Our 7 stage games design process
The starting point for this process is our 5 core aims:
- For each game to deliver against its play objective (from one of stimulating movement, creating shared experience and enhancing emotional well-being).
- The ability for games to evolve and rotate, retaining an interest for staff, friends and family as well as residents, to ensure longevity of the magic table 360.
- To deliver a best-in-class experience with other light projection technology in the marketplace.
- To add value to a care home or care organisation and help meet a range of care needs, as laid out in care regulator frameworks.
- To improve outcomes for everyone living with dementia and improving the ability for caregivers to provide person-centred care.
This process is at the heart of everything we build and design and relies upon partner organisations to help us gain feedback and insight into the strengths and weakness of the games we build (a key part of stage 6 of the process).
Please contact us if you have any feedback you’d like to share or are interested in becoming a design process partner.
Read more about our main aims and outcomes
- Provides interesting and stimulating interactive sensory display and sound.
- Is a pleasant activity for happiness and social enjoyment.
- Encourages initiation of physical interaction.
- Is easy to staff to initiate.
- Able to be enjoyed by residents for a long time, doesn’t get “old”.
- Improves relationships by generating talking points for participants using a meaningful activity.
- Increased orientation
- Increased physical movement
- Social experience
- Decreased negative emotions
- Relief from behaviours that challenge
- Help care homes and communities to become more: Safe, Caring, Effective, Well-led and Responsive
- Different specialised meaningful activities, sensitivity to people’s diversity such as different life histories.
- Sensitivity to different physical profiles and sensory profiles for added person centred care.
- Each different game add value and variety to participants’ experience.
- Game suitable for different playing surfaces, environments, times of day.
- Culturally appropriate games that can meet the needs of a diverse population including seldom heard groups, BAME.
- Lacks culturally appropriate games.
- Games are too similar in meaning.
- Games cannot be adapted to multiple environments.
- Interactive responses are too similar and predictable between games.
Social-Ability index for predicting a successful game
- Accurate visual orientation
- Sensory quality (sound, picture)
- Game has an interesting response to engagement
- Wide cultural enjoyment
- Participants control gameplay
- Game provides a next step
- Player has a positive goal
- Player has a defensive goal
- Late stage suitable
- Meaningful activity
Keep exploring the Happiness Programme
Find out more about our interactive projector, the games and how these deliver better care outcomes for those with dementia, learning disabilities and in rehabilitation
Find out more about the monthly structured programme helping care staff deliver best-in-class activities and supporting better care outcomes across the UK