Designing an Interactive Wall for Movement: For- and With- Intellectual Disabled People

Lars Elbæk, Md. Saifuddin Khalid

Publikation: Kapitel i bog/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review


Health sciences has established that a minimum amount of average daily physical movement is a pre-requisite for human health, including Intellectually Disabled (ID). To integrate physical movement in schools a digital interactive gamified ‘Wall’ named e-Wall was developed by the company PlayAlive. Firstly, e-Wall contains built-in physical reaction games, involving touch, light, and sound. Secondly, an iOS-based quiz-like system connects the e-Wall, which have a clicker like function. As part of an EU-funded development project, ID and staff from three institutions in Denmark tried out the e-Wall and agreed to participate in redesigning functionalities and activities into the HandiWall — and thereby adapting it to the needs of the users. The researchers, as the human movement domain experts and interaction designer were responsible for facilitation of design activities. This paper attempts to contribute in two ways. First, identifying the factors in redesigning a physical activity integrated learning technology for the intellectually disabled using an existing product, which was originally designed for public schools. Second, the considerations in involving the ID and staff in a human-centred design process. In the redesign process the qualitative data collection were conducted by applying observation, interviews, and log-book notes as part of the four activities of a participatory design process. The four activities were: Obtaining insights of user requirements by observing daily life of the institutions. User involvement in local design workshops. Creating an interactive mock-up of the App interface. Testing and gaining expectation insights in using the mock-up of the App interface. A thematic analytical method was applied to categorize the insights of data according design activities and decision-making factors: user requirements, involving participants, interface design and expectation mapping. The HandyWall has the potential of promoting regular physical activity by game-based learning activities, which can thereby enhance healthy living and increase psychosocial health among the ID. It might be appropriate to claim that the system design is novel as it integrates physical activities and game-based learning, which attempt to realize the Danish government’s requirements for supporting the ID. This was attempted through the game elements designed for physical, cognitive, social, and emotional training. We recommend that the institutions employing diverse support staff and hosting diverse groups of ID to develop apps and movement-enhancing interactive systems that are appropriate for diverse age-groups, intellectual capacity, and user-friendly. Designing for and designing with both the support staff and the ID are essential to identify the requirements, selecting suitable functionalities, and ensuring adoption in the contexts of both independent and collaborative use.

TitelProceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018
RedaktørerMelanie Ciussi
UdgivelsesstedAcademic Conferences and publishing limited.
Publikationsdato3. okt. 2018
ISBN (Trykt)978-1-911218-99-9
ISBN (Elektronisk)978-1-912764-00-6
StatusUdgivet - 3. okt. 2018
Begivenhed12th European Conference on Games Based Learning - SKEMA Business School Sophia Antipolis, Sophia Antipolis, Frankrig
Varighed: 4. okt. 20185. okt. 2018
Konferencens nummer: 12


Konference12th European Conference on Games Based Learning
LokationSKEMA Business School Sophia Antipolis
BySophia Antipolis


  • Intellectual disabled
  • adapted physical activity
  • human movement
  • gamification, adjustable
  • game-functions

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