper/printed) ideation sketches
2. Prepare questions to guide the creative based on the co-designers experiences while performing the activities
Execution
1. We made a mindmap on the whiteboard of the two different storyboards we wanted to ideate on.
2. We asked questions about how he experienced the activities in the storyboards and together generated problem definitions for the scenarios
3. We wrote all our findings down on the whiteboard and started generating ideas that could assist our co-designer in these scenarios
What does the co-designer do?
1. The co-designer told us more about his experiences while performing the activities portrayed in these storyboards and helped us generate problem definitions for these situations
2. The co-designer came up with his own ideas and gave feedback on the ideas we came up with as a group
The outcome
We looked at the 3 storyboards we had about sport, time management, and smell & sound. The first thing we decided to do is eliminate sports as a storyboard because there was just no problem to work on there. So for this meeting, we generated ideas for Time management and Smell & sound. After this meeting, we had a clear picture of what kind of direction our idea generation for these two ideas should head in.
FEEDBACK FROM OUR CO-DESIGNER
Preparation
1. Prepare the material we want feedback on
a. Print everything on paper so our co-designer can physically see it
b. Prepare questions to get feedback on the right topics
Execution
1. Show our co-designer our work
2. Explain to them the purpose that this work needs to have
3. Let them give their feedback on the work
4. Discuss what could be improved together
Round off
1. We will take the comments of our co-designer very seriously
2. But we won't automatically change our work in the ways he suggests
Style of our co-designer
Preparation
1. Prepare an explanation for why we want them to do a homework assignment
2. Give our co-designer a homework assignment at the end of the meeting
Execution
1. Ask the co-designer if he would like to help us visualize his personal style
2. The assignment:
a. Ask the co-designer to take photos of the things in his home that have meaning to him
b. Ask the co-designer to send us pictures of his preferred style
What does the co-designer do?
The co-designer will send us photos of things in his home that have meaning to him and other things in the style he likes
The outcome
With these photos, we will make a style collage with which we can design a product in the preferred style of our co-designer
Meeting 3
MY HOUSE
This activity will get you to understand your house and your interior design. This will help to see what style the product should fit.
Duration: 45 minutes
The completed activity
The co-designer will show their house to the other co-designers. The co-designer will give a house tour with a very detailed explanation. This will help understand how the person lives, but also what their style preferences are.
A completed activity consists of an explanation of the co-designer and photographs of all the important parts of the house.
Prepare
1. Collect the materials you need. These materials are:
a. A piece of paper
b. A pen
c. A camera
2. Do this activity in your home.
Perform
1. The co-designer will start the house tour in a room by choice
2. Here they can show and explain the room:
a. The function of the room
b. The chosen furniture
c. The colours and design
d. The decoration and meaning
e. The cons and pros
3. One person writes down what the co-designer explains
4. Another person makes pictures of all the important parts of the rooms
5. Make a style collage of the style of the house. The photographs can be used. The most important keywords can be written down.
Round off
Keep the explanation and the photographs. Use the style collage for the design process.
MY PRODUCTS
This method will get you to understand what your co-designer likes and dislikes about the products they already own. These products are already helping them in their daily life.
Duration: 30 minutes
Preparation
1. Collect materials you need. These materials are:
a. The product the co-designer uses
b. A piece of paper
c. A pen
d. A camera
Execution
1. Let the co-designer choose one product to start with
2. They have to tell all the positive and negative properties of the product
3. Someone must write these down
4. A picture is taken of the products
Roundoff
1. Ask the co-designer how they would improve the products
2. Write these down
The outcome
The positive and negative properties can be divided into groups:
- Visible properties
- Hearable properties
- Feeling properties
- Smelling properties
- Usable properties
- Style properties
Try to find a pattern in these properties, these can be used in the design stage.
MY IDEAS MIND MAP
This is a brainstorming activity. It will help you to further ideate on your existing ideas.
Duration: 30 minutes
The completed activity
With a completed activity, you have multiple sheets of ideas. You fill in these sheets together.
Prepare
Collect the materials you need. These materials are:
a. The already made sketches (ideas)
b. Multiple pieces of paper
c. Pens/markers
2. The co-designer should have looked at the sketches and gets an explanation about them.
Perform
1. Let the co-designer give feedback on the already existing ideas
2. Write this feedback down
3. Based on this feedback, make a mind map
a. This can be done with the whole group
b. The mind map consists of words or drawings
c. The co-designer can also help make this
4. Show your ideas to each other
Round off
1. Keep the mind map
2. Keep the written feedback
The outcome
Because of the feedback of the co-designer new ideas can be generated. These ideas are added to the mind map. This will help you get to understand what the co-designer wants.
Meeting 4
ONLINE IDEA FEEDBACK
Duration : 90 minutes
Preparation
1. Prepare a PowerPoint presentation with all the ideation sketches
2. Prepare a small explanation for all the different products ideas
Execution
1. Do the following with all the ideation sketches
a. Show the co-designer the ideation sketch and give a short explanation of each idea
b. Let the co-designer give feedback and when stuck use the 7 guide questions mentioned in the preparation
2. Let the co-designer choose their favorite ideas and let them explain why they choose them
What does the co-designer do?
The co-designer will give feedback on the designs and tell us which aspects he likes and doesn't like
The outcome
After this online meeting, we had eliminated a big part of our concept ideas and directions. Therefore, it will be easier to come to a final concept during the next physical meeting.
MY IDEAL SOLUTION MIND MAP
Duration: 90 minutes
Preparation
Collecting materials needed
a. A3 paper and colour markers and pencils
b. Physical (on paper/printed) ideation sketches
2. Prepare questions to guide the creative based on things like: Substitute, Combine, Adapt, Modify, Put to other use, Eliminate, Reverse
Execution
1. Show our co-designer all the ideation sketches that belong to the 3 concepts we decided to go with last meeting
2. Let the co-designer explain what parts of the designs of these concepts he likes
3. Ask our co-designer how he thinks a product with these aspects will look and function
4. Have an open discussion about how a product with these aspects will look with the co-designer and all group members
a. While the product becomes clearer start drawing the product so we can visually see how our final product is going to look and function
Round off (How do you draw a conclusion?)
1. With that information we will create a new design drawing during the meeting together with our co-designer
The outcome
After this meeting, we had a clear picture of how our final design was going to look and function. The only things left to do was come up with a final look for the design and test if the user interaction we had come up with would work in reality.
Meeting 1
The first meeting was used to get to know the co-designer better, but also to get to know our teammates better. By introducing ourselves and also letting our co-designer introduce himself, we all knew a bit more about each other. After this, we explained the project in more detail. This way, our co-designer would have the right expectations of the project.
Before the meeting, everyone came up with two truths and one lie about themselves, while the others had to guess which one was the lie. This created a relaxing atmosphere. Because of the game, we knew each other better, but it also made our cooperation less formal.
Meeting 2
After learning about our co-designer and their problems with losing track of time, we decided that it might be a good idea to make a structured meeting where every task has a set timeslot in which it needs to be finished.
After the meeting, we decided that this was not the best way of structuring a meeting. We were not able to stick to the time planning because some tasks were done faster than others; we were not able to accurately divide the time among the tasks because making an accurate estimation of which tasks would take a long or a short time was difficult. Also, our co-designer mentioned he preferred a less structured way of working.
During the meeting, we looked at the 3 storyboards we had made about sport, time management, and smell & sound. The first thing we decided to do is eliminate sports as a storyboard because there was simply no problem to work on there. So for this meeting, we generated ideas for Time management and Smell & sound.
After this meeting, we had a clear picture of what kind of direction our idea generation for Time management and Smell & sound should head in.
Meeting 3
In our third meeting, we were able to meet our co-designer at his house. Before this meeting, our co-designer made pictures of things in his house that were important to him. A house tour was given to us, where he explained these pictures further. He gave us an explanation about the style of his house, and also why certain aspects were important to him. This converted into the style collage.
During the method 'My products' an agenda, a clock and a light were presented to the group. The co-designer could tell in detail the advantages and disadvantages of these products. This helped us to understand what was important to him, and also what should be added to our own design.
At last, the ideation sketches were evaluated. The feedback we got helped us with our ideation development, but also in what direction we should go, namely the planning direction. When starting on the mindmap, our co-designer wrote 'Plan A' and 'Plan B'. Plan A was the planning issue, and Plan B was the smelling sensitivity issue. This made it clear to us that we should focus on the planning issue our co-designer has. After this, we made a mindmap with more ideas.
Meeting 4
The online meeting before the physical meeting was very helpful. During this online meeting, we eliminated a big part of our concept ideas and directions. Therefore, it is going to be easier to come to a final concept during the physical meeting.
After the physical meeting, we had a clear picture of how our final design is going to look and function. The only things left to do were to come up with a final look for the design and test if the user interaction we had come up with would work in reality.
When talking to Marcel, a lot of ideas came up for what could be designed for him. Since working out only has positive effects on Marcel and he has already found a good solution for sounds around him it, was chosen to not further design something in this direction. Focusing on the problem he has with smells and planning, the ideation process started when everyone put their first ideas on paper.
When the first broad ideation was finished, the group showed everything to the co-designer and asked for feedback. Luckily, Marcel was very excited about all the ideas but also had some favourites. During the meeting, questions were asked about how he thought different ideas would influence him in life. From this, it was concluded something that would help him to take rests benefits him every day, whereas a product for his problem with smells would rarely be helpful. When asked further about this it became clear that Marcel always smells more than an average person, but suffers from this about once a month. And when this happens he says that taking a step back from the smell or walking out of the room already helps him a lot. After this meeting, it was decided to focus only on creating a product that helps him with planning.
To be able to focus on a suitable product we looked at the ideation critically and asked Marcel what parts he liked and which he did not like. It became clear that the co-designer does not want to constantly have to actively do something to let the product work. Furthermore, he liked the designs with colours and would like that to be implemented in the design. To have some kind of interactive or rewarding element in the design would make it more appealing to him as well.
In the following drawings, where planning was the main focus, there were 3 directions that were ideated further. The first one is focused on the agenda that Marcel uses, and looks at how to improve his work with it. The second one is a standing object that emits coloured light and tells the user when to take a rest. And the last one is a product to wear around the wrist and focuses mainly on the number of tasks accomplished in a day.
After discussing the ideation above with our co-designer and finding out his preferences, three concepts were decided upon.
The product extension to the agenda consists of a sheet of stickers that are used to plan breaks each morning. Each sticker consists of recognisable elements so it could be scanned by a phone or product the same way a QR code does.
It could be an agenda stand with a projector and scanner in one, meaning that after pasting the stickers onto the agenda, it can be placed on the stand and the rest happens automatically.
The light slowly fills the shape of the lamp to indicate when it is time for a break. The duration of the light can be 30 minutes or an hour dependent on the task.
The lamp has an artistic shape, when it is not used, it can be seen as a piece of art in your house.
Each screen takes 10 minutes to light up, which adds up to 30 minutes in total. When all screens are lit up, they will turn into a different colour to indicate the transition time. Once those 5 minutes are over the screens will turn off and start again for the next task.
It is also possible to give an indication of the remaining transition and break time. So besides showing when the break is, it also shows how long it still lasts.
Marcel really liked all the concepts and told us that all of them had potential. However it was necessary to choose one, so after critically looking at all of them together some designs were eliminated. It was decided that the project for the agenda is very nice since it is an addition to the way Marcel is planning right now. However, it might result in extra work for the user, since the agenda can not be edited easily. Being able to write and cross out things throughout the day causes Marcel to not stick to his initial planning no matter what. So being able to easily write in the agenda was not possible with the design, which is why it was chosen to not continue with this idea.
The lamp and the wristband concepts actually have the same function, just in a different shape. Marcel told us that this function is exactly what he needs and that it would be very helpful for him. He told us that he could use a product like this both inside of his house and outside of it. When he is at home he needs to be able to determine his own structure, since he has difficulties with starting and stopping with a task. However, he told us that he also needs this structure when he is at an appointment outside his house. This causes him to be more conscious about the risk that he easily gets overstimulated, and doesn't want this to happen with others around him.
Concluding, it was chosen to focus on working out the concept of the wristband and adding the possibility to attach the wristband to the agenda. This causes Marcel to use the bracelet both at home, and on his desk, but also wear it when he is going out.
Example of working from home
Marcel: "Working out a report of a volunteering meeting is fun and enjoyable for me. I can keep on working for two hours non-stop without breaks (hyperfocus). Then the report is finished, but I am mentally drained and can't do anything anymore that day. Then I am not fulfilled because I couldn't do as much as I wanted to. Frustration and somberness lying in wait."
Example of working outside of home
Marcel: "During family care for my mother I am planning how I will clean her house. If I alternate between cleaning and doing the laundry for 30 minutes every time and doing something relaxing like reading, talking to the neighbour and walking, I get a lot of things done. This way I am also not tired, not overstimulated and satisfied with everything that I have achieved. A wristband could definitely help with this. "
To finalise the design of the bracelet, extra ideation was done to figure out the perfect style. The most important things to consider was how to integrate the LED lights and how to make it possible to wear the bracelet on the wrist and put it flat and attached to an agenda.
In the following sketches shape ideation has been done, both for metal and textile materials. Furthermore, there are sketches about how to attach the bracelet to the agenda. The first picture shows the temporary design, and behind that, there are sketches that show how we got there.
In the pictures shown above, Marcel's preferences for wristbands are shown. He told us his style is cool and colourful. He explained that even though the watch on the left bottom is broken, that was his favourite. The coolness or sturdiness that Marcel mentioned is shown in his preference for metal and leather.
After a lot of ideation it was chosen to design a portable bracelet, that shows the user when to switch between tasks. The bracelet will work with LED lights and vibrations to let the user know where in the cycle they are. For the final design, a requirements list was made, a visualisation of the concept and a concept board was created. A storyboard shows how the product would be used in real life and three prototypes are made. Furthermore, the group looked at how to make this concept feasible for production.
To be able to finalise the design, in this list the wants and the needs for the bracelet are formulated. The requirements list is divided into four categories to be sure that it is clear what the most important requirements are.
Must
A physical product and/or system for a person with autism
Make the user switch between active tasks and active rest
The product must be sweat- and splashproof
The product is rechargeable (with a wireless charging system)
The product must be portable
Should
The product should be visual
The design of the product should have a story and reasoning behind it
It should be resistant to falls of 1 meter
The product should have a life expectancy of 10 years
The design should be ergonomically realised
Could
The system should keep track of the number of completed tasks
The product could fit the home interior of the co-designer
The products could work with lights and/or colours
The products could produce sounds or vibrations
The product could have a clock in it
Would
Add a game/interactive element to the product
This scheme that Marcel drew shows the effect that the concept would have and how he would like it to be devided in time. One block stands for ten minutes. This means that there will be 30 minutes where you can work on an active task. After that there will be 10 minutes transition time, to finish up the task and start on the active rest. Then there are 20 minutes for taking a rest. This prevents hyperfocus and allows the user to get more done in a day.
An idea from Marcel was to let the user have two options: choose 1 cycle of an hour or choose two cycles, which is two hours in total. This is done because sometimes there is not enough time to finish two cycles, so then there is the option to only work for an hour. It was chosen to keep it at two cycles since it is important to have a longer break after two hours of work.
Marcel connects colours to emotions and activities, which is why these colours were used. In a colour study performed with marcel explains why he prefers specific colours for specific activities. Orange is for active tasks, Yellow for the transition and blue/purple for active rest.
The picture above, drawn by Marcel, explains how his energy distribution works in comparison with any other person. He explains that all kinds of stimuli can make his vessel easily explode, also because it already starts fuller at the beginning of the day. Marcel explains that if it becomes a little bit too much his vessel will explode, whereas any other person's bucket would simply overflow.
We used this metaphor in our design by letting the level of lights increase for active tasks and decrease for transition and active rest, to visualize the increasing and decreasing stress levels of our co-designer.
The final storyboards depict two scenarios: using the bracelet in a home context as well as using it in a setting with other people outside of the home. It shows how the device can be placed on the agenda, worn around the wrist and dimmed during a meeting.
Function
As shown in the drawing on the left, the metal bracelet is multifunctional; it can be worn around an arm and clipped to an agenda. The clasp can be clipped to the bracelet itself or to an extra clamp that is a separate piece. The clamp will stay on the agenda, also functioning as a bookmark. When the user is working at home at their desk, they have the possibility to click the bracelet to the agenda.
Buttons
As shown in the storyboard the bracelet will give you the option to either choose 1 or 2 cycles to finish. Furthermore, it will have an on/off switch to turn the watch off when the user is done with it. Lastly, there is a snooze button included, as requested by marcel. He will use this when he is outside of his house and does not want everyone to see the colour around his arm.
Details
In the drawing on the left, an overview of all the components in the final design is shown. This was done with a paper prototype to get a feel of how the product would look on an arm.
The picture on the right of that shows a closeup of the closing mechanism.
Lights
The most important feature of the bracelet is the way it will motivate the user to start and stop working with lights. The bracelet will have 6 beads with LED lights in it. These will be able to change from orange to yellow and purple. They will follow the pattern shown on the drawing on the right and explained in the visualisation of the concept. Every bead counts for 5 minutes, and one bead is again divided in 3 parts, to have a clear view on how much time has passed. On the bottom of the bracelet is a small light visible which indicates whether the battery is charged. If the battery is empty it will turn red.
Metaphore
It was important for Marcel that the watch visually shows how far in the cycle it is. Since Marcel has talked to us about the vessel that explodes, together it was decided that it would be nice and helpful to add a metaphor in the bracelet that refers to his vessel. This is visualised in a way that when he is busy with an active task, the lights will fill up the bracelet. When the time is full, and Marcel will start with a relaxing activity, the lights will also go down again.
Clock
In one of the meetings it was stated that having a clock on the bracelet would be very beneficial, since then it is possible to replace a watch. That is why, as shown in the picture on the bottom left, on the inside of the wrist a clock is added.
Textures
When in stressful situations Marcel, but also other autistic people, have the tendency to fidget. To add another function to the bracelet it was decided to add two beads with a texture on them. As said before Marcel is very sensitive to texture, in this case, this sensitivity could help him in a stressful situation.
Infinity logo
After finalizing the final design, Marcel was asked what he would like to add to the design to make it more personal. Immediately he told us that having the infinity logo on it would make the design extra special and personalized for him. That is why it was decided to have the infinity logo on the clasp, as shown on the concept board.
Each of the 6 LED links consists of a CY-332 microcontroller that has three LEDs each. These are from a company called PixMob.
The wiring from the electronics will be implemented in a zigzag pattern through the links. They will be connected to the coin cell battery. Because of the coil, the battery can be wirelessly charged with a charging pad. One microcontroller is linked to the battery to show the battery charging level.
The clock consists of four common cathode 7 segment displays that are also connected to the battery.
This prototype was made to test the user interaction
The application corresponds with the bracelet. It uses the same colours as an indication of a certain period. The user, in this case, our co-designer, can start a loop of 1 hour. If needed, he can also start two loops at once, so he does not need to think about pressing another button after the hour has passed. He also requested a “history” button so he can view what he has done in the past. This can give him motivation throughout the day.
Our co-designer tested the app so he could give some feedback to us. The app worked nicely and he would use it if it was nicely worked out. This app was for us to find out whether we understood the information he gave us throughout the project and that was successful. Our co-designer was happy to see that we understood him and that we were on the right path. The app is a supplement to the bracelet. It has the same functions and the same colours. This test confirmed that we could continue our bracelet the same way. Due to the limited time we have, we chose to focus our time more on the bracelet and let the app be in this early stage. This was also approved by our co-designer. He rather had a nicely worked out concept than a working app.
The feedback we got was mainly about how much history the app showed. As can be seen in the screenshots of the app: it has one colour on the screen for the time that this colour is relevant. It does not include some kind of timer or progression bar, unlike our bracelet. This was very important for him because otherwise he would still get lost in the time.
The app also featured a sound signal when a specific period switched. This was very helpful for him because this indicates that he needs to switch activities without constantly needing to watch his screen. He wrote to us that this was very nice. Without it, it would distract him a lot from watching the screen to see if the time period is already over. These sound signals also should be reduced from one hour to around 10 minutes. Just like that, the progression of the colour should be on the screen.
One other feature he would like to add is that he is able to see previous sessions he finished. For example, on a weeks’ notice or even a month if possible. As already mentioned, this would give him motivation and an overview.
This prototype shows the style and use of the bracelet when it is not worn
The prototype for the agenda is made out of 2mm sheet metal and 2mm PET transparent plastic. The plastic segments resemble the LEDs in the bracelet. The corner of each bracelet joint is slightly curved just like the actual model. The size of the LEDs is 11mm by 11mm and the clip slot is sized 11mm by 4mm. The basic shape was designed in SolidWorks to then be laser-cut out of the 2mm sheet metal. The segments for the mock-up LEDs were also laser-cut out of the basic metal shape. With that same model, we were able to laser-cut the exact same shape that is left out of the metal part out of 2mm PET transparent plastic. This made it so that the plastic can be inserted into the metal part by a force fit.
The total length of the prototype is 20,5 cm long. This prototype is the closest to the actual product in terms of materials and sizes. These measurements are based on preference and other bracelets our co-designer wears.
To clearly show the prototype during the presentation and the market we also made a transparent plastic sheet with a slight bend to resemble an opened agenda. On the left, we will create a page similar to what is found in an agenda. On the right, we can show pictures of our drawings. We are also going to attach our Ardiono prototype to the back.
The blue cloth patches on the bracelet are to relax the co-designer when he is stressed. He uses it to go over it with his fingers, called fidgetting. This calms him down. He wants to have a texture, but there is no specific kind of texture he likes the most. A piece of leather or cloth is enough. Even some kind of engraving can be used. The wearable prototype has the infinity sign instead of the cloth. Unfortunately this was not possible for the metal part, because we were not able to make engravings on it.
The function of this prototype is to test the product while it is worn.
The second prototype was made using 3D printing. All the different segments were modelled in SolidWorks and saved as STL files. Some segments were printed multiple times because the bracelet was build-out of multiple of those segments, others only ones. They were printed and polished using sanding paper. Afterwards, the segments were connected with pins that were glued in place.
This bracelet is actually wearable, but not functional. This is because the bracelet wouldn't be wearable anymore if we would place all the electronics on it. This is visually the prototype that is closest to our actual design, but there is one element that had to be changed in order to work for this prototype. The closing mechanism of this prototype consists of a hook segment that is hooked around a rod segment. In our final design, the hook segment will be a snap-fit connection.
The function of this prototype s to show he functionality of the bracelet.
The Arduino prototype demonstrates how the buttons, lights and vibrations of the concept work. It consists of the breadboard onto which the electronics are placed and an Arduino sketch. To safe pins on the Arduino, only two of the three RGB pins of the LEDs are connected: the red and blue ones for the first four LEDs and the red and green ones for the last two LEDs. This did mean that the focus phase of the cycle is indicated by red lights instead of orange, this resulted in a lot fewer pins that needed to be occupied. Nonetheless, the Arduino Nano does not have enough pins to connect six RGB LEDs this way, thus two daisy-chained shift registers were required to make it work. To ensure that the shift registers worked well, two decoupling capacitors were added to the breadboard.
In the Arduino sketch, a class for the light cycle is defined. In this class, a matrix is defined containing all the information for the light cycle. Each row is one state of the cycle, and by using a double for-loop in the sketch, all the states are communicated to the LEDs through the shift registers. More detailed information about the Arduino sketch can be found in the code itself, supported by extensive comments.
11.4.1. ARDUINO SKETCHES
In this user study test, the effectiveness of the bracelet will be tested. The co-designer will be the participant. By using a formative evaluation with a think-aloud protocol, it can be made clear how effective the interface of the product is. The feedback will be qualitative.
Introduction
This will be the first user study test of the product. This product is a bracelet that helps the user with planning tasks and breaks. It is a digital bracelet that uses lights, sounds and vibration to indicate different time slots. In this test, a mock-up model will be used, because it is in the early testing stage. This mock-up model looks like the bracelet and has the same interface as the final product. Only the electronics do not work, so the lights will not turn on and the clock will not work.
In this test, the focus is on the effectiveness of the product. The goal is to see if the participant can use the product and if it is logical for the user. It focuses on the interface of the product and if this is understandable.
The test
- Product: testing the effectiveness of the product by using a mock-up model of the product
- Location: in the field, testing at the participant’s home and their environment
- Method: formative evaluation of the product, using a think-aloud protocol
o According to Carol M. Barnum ‘This approach is usually used for products in development but can also be used for existing products to get a baseline of user experience as part of requirements gathering for a revised or new product.’ (Barnum, 2021) It is the first usability test, so this is the best way to get a baseline for the user experience. It also is a new product. The mock-up does not work, so it is only about the logic of the interface, therefore a formative evaluation is the best choice.
Participant:
For the user test, only one participant will be evaluated, our co-designer. This is because the product is made specifically for this person. The interface should be understandable and effective for this person first before other tests can be done.
Research questions
The research questions are as follows:
- How effective is the interface of the bracelet?
- Is the interface of the watch understandable and logical?
- What can be improved on the interface?
Methods
The method we are using is a formative evaluation of the product, using a think-aloud protocol. The participant will get the scenarios and he/she needs to think aloud about how to approach these scenarios. We are asked to take notes of what the participant says and does, without making any attempt to interpret his/her words. This will give us a good indication of how understandable the bracelet is if a participant gets no explanation at all. The participant has to use the buttons for the scenarios, so this will give feedback if the interface is effective and what should be improved. Because the participant has to think aloud, it can be made clear what the problem is. This method is reliable and valid because Carol M. Barnum explains these methods in her book ‘Usability Testing Essentials’. (Barnum, 2021)
Scenario 1: Look at the bracelet
Look at the bracelet and take it into your hands, and tell us
- your first impressions
- how it looks and feels
- Without actually doing anything yet, what you think you might want to do first
- what all the buttons are for
Scenario 2: Put on the bracelet
Put on the bracelet and see if you can do it without help.
- How easy is it?
Scenario 3: Turning the bracelet on
Turn on the power of the bracelet while it is on your arm.
Scenario 4: Using it for the planning
You are now going to start with a task in your house. Use the bracelet as you think it is supposed to. See if you can use the bracelet.
Feedback
The feedback that is used will be qualitative. All the comments of the participant have to be recorded or written down. Also, the nonverbal feedback of the participant can be noted. The comments and the nonverbal feedback can be compared to each other. This will make it clear if the participant is telling the same information as their nonverbal language is.
No two people on the autism spectrum are the same, and thus it is important that a device like the bracelet timer is adjustable to different needs. Textures that might be comfortable for one person, could annoy another person. Also, a 60-minute cycle might not be the right fit for a significant part of potential users. On top of that, people without the diagnosis could be taken into consideration as well, since problems with time management stretch beyond the ASD diagnosis.
To make the planner bracelet suitable for a broader target audience, the device could be brought to the market with customisation. One of these options could include an accompanying smartphone application that allows users to program the bracelet to their own needs. For example, a cycle could take 45 minutes instead of 60 minutes, if that is preferred. On top of that, the ratio between the focus, transition and break time could be made adjustable. Though an overkill of settings should be avoided, since application should remain uncluttered to ensure that a broad audience can comfortable make use of the app.
Additionally, the links that make up the bracelet should be at least partially removable and replaceable. This ensures that the bracelet can be made into the right size for anyone. This can be made to the extent that during ordering the device, users can select their own set with for example their own preferred texture links. This could be extended to the possibilities of several different add-ons as well, think about links that contain a nice smell for those who benefit from that. This way, each user could customise their own personal bracelet. Making the bracelets as diverse as its users.
Ashinoff, B. K. (2019, 20 september). Hyperfocus: the forgotten frontier of attention. SpringerLink. Geraadpleegd op 6 april 2022, van https://link.springer.com/article/10.1007/s00426-019-01245-8?error=cookies_not_supported&code=f506a675-abcc-4e87-80a6-42b42870a0c5#citeas
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