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What’s in a name?

What’s in a name? Do the names we give to projects and collaborative initiatives matter? These may seem like banal or odd questions but they are proving to be important to consider when undertaking a co-designed collaborative project; as we have found out early on in the Parlours of Wonder co-design process.

 

For the last two weeks Bristol University researchers, digital design partners and residents, day centre users and care staff have been coming together for co-design meetings at 3 care settings across Bristol, South Gloucestershire and North Somerset.

 

We all met up to discuss the initial designs for a ‘Parlour of Wonder’ that were created from our initial co-design meetings before Christmas. The responses to the initial design ideas created by Stand + Stare clearly demonstrate that the name ‘Parlour of Wonder’ is not insignificant, rather, it is a name that is far from inconsequential.

 

When Stand + Stare showed assembled care staff, residents and day centre users the initial designs and asked for feedback it was clear that ‘Parlours of Wonder’ conjured something quite specific in each person’s mind and how diverse these expectations were!

 

As a research team we were interested in ‘re-imagining the parlour for the 21st century’ – taking the idea of a ‘cabinet of curiosity’ or ‘wonder room’ but making the design of  this a more inclusive process.  However, for our partners,  the project title ‘Parlours of Wonder’ conjures up domestic spaces circa the 1940s, for others, an image of cabaret and feather boas, whilst for some it’s a playful space crammed full of colourful stuff.  We found  no one was associating the project with a “modern” space.

 

When we introduced our initial ideas one member of the care staff team asked: “This cabinet is a modern style, but presumably you could make it look older?” This question and others like it from other care staff was very revealing about individual expectations that arise from the ‘Parlour of Wonder’ as a project title and concept.

 

So whilst those managers who are setting aside a room within their care setting and those gathered who use the care settings’ services seem to associate ‘Parlours of Wonder’ with something ‘old’, for ourselves and our design partners, these Parlour of Wonder spaces are not necessarily so, for both practical reasons (to accommodate the storage and use of ipads with the Story Creator app) but also related to  ideas of disruptive design, where we see benefit in thinking differently about what care home spaces might look like, feel like and what they might contain within them.

These initial experiences, then, have led us all to wondering whether the name of the project is misleading and has led to expectations the design team feel they cannot fulfil. With this in mind we are all keen to see what evolves from the latest round of co-design meetings with regards to the Parlour of Wonder design itself, but also, were we to change the name of the project, what would be most suitable? …Watch this space!

Below are photos from two of our co-design meetings where the designers, Stand + Stare, are sharing their designs with residents and care staff. The colour red was a popular choice chosen from the Valchromat samples supplied by the designers, who are considering this material in order to make the cabinets to go into each Parlour of Wonder.

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The Parlours of Wonder co-design process has begun!

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Since the project began in November 2016 we have been busy with team meetings at the three partner care settings located in Bristol, North Somerset and South Gloucester. The aim of these meetings has been to bring together the diverse project partners: designers (Lucy and Barney Heywood), ourselves (academics at the University of Bristol), the care setting manager(s), staff, volunteers and last, but by far from least, the residents or day care visitors themselves, in order to discuss the space within each care setting most appropriate for a Parlour of Wonder.

In our informal meetings we have been keen to hear what the residents and/or day care visitors would like to see in a Parlour of Wonder and what they think one should be. Subsequently, we have been asking them many questions – some could say, too many!

This project values and prioritises the processes of co-design and co-production, meaning, quite simply, we are keen for those who are going to be the users and keepers of a Parlour of Wonder to be deeply involved in the design and production process from the start. We certainly don’t want designers and researchers coming into each care setting imposing what they think those in each care setting would like a Parlour of Wonder to be and look like! However, whilst, our co-design and co-production principles are well meant, in reality, they remain very challenging to implement and maintain (but more on this at a later date).

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Barney is measuring the dimensions of the room identified for a Parlour of Wonder at a care setting in Bristol. He was grateful for a resident’s assistance in this process, whilst Lucy continued asking other residents for their ideas on how the room should be transformed into a Parlour.

So far, much of this co-design process has involved talking with residents in small groups in each care setting and asking them probing questions such as: If you had a room designed for relaxing with visitors what would it look like? What furniture would it contain? What would the walls look like? What furniture is comfortable for you? These questions will help the designers to come up with some mock-up designs that we will then take back to each care setting and ask the staff and residents/day care visitors to comment on. We are aiming to hold these meetings in late January 2017 and we’re all excited about what the designers mock-ups for a Parlour of Wonder might look like…so watch this space!

…Meanwhile, Merry Christmas and Happy New Year!

Welcome to Parlours of Wonder

Welcome to Parlours of Wonder!

We are delighted to welcome you to the Parlours of Wonder project, which aims to co-create and co-develop a new space of discovery, connection, meaning making and mystery in three care settings across Bristol and the wider region, where older people, carers, local community members and families can connect with each other.

We hope to engage multigenerational audiences, in particular working with local  schools, to bring younger people into care settings in order to connect with older people through sharing stories, objects and ideas.

This project is being led by researchers at the  University of Bristol. You are most welcome to contact them and they are keen to hear from school-aged children and younger people who would like to get involved! The researchers are:

Dr Helen Manchester –  helen.manchester@bristol.ac.uk

Dr Hannah Rumble – h.rumble@bristol.ac.uk

The key project partners they will be working with in order to deliver this project are:

Alive!

Stand + Stare

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The StoryCreator app

We will be using an app designed during the Tangible Memories project.

You can download this from the iTunes store:

https://itunes.apple.com/gb/app/tangible-memories-story-creator/id1006573343

The Tangible Memories app allows you to tell stories and listen back to them in easy and accessible ways. It has been designed particularly with older people and their carers and families in mind, but can also be used by anyone.

You can create pages that combine a photo, text and an audio recording. These can be viewed within the app or printed out. When printed, the audio recording is represented by a beautiful shell illustration. The scan function within the app recognises the shell on each printed page and, as if by magic, plays back your audio.

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Tangible Memories app and Scarborough Museums Trust

We were delighted recently to be contacted by Emily Nelson at Scarborough Museums Trust. She wanted to talk to us about a project idea they had in which they wanted to use the Tangible Memories StoryCreator app .  We were able to offer Emily advice and will continue to work with them as their project develops. It’s great to see the app being used in different parts of the country.  Emily has sent the following update on their project, ‘Outside the Box’:

Scarborough Museums Trust and social housing provider Yorkshire Coast Homes are pleased to introduce the ‘Outside the Box’ project, a 12 month reminiscence project which will run monthly reminiscence sessions in 10 different community locations across Scarborough. The sessions will be a great chance for the older people in our community to socialise and meet new people, facilitated through objects from the museum’s handling collections, and the remembrance of the past. Each session will also involve young volunteers, who will be offered oral history and reminiscence training. Once funding has been secured to purchase a number of ipads, these young people will be able to use cutting edge technology, in the form of the Tangible Memories Story Creator App, as they record important oral histories from the local community. We are very excited to work alongside the Parlours of Wonder project through using and providing feedback on this wonderful app.

Nature, Technology and Wellbeing

This pilot project, which builds on the Objects of Escape initiated during Tangible Memories, explores the therapeutic potential of cutting-edge technologies, to bring nature and natural environments into healthcare settings to enhance well-being.

Using sound and image archives from the BBC Natural History Unit, we are exploring multi-sensory and immersive experiences, such as Virtual Reality, tactile ‘Mutual Instruments’ and a rocking chair that transports the sitter to the natural world through evocative soundscapes.

This collaborative project is working alongside healthcare practitioners, families, and teenage and young adult patients at the Bristol Oncology Centre, and older people living with dementia, and their families and carers at Brunelcare’s Deerhurst home.

Team: 
Helen Manchester (Social Scientist)
Kirsten Cater (Computer Scientist)
Heidi Hinder (Artist, Designer, Maker)
Steve Symons (Creative technologist and sculptor)
Esther Ingram (Archives Manager, BBC Natural History Unit)
Ailish Heneberry (Commercial and Business Manager, BBC Natural History Unit)
Sam Hume (Producer, BBC Natural History Unit)
Joe Hope (Researcher, BBC Natural History Unit)
Lesley Hobbs (Manager, Deerhurst care home)
Jamie Cargill (Lead Nurse, Teenage Cancer Trust, Teenager and Young Adults cancer service South West)
Fran Hardman (Well-being co-ordinator, Teenage Cancer Trust)
Hannah Lind (Youth Support Co-ordinator, Teenage Cancer Trust) 

Partners:
BBC Natural History Unit
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This pilot project has been supported by:
Print

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BBC Natural History in 360 at the Teenage and Young Adult cancer ward

There has been a great sense of expectation on the Teenage and Young Adult cancer ward at the Bristol Oncology Centre, surrounding the start of our Virtual Reality trials in partnership with the BBC Natural History Unit. We have been working with Esther Ingram, Archives Project Manager, to share some of the BBC’s phenomenal natural history programming in this new context, with a new audience. Together, we are keen to find out if bringing nature into the TYA cancer ward through technology such as Virtual Reality (VR) can help to improve patients’ and supporters’ well-being during long-term hospital stays.

A group of 30 patients, relatives, friends and staff gathered over a two day period, to take part and try out the 360° immersive virtual reality experiences, often for the first time, or simply to watch these sessions in action.

There were a variety of technologies and films on offer, including the HTC Vive headset with bluetooth sensors and hand controllers for a more physically active VR experience. This was set up in the social space of the Chat Room to give people the chance to move and walk around in their virtual worlds.

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BBC Natural History Unit researcher Joe Hope testing the HTC Vive VR set up.

Once this tech was rigged up, which takes about an hour, the VR experiences were ready to play. Patients could choose whether they wanted to immerse themselves underwater and visit a coral reef or a shipwreck, watch a Blue Whale swim past, or try and touch virtual jellyfish. These particular VR films are freely available online (cost-effective for charities like the Teenage Cancer Trust, should they wish to access them in future), and have been produced using computer generated imagery. Our teams are interested in the difference between people’s perception of ‘real’ nature (as filmed by the BBC) and digitally mediated nature through these CGI animations (produced by WEVR). Which is more effective in this context?Does it make any difference?

As we compared and contrasted versions of nature and VR, and interviewed participants about their experiences, all the volunteers became fully immersed in their virtual landscapes:

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Caroline peeps over the edge of a coral reef
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Ellen prods a jellyfish with her controller.
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Teenage Cancer Trust staff Fran marvels at a stingray overhead.
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A patient’s father experiences virtual reality for the first time.

Alongside the more complex, expensive and physical HTC Vive VR kit, the BBC team set up an alternative using the Samsung Gear. This has the advantage of being completely portable, requiring only the virtual reality headset, headphones and a smart phone. As a result, we were able to share these VR experiences with patients who were unable to join in the communal Chat Room session while they were currently bed-bound and isolated in their bedrooms.

On the second day of our VR trial,  the Samsung Gear headset was on offer again to the wider group and included a selection of quieter, more therapeutic nature films in VR. There was a sub-aqua diving experience in the tropical waters of Costa Rica, a jungle documentary, a 360° woodland dawn chorus and an immersive guided tour of a pre-historic dinosaur presented by David Attenborough, each lasting about five minutes. Although it’s not possible to experience virtual reality without the appropriate technology, here’s a hint of what people were watching:

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Patient trying out the Samsung Gear VR headset.
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Looking around the (virtual) woods for birds and listening to the dawn chorus.
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Parents were also interested to experience Virtual Reality
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Identifying snakes in the jungle

Here is some of the patients’ and supporters’ feedback from their first experiences of Virtual Reality:

‘I can see [VR] being something that if you’re stressed or anxious, just pop this on and get away, to feel like you’re somewhere else – that would be when I would use it. I think that would be quite a good thing to do’. (Holly, patient)

‘I didn’t really know what to expect, then when I put it on, I was like, whoa! I’m under the sea!’ (Laura, patient)

‘You do lose yourself. You definitely lose yourself. Which is important being on this ward, and going through what the kids have got to go through. … To be honest, it just enables you to get away from this clinical environment which is paramount.’ (Suzie, parent)

‘I could just zone out completely and watch [VR] for a good hour or two or something like that. It’s so good, it’s amazing. … I’m well into it! I am ridiculously stressed out and anxious, so this has been really helpful. … This has real helped today. I’ve been mad stressed all day … so this has been real good to come and just chill out for a bit. So yeah, thank you.’ (Matt, patient)

After such positive responses, we look forward to continuing our valuable collaboration with the Teenage and Young Adult cancer service, the Teenage Cancer Trust, and the BBC Natural History Unit, for the well-being and benefit of those in long-term hospital care.

Testing prototypes for dementia care

During the second day of our rocking chair trial at Deerhurst, we were also testing out a new handheld prototype, developed by creative technologist and sculptor Steve Symons. This wooden prototype plays nature sounds and music when it is picked up, tapped, shaken, smoothed and generally explored through touch. The top surface is embedded with pebbles and pieces of wood and conceals the network of electronics and programming that is hidden inside. Underneath, on the base of the prototype is a discreet speaker.

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Jane, staff carer at Deerhurst, holding the interactive audio prototype by creative technologist Steve Symons.

One of the first participants to visit us in the Garden Room this morning was a resident who is new to Deerhurst and just settling in. Betty was a very jovial character who really enjoyed shaking the handheld prototype and touching the different textures of embedded stone and wood. On contact with her hands and triggered by the movement, the sound of seagulls started squawking at Betty. She laughed and joked that the birds must be hungry ‘because we were mean and had forgotten to feed them!

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When Betty tried out the rocking chair for the first time, she put her head back, closed her eyes and started singing along to one of the songs that she recognized. She reminisced about her parents as she listened to the poems and nature sounds, and described her experience in the rocking chair as ‘lovely, very moving’ and commented that she ‘could stay here all day’.

Joyce was the only repeat resident who had tried out the rocking chair on my previous visit. On the first test day, Joyce had been upset and in tears before sitting in the chair, but after listening to the audio and rocking, she became very calm and left smiling, and generally seeming much happier. Today she closed her eyes and nodded off to sleep for most of the session.

Joyce’s goddaughter Beverly was visiting today and suggested that it would be good to have the option of an automated rocking feature on future versions of the chair, as she felt that Joyce’s condition and stage of dementia would mean that Joyce would forget to rock. Beverly also tried out the chair, finding it very comfortable and when asked about her preferred audio content, she said that she would choose to listen to poetry and short stories.

During the course of this short pilot study, thirteen different people have tested the rocking chair at Deerhurst, including care staff and family, as well as residents. We hope to secure further funding next year, in order to develop these prototypes and explore, in greater depth, the benefits of nature on well-being in dementia care.

 

Rocking chair trial begins

For the first time today, we are testing out the soundscape interactive rocking chair at Deerhurst, following our successful trials at Westbury Fields during the Tangible Memories project. We have six residents, relatives and staff who are all looking forward to sitting, rocking, listening and imagining, for a half hour relaxation session in the Garden Room.

As a recap, to summarise this tech-embedded piece of furniture, here is our poster from the recent Computer-Human Interaction conference in San Jose:

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Rocking chair poster presented at CHI 2016, a computer-human interaction conference focussing on ‘technology for good’. (Dr Peter Bennett, Heidi Hinder, Dr Kirsten Cater)

Designed for older people living with the advanced stages of dementia, the rocking chair plays sounds from the natural world, nature-themed poetry and music through speakers embedded in the headrest. The audio is triggered by the rocking motion of the chair, so the sitter doesn’t have to learn or remember an interaction. If the chair stops rocking, then the poems, music or nature sounds gradually fade away to quiet. The sound content plays at random, removing the onus of choice from the individual, and the associated anxiety and frustration of sometimes not being able to recall personal preferences.

Our first participant today was assisted into the rocking chair from a wheelchair, with the help of care staff and a hoist. As she listened to sounds of the dawn chorus and waves on the seashore, she asked me what was causing the rocking movement of the chair. When I told her that it was her legs, pushing herself back and forth in the chair, she was surprised but very pleased – she told me that she can’t walk. While we have largely focused on the emotional and well-being effects of the rocking chair, it seems we have underestimated the potential physical benefits as well!

There were two other highlight responses from today as well as this significant start. A lady called Thelma had felt very agitated and anxious before she joined us in the Garden Room to try out the rocking chair. By the time she left to go to lunch, she was smiling and happy, and seemed very uplifted by her experience.

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Thelma said she loved the music the most (more than the poetry or nature sounds), and she rocked in time with the rhythm of the music that she was listening to. She told me that she didn’t want the music to finish and at the end, repeatedly commented on how ‘that was so lovely’ and thanked me so much for the experience. She was moved to tears, telling me ‘oh, I could cry, that was just lovely’. Bidding goodbye, Thelma shook my hands in both of hers and kissed the back of my hand as she thanked me again.

Another instance that seemed to illustrate the uplifting effects of the chair, was demonstrated by a lady called Joyce who joined us in the Garden Room in tears and was very sad and upset at the start. After sitting in the rocking chair, listening to birdsong, and to Vivaldi’s Four Seasons, Joyce began to relax and started chatting to me (about music, her father, and how she liked instruments). She recognized Wordworth’s Daffodils poem and quoted some lines from it as she was listening. She was able to sing along with several lines of ‘Let There Be Love’. She left the session seeming much happier than she was at the beginning.

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Here at Deerhurst, like at the Oncology Centre, I also shared a selection of natural objects with the residents, to see which items they were drawn to pick up and handle for the different tactile qualities.
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This feedback will contribute to artist Steve Symons’ decision-making with regards to which materials he will use to design and produce a handheld interactive prototype for residents to pick up and play.

From this box of objects, Joyce chose the rubber, the bamboo spoon and the silver birch birdcall whistle. With the spoon and the birch-whistle in hand, Joyce enjoyed tapping these two pieces of wood together, in time to the music she was listening to while rocking in the chair.joyce-mealing-hands-holding-materials_small

As well as the many positive and encouraging responses from today’s participants, it was equally useful to observe aspects of the chair and app design that will need to improve in future developments of this initial prototype. For example, Thelma found it difficult to hear many of the softer nature sounds such as the cat purring, the sound of waves on the seashore or the crickets singing. It might be that this range of sounds is too subtle for those who are hard of hearing and, in future, we could reduce the number of these types of tracks – although some people do find them relaxing and calming, as these particular sounds have a similar effect to white noise, and they seem to help people fall asleep. Volume is also an issue. Residents have very different levels of hearing and the volume needs to be adjusted for each individual, then sometimes adjusted again within each track as a piece of music will suddenly get louder or dwindle away to a volume where people think it has stopped, if they can no longer hear it.

Overall, this first day of testing the rocking chair at Deerhurst was a very valuable experience. Each of the participants seemed to gain something positive from sitting in the chair, ranging from a restful sleep to a noticeable transition from agitation to calm, from sadness to happiness.

We look forward to returning to Deerhurst again next month and hope that we will once more see residents enjoying a sense of well-being provided by the rocking chair.

Co-design and cake at the Bristol Oncology Centre

Today we facilitated a session called ‘Co-design and cake’ on the Teenage and Young Adult ward at the Bristol Oncology Centre.

With the support of the Teenage Cancer Trust’s Well-being Co-ordinator and Youth Support Co-ordinator, we gathered together as a group of patients, relatives and friends, in the bright environment of the ward’s Chat Room to enjoy afternoon tea. This was a chance for me to introduce myself and the project, and find out what the participants might think would benefit them during their hospital treatment, and what they would like to try out over the course of this pilot.

Nature is already well represented on the ward, and patients are provided with options for a range of activities when they’re feeling well enough. The Chat Room, where we were meeting, is a large, open plan communal space, with a kitchen area, table football, sofas, board games, pool table and a jukebox:

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The Chat Room, Teenage and Young Adult cancer ward, Bristol Oncology Centre
ALL PHOTOGRAPHS COPYRIGHT OLIVER EDWARDS 2014 OLIVEREDWARDS.CO.UK MAIL@OLIVEREDWARDSPHOTOGRAPHY.COM +44 (0) 7598315331
The Chat Room, Teenage and Young Adult cancer ward, Bristol Oncology Centre

As shown in the photo above, along the main wall of The Chat Room there is a beautiful woodland frieze. These outdoor scenes also create a peaceful backdrop to the reception area, the seclusion of The Snug (for reading and quiet solitude), and the Games Room (complete with Smart TV, Xbox consoles, and a film library of DVDs):

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Reception area, Teenage and Young Adult cancer ward, Bristol Oncology Centre
The quiet space of The Snug, Teenage and Young Adult cancer ward, Bristol Oncology Centre
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Games Room, Teenage and Young Adult cancer ward, Bristol Oncology Centre

Elsewhere on the ward, there is a well-being room with mood lighting and a therapies couch for reflexology. The ward staff had previously highlighted to our project team, the well-being needs of visiting families and supporters, alongside the needs of patients themselves. Staff had talked about ‘occupational loss’ – referring to how parents, relatives and supporters would normally be spending their time, if they weren’t at the hospital. This occupational loss could quite literally be a loss of work, but also missed time with other children and family members, or the loss of holidays and so forth.

So the key research questions from staff on the TYA ward for our exploratory pilot study include these points:

  • Will the outcome be something that supporters could use, as well as patients? (For example, a recent reflexology trial, set up by the Teenage Cancer Trust, was found to benefit carers and family members almost more than the patients).
  • Can the project outcomes improve people’s experience during treatment?

The Well-being Co-ordinator recognised that it is difficult for patients to spend time out of their bedrooms for lots of reasons, but she felt there was a need to offer patients something else to do, other than to sit (or lie down) in the seclusion of their bedrooms, and in addition to the variety of activities already available. With this in mind, we decided that portability was an essential feature for any prototypes, alongside careful consideration and medical guidance regarding infection control.

Back with the group of patients and their supporters in The Chat Room, I introduced a series of questions to initiate our discussions around nature and technology, assisted by a collection of natural objects and materials, and a large selection of nature-themed images to serve as conversational prompts. Here is just a small selection of the objects and images shared today:
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Interestingly, almost as soon as the group began to talk about nature, they also started referring to the smells, sounds and other sensory aspects of being outdoors. Nearly all of the participants said that they experience nature most frequently through some kind of activity, such as walking, swimming, kayaking, sailing or sightseeing.

When asked the question, ‘Which natural world environment would you transport yourself to, if you could go anywhere?’ these were some of the group’s responses:

  • Desert – for the warmth (feeling relaxed in the heat)
  • Beach – going swimming, walking barefoot on the sand and paddling in the shallows (which was forbidden during treatment for one of the patients)
  • Woods – ideally a combination of forests, hills, meadows and freshwater lakes
  • Waterfalls and running rivers – a Canadian mountain landscape
  • Norway – snow, water, fjords, green landscape, peaceful, spellbinding environments with a chance to see the Northern Lights

With such a variety of choices for contrasting terrain, one of the patient’s fathers suggested that whatever nature and technology experiences we offer, these must be bespoke and personalised, as people’s opinions and preferences are always so individual.

The concept of nature as a means of ‘getting away from it all’ and as a form of escapism appealed to the whole group. One patient described how ‘the one thing you want when you are stressed and intimidated by all the hospital treatments and procedures, is to take your mind away from the present, so the escapism of Virtual Reality sounds very appealing’.

In discussing potential technologies, everyone in the group had said they were excited about the idea of experiencing Virtual Reality, while no one had yet had the chance to try it before…

So compelled by this really useful session, we look forward to returning to the ward in a couple of weeks time, when we will be able to offer the participants some immersive digital experiences of nature, and find out what they think of VR – in reality!

Parlours of Wonder AHRC Follow on Funding awarded

We’re really excited to announce we’ve just been awarded AHRC follow on funding for our ‘Parlours of Wonder’ project.

This new project will enable us to continue the close work with Alive!, Stand + Stare, an app designer and colleagues in care settings to further embed the project outcomes in their practice and in care settings more widely.

Community engagement is increasingly recognised by the care sector and social care commissioners as vital in tackling issues of social isolation in our older populations living in care. Together we will be co-designing engaging community spaces (parlours) where older people can interact with evocative objects and the StoryCreator app to record and share their memories and life histories. This will involve imagining and creating a new space of discovery, connection, meaning making and mystery, rather like the ‘cabinets of curiosity’ or ‘wonder rooms’ of old. Unlike cabinets of curiosity, our ‘Parlours of Wonder’ will not be designed and curated by us as arts and humanities researchers, artists and computer scientists. Our vision is that these spaces will be co-curated by and for residents, care staff, families and community members. Care managers who have been involved in the TMP project believe there is huge potential to use these Parlours of Wonder for community engagement where local school children, community groups and isolated older people will be encouraged to enjoy a cup of tea and a chat or a more formal encounter, sparking questions, connections, new interests or opportunities for contemplation.

The project builds on and further extends our excellent working relationships with Alive! and Blaise Weston Court (an extra care facility[1]) but will extend our activities to engage new multigenerational audiences, outside of the care settings, with our work. We will also engage with new groups including Hanover (a social housing provider), BrunelCare (a care provider), Britannia Centre (a day care facility) and Deerhurst (a large care home specializing in dementia work) and work closely with policy makers and other influencers (Age UK, Bristol City Council and Bristol Ageing Better) to expand the reach of the work. The development of a new Android version of the app will decrease costs and thereby increase access to the app.

 

Our specific aims are:

  1. To co-design an engaging community focused space in 3 different settings (one existing and 2 new settings – a large care home and a day care centre) where older people and others can interact with evocative objects, sparking questions and new interests and use our StoryCreator app together to record and share their ideas, memories and stories.
  1. To co-design, with interactive designers Stand + Stare, a DIY blueprint for any care settings to design their own ‘Parlours of Wonder’ and to use our StoryCreator app effectively within them. This will include ideas for engaging older people in co-designing the rooms and interactive case studies with evaluations of the approaches taken across the 3 sites.
  1. To work alongside Alive! and care home staff to develop multigenerational community engagement activities in the Parlour settings.
  1. To co-design, with Alive!, a training toolkit for care staff to introduce a suite of approaches to engage residents, staff and those in the local community within the Parlours. To include ideas for sustainable staffing models.
  1. To further test and develop the iPad StoryCreator app and create a brand new Android version, enabling us to reach new audiences. Both versions of the app will then be made freely available on the relevant app stores.
  1. To co-curate an exhibition to officially launch the Parlour idea and the app with Alive! and care settings.
  1. To engage policy makers and influencers throughout the project in working together to identify platforms for sharing the value of the work with new local and national care networks.

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