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Kim, KwanMyung
Intergration and Innovation Design Lab.
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Gamified user interface design for dysphagia rehabilitation based on common mental models

Author(s)
Gabbas, MalikaKim, KwanMyung
Issued Date
2022-06-25
DOI
10.21606/drs.2022.594
URI
https://scholarworks.unist.ac.kr/handle/201301/75780
Fulltext
https://dl.designresearchsociety.org/cgi/viewcontent.cgi?article=2998&context=drs-conference-papers
Citation
DRS2022: Bilbao
Abstract
Dysphagia is a term for swallowing difficulties. It is usually caused by another health condition, such as stroke, or dementia. Exercise-based training with biofeedback is commonly practiced in dysphagia therapy. Existing gamified solutions for biofeedback
devices provide scenarios that conflict with natural mapping of the swallowing activity. In this study, we have identified and addressed these conflicts based on mismatches with common mental representations to create a more well-matched
training experience. Our study showcases an example of designing a gamified user interface for dysphagia rehabilitation, while also defining important UI principles for gamified training. It also serves as valuable and emerging research that puts emphasis
on the importance of designing for dysphagia rehabilitation. We expect that our research will inspire other designers to incorporate gamification elements into their designs in a rational and well-designed way.
Publisher
Design Research Society

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