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Revised Statement: A wearable device that helps older adults with arthritis to strengthen their hand muscles and joints by delivering incremental exercise routines which interacts with a gamified component that tracks movement. 

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Revised Statement: A wearable device that helps older adults with arthritis to strengthen their hand muscles and joints by delivering incremental exercise routines which interacts with a gamified component that tracks movement. 

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Cognitive:

Feedback provided by the glove (through light, sound and vibrations) help the user understand the outcome after each gestural action.

Data collected from sensors and shown through the in-app diagrams help users visualize areas of hand joint dress with colours that relate to the amount of exerted stress.

Emotional:

Progress bar of gameplay that is viewed from the LED wristband shows users where they are positioned at the start or end of the game session. This allows users to know how far they are in the game, and how close they are to completion.

Positive reinforcement provided through ascending sound effects after correct gestural actions or successfully completing the game.

Light (when flashing, pulsing, or travelling), makes glove interactive and bright colours allow for more user engagement with the game and glove.

Physical:

Touch screen feature on the wristband is a clue for navigation through the glove’s system. Easily accessible buttons with understandable symbols make navigating the glove settings easier.

Physical button on the wristband is pressed to turn on the glove device.

Perceivable:

Glove is modeled after a real glove so there is a sense of familiarity making the design understandable to be worn on the hand.

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Design reduced to a full sized glove without a forearm attachment

All information is given through glove and output responses

Light travels at a slower pace to allow for user to prepare for next gesture

Saves on resources on glove and maximizes comfortability without needed attachment

LED screen wristband turned into a detachable component to glove with Apple Watch-like screen

No longer a need for a flexible OLED screen that wraps around entire wrist

Screen is visible at top portion of wrist only

Rest of band is made from elastic or cord to allow for an adjustable fit to user

Additional joint support instead of light-up joint bands

Joint bands that wrap around each joint may debilitate movement and affect results from sensors

Light-up portion turned into circular buttons that rest on top of each primary joint

Carbon fiber joint support between joint for added structure to glove (lies beneath LED wires and on top of glove)

New vibration output response device to replace previous light output response

Battery pack and vibration motor to provide vibrating/ rumble output for haptic feedback (used for negative actions paired with negative two-tone sound)

Device will rumble at different gestures to allow user to know how they are doing; this will be paired with a sound instead of a flashing light

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Behaviour/ Input:

Gestural movement; single or series of different hand-based actions

Response/ Output: (above)

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- Physical glove model + stuffed hand model
- Low fidelity Figma app interface
- Digitized flat 3D model (to show angles/ functions)
- Poster for product
- Low fidelity GIF to show light/ sound feedback

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- Glove
- EL wire (single colour)
- Cardboard
- Hot glue/ super glue/ tape
- Fabric
- Thin plastic sheet
- Buttons
- Clay/ rings

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This is a glove that I had from a while back. The skeletal pattern is on one side while on the other, it's blank. I'm thinking of using this glove as part of the prototype to show which joints are directly impacted with the motion of the gestures and to display my idea efficiently through the model

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9 Principles of Active Ageing (to consider)

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9 Principles of Active Ageing (to consider)

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1. Population
2. People
3. Perception
4. Potential
5. Products
6. Promotions
7. Places
8. Policies
9. Programs

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1. Environmental
2. Intellectual
3. Physical
4. Social
5. Spiritual
6. Vocational
7. Emotional

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https://padlet.com/satslab/cjsvmmp3ksnrl4b6

# data[].attributes.headline
A wearable device that helps older adults with arthritis to strengthen their hand and finger muscles and joints by delivering incremental, patterned sensations to the user which interacts with a gamified component that tracks movement. 

# data[].attributes.subject
A wearable device that helps older adults with arthritis to strengthen their hand and finger muscles and joints by delivering incremental, patterned sensations to the user which interacts with a gamified component that tracks movement. 

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Behaviour/ Input:

1. Varying hand gesture (closing/ opening fist, pinching, flexing)

2. Detecting areas of tensions/ stress

Response/ Output:

1. Feedback - positive light brightness

2. Attention - negative flashing light

3. Status - progress bar in band

# data[].attributes.body
Each finger is assigned a colour where the colours start at the forearm band to hint at the finger and shoot to a finger, sometimes more than one colour at once depending on the difficulty. Depending at which point the light reaches, the user must perform the proper gesture to win points and progress in the game. If a colour reaches one finger, they have to mimic an isolated gesture, but if all fingers light up, they must do a fist or expand their hand open. The game session’s progress and “health” status is tracked as a progress bar on the wristband. If the user performs the correct gesture, the coloured light will flash brighter and make a “ding” tone, while if the gesture is incorrect, the light will blink twice. The more correct actions that are performed, the progress bar will continue, but incorrect actions hinder progress and count towards a strike.

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Sensor glove with gamified glove interaction:

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Sensor glove with gamified glove interaction:

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A full LED embedded glove that helps users with arthritis strengthen their joints/ muscles through a gamified component within the glove that tracks gestural movement. There are LED lights that streamline from the LED screen forearm then outwards to each finger, and textile sensors that follow beneath the lights to detect areas of pressure and pain at the primary joints. The glove is worn one hand at a time, then alternates. The game is played directly through the band and data is stored in the wristband (but can also be exported through wire connection or viewed in app). The data collected is used to advise users for areas of strengths, weaknesses and concerns, and can be given to health care providers to better assist the user’s joint pain. All settings can be adjusted in the forearm band to adjust level of difficulty, and data of game progress and areas of stress are transferred and stored in the band.

# data[].attributes.body
Behaviour/ Input:

1. Varying hand gesture (closing/ opening fist, pinching, flexing)

2. Detecing areas of tensions/ stress

Response/ Output:

1. Feedback - positive interaction tone

2. Attention - rumble for negative interaction

3. Status - progress bar and scoreboard on-screen

# data[].attributes.body
The gloves connect to a screen via Bluetooth and the finger sensors where users have to mimic on-screen hand gestures that appear on the screen in a timely manner, often one after another (similar to garage band). Hand gestures could include a series of opening/ closing the fist, pinching, flexing etc. When the correct gesture is completed, the glove will make a positive sound, and if an action is missed, the glove will produce a vibrating rumble. Users will be able to see their actions on-screen with a 3D model that mimics their actions. Level of difficulty, scoreboards and progress is stored in the glove and transmitted to the LED band or screen.

# data[].attributes.body
The sensor mapping is an additional feature that can be accessed outside of the game to transmit necessary data to assess the user’s movements. The data collected is stored in the glove/ app, and is detected by the textile sensors. Darker, dense colours indicate areas of muscle/ joint tension. The information can be accessed through a virtual mapping. This will help advise users for areas of pain, tension, and concerns, and can be given to health care providers to better assist the user’s joint pain.

# data[].attributes.body
A full glove that helps users with arthritis identify areas of pressure or joint/ muscle stress through textile sensors that connect to an on-screen interactive game. There are motion sensors at the fingertips, and the textile sensor can detect areas of joint pressure/ pain, reflected in coloured mapping of saturated, dense areas. The gloves are worn on both hands, and connect to a screen (tablet, app).

# data[].attributes.body
Behaviour/ Input: varying hand gesture (closing/ opening fist, pinching, flexing)

Response/ Output:

1. Feedback - positive and negative interaction tone

2. Status - progress bar on LED wristband

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The main premise of the game is that the user must close or open their fist, along with other similar gestures (i.e. pinching, flexing), where the haptic movements interact with on-screen controls to control the avatar’s actions. The game will continue for a duration of time, where progress can be viewed on screen. The user must collect points or complete a short game course. The glove will produce interaction sounds for positive actions, like scoring a point, or negative actions, like losing or when time is up.

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The data collected is stored in the glove/ app to advise users for areas of strengths, weaknesses and concerns, and can be given to health care providers to better assist the user’s joint pain.

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A fingerless glove that helps users with arthritis by strength training and resistance technology that senses haptic movement. There are wire sensors that streamline from the LED screen forearm band then outwards to each finger and added pressure sensors that connect at the primary joints (distal, proximal, metacarpophalangeal, interphalangeal). Having the glove extend back to the forearm can measure more muscle tension and movement activity, which can translate to usable data. The gloves are worn on both hands, and connect to a screen (tablet, app), for users to play a gamified simulator or other varying games to practice grip strength, speed and hand coordination. The resistance can be adjusted through the glove settings to allow for more/ less motion abilities that affect how the user interacts with the game.