http://www.theseus.fi/bitstream/handle/10024/106049/Kivihalme_Krista.pdf?sequence=1
Abstract
Stroke disables people globally every day. The rehabilitation process focuses mainly on the big muscle groups and re-learning walking. This is why the upper extremity and fine motor control rehabilitation after a stroke is usually left without significant focus. The dexterity rehabilitation after a stroke is lacking an unambiguous method and the guidelines for stroke rehabilitation present multiple recommendations.
SilverFit is a Dutch wellness technology company, whose focus is to motivate people in
rehabilitation and maintain their activity by gamification. The thesis was a part of an international product development project for finding a solution for fine motor control rehabilitation after a stroke. Thesis work focused on an iterative project trying to solve the most effective way for rehabiliating fine motor control after a stroke based on the most recent evidence-based studies and understanding the requirements and problems of the users.
The human-centred research was conducted using a Design Thinking -process with methods of online ethnography, interviews and observation.
The results from the evidence-based research and the human-centred research were com-
pared through a theme analysis. The thesis showed that the most problematic thing in fine motor control rehabiliation after a stroke is the lack of knowledge, motivation and time, which together cause feelings of insecurity in the therapists and the stroke survivors.
The recommendation for solving the current situation is to create a technological solution, which is always accessible for the stroke survivor, supports the decisions of the therapists based on the most recent evidence-based studies, gives supportive feedback during the therapy and provides realistic results about the progress of the rehabilitation. The thesis provides the first stage of an iterative product development process.
Keywords/tags (
subjects
)
Stroke, cva, rehabilitation, fine motor control, user centred research, human-centred re-
search, occupational therapy, wellness technology, online ethnography, design thinking
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