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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A tangible prototype for co-designing "intangible" healthcare solutions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Laura Cipriani</string-name>
          <email>laura1.cipriani@polimi.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Ascani</string-name>
          <email>andrea.ascani@polimi.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carla Sedini</string-name>
          <email>carla.sedini@polimi.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Massimo Bianchini</string-name>
          <email>massimo.bianchini@polimi.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefano Maffei</string-name>
          <email>stefano.maffei@polimi.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CARE Lab https://</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Politecnico di Milano, Design Department</institution>
          ,
          <addr-line>via Durando 38A, Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper explores the role of tangible and intangible technologies in the development of healthcare solutions that actively involve patients and caregivers in the ideation and development phases through co-design and co-creation processes. In the first part of the document, we frame the characteristics of patient innovation - the phenomenon of user-driven healthcare (Olivera et al. 2015) - in relation to the category of solutions developed, processes and emerging technologies. The second part is focused on a case study called BODYSOUND (a pilot of a H2020 European research) and analyses the co-design process adopted to develop a product-service system for rehabilitation, based on a series of testing of tangible and nontangible technologies in an attempt to identify a range of opportunity and scenarios. The final part systematizes the results of the analysis and tries to identify a series of challenges that bring this kind of solutions to the market and to users.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Patient innovation</kwd>
        <kwd>Co-design processes</kwd>
        <kwd>Tangible interfaces</kwd>
        <kwd>Touchless technologies</kwd>
        <kwd>Rehabilitation</kwd>
        <kwd>Healthcare</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>2. New opportunities about assistive technology in co-design</title>
      <p>The eHealth 2012-2020 Action Plan1 of the European Commission provides a roadmap to empower
patients and healthcare workers. The Action Plan link up devices and technologies, fund research
towards the personalized medicine of the future, support research, development and innovation in
eHealth and wellbeing to address the lack of available user-friendly tools and services, promoting at the
same time policy dialogue and international cooperation on eHealth on a global level.</p>
      <p>Accessibility to digital (intangible) solutions development tools can help patients to operate in a
more specific dimension of personal fulfilment. These types of solutions are easier to deploy and, partly,
also for non-experts (small investments in terms of time, cost and expertise). The regulatory and
certification phase of the process, known to be one of the most critical, especially in the healthcare
sector, is another factor that facilitates intangible (services) solutions. For these reasons, there are many
solutions having these characteristics that are designed or developed within patient innovation
processes. Among other advantages, e-health allows to develop solutions that are advantageous from
the point of view of care: personalized medical care, portability, continuity of treatment, reaching more
patients, involvement of more patients and quantified measurement of efficiency.</p>
      <p>Focusing on Grassroots Innovation and co-creation processes, Fab Labs and makerspaces2 are
recently emerging as enabling places to involve users, including patients, in co-design processes.
Community-based labs are places where creative professionals, makers and amateurs, practitioners and
researchers, can meet together and access to knowledge, technologies and competences, where they can
easily experiment and prototype tailor-made solutions moreover sharing their results with a broader
audience.
3. Role of tangible and intangible interfaces in co-design solution for
rehabilitation: the state of the art in Italy</p>
      <p>In Italy, beyond the bottom-up healthcare solutions developed by patients, caregivers or medical
staff, the number of tele-health service-products, e-health app based and digital platform has increased:
among the 150 solutions mapped in MakeToCare2 report (Maffei et al., 2019), 31 are digital services
(apps, platforms) already released or forthcoming, and 71 are product-service systems. These last
solutions have physical/tangible evidence (products) but are also accompanied by a service component,
more or less structured (IoT connected objects, such as a sensorized band supported by a mobile
application).</p>
      <p>
        The research reports MakeToCare1 and MakeToCare2
        <xref ref-type="bibr" rid="ref5">(Maffei et al., 2017; Maffei et al., 2019)</xref>
        explored some Italian examples of solutions developed with the involvement of patients, interesting
for: typology of the solution developed, developers and actors involved, interface types (tangible,
touchless, haptic, etc.).
      </p>
      <p>
        The following cases have been selected as examples to demonstrate that tangible and touchless
technologies can support the development of heterogeneous solutions for rehabilitation or
telerehabilitation, taking advantage of gamification, data collection and different combinations of interfaces
for obtain solution of personalized care.
1 European Commission (2012). eHealth Action Plan 2012-2020: Innovative healthcare for the 21st century
        <xref ref-type="bibr" rid="ref3">(ec.europa.eu/digital-singlemarket/news/ehealth-action-plan-2012-2020-innovative-healthcare-21st-century)</xref>
        2 Besides, in many cases, Universities, Research Centres, Hospitals, etc. take part in these networks, or even promoting them (e.g.
POLITECNICO at Politecnico di Milano, Lab4Living at Sheffield Hallam University, UCL Centre for Co-production in Health Research at
University College London, Helix Centre located at the St Mary's Hospital in London but managed by Imperial College London and The
Royal College of Art), giving Fab Labs and Makerspace a more “reliable” reputation when trying to involve different stakeholders like
Academy, Government, Civil Society, and Enterprises.
      </p>
      <sec id="sec-1-1">
        <title>Typology of the solution developed</title>
      </sec>
      <sec id="sec-1-2">
        <title>Developers and actors involved</title>
      </sec>
      <sec id="sec-1-3">
        <title>Interface types</title>
        <sec id="sec-1-3-1">
          <title>Serious games that allow patients</title>
          <p>to perform a personalized
rehabilitation therapy with
constant medical supervision
through a series of games played
on tablet.</p>
          <p>Interactive tele-rehabilitation
designed for children with motor
disabilities resulting from lesions
of the central nervous system,
based on the ability to stimulate
motor learning by activating the
mechanism of Mirror Neurons
through the observation,
imitation, physical interaction
with objects or virtual interaction
with other children with similar
needs.</p>
          <p>Augmented facemask for the
orthopaedic correction of
maxillofacial disorders in
children. The facemask embeds
temperature and pressure
sensors to monitor wear time
and effectiveness of the therapy.
By wearing it, the child virtually
becomes a superhero who gains
power by fighting against
monsters displayed on a
smartphone application.</p>
        </sec>
        <sec id="sec-1-3-2">
          <title>Computer Assisted REhabilitation</title>
          <p>LABoratory is a high-tech
semiimmersive sensorized room for
rehabilitation, driven by VITAMIN
(Virtual realITy plAtform for</p>
          <p>Motor and cognItive
rehabilitatioN) which provides to
the user with specific contents
that allow to set up a path of
motor and/or cognitive
rehabilitation targeted and
adaptable to the needs of each
individual patient.</p>
        </sec>
        <sec id="sec-1-3-3">
          <title>Developed by Imaginary</title>
          <p>srl, Co-designed with
patients suffering from
stroke, multiple sclerosis
or Parkinson's disease</p>
        </sec>
        <sec id="sec-1-3-4">
          <title>Developed by the</title>
          <p>founders of the</p>
          <p>association</p>
          <p>FightTheStroke in
collaboration with the
CNR Neuroscience of the</p>
          <p>Università di Parma,
chaired by Prof. Giacomo
Rizzolatti and families of
children in a post-ictal
state</p>
        </sec>
        <sec id="sec-1-3-5">
          <title>Developed by Santa</title>
          <p>Chiara Fab Lab and
Department of Medical</p>
          <p>Biotechnologies,
Policlinico Le Scotte,
University of Siena</p>
        </sec>
        <sec id="sec-1-3-6">
          <title>Developed inside</title>
          <p>Fondazione Don Carlo
Gnocchi (Onlus), thanks
to the collaboration</p>
          <p>between U.O.</p>
          <p>Neuropsychiatry and
Rehabilitation of the</p>
          <p>Evolutionary Age and
Innovation Development</p>
          <p>Department.</p>
          <p>touch
haptic
touchless
*tangible
(objects)</p>
          <p>wearable
*touch (app)
mixed reality
touchless</p>
          <p>Interactive system aimed at</p>
          <p>stimulating the motor
reactivation of children through
music. It is based on choreutics
and uses touchless technologies
for converting movement into</p>
          <p>sound (transform a
"choreography" into a "melody”),
and to collect movement data,
with particular attention to the
needs of children with cerebral
palsy. It uses sound and a haptic</p>
          <p>feedback system through
wearable devices to generate a
multi-channel feedback system
useful to guide kids in the correct
execution of movements.</p>
          <p>Developed by Polifactory
inside SISCODE H2020
project in collaboration
with FightTheStroke,
Codesigned with children
with a post-ictal state
and their families,
therapists, and
policymakers
touchless
wearables</p>
          <p>(haptic)
*touch (app)</p>
          <p>These selected solutions show some new horizons of physical rehabilitation, starting from the
potential that tangible and touchless technologies can bring in terms of data collection within these care
processes. Another emerging aspect is related to new care environments that are becoming more and
more adaptive: from home to new hybrid spaces distributed in the city. The third aspect is related to the
enhancement of physical aids through the integration of digital solutions, IoT objects that integrate
sensors, actuators, software, apps to enhance the effectiveness of treatment.</p>
          <p>In all these case, patients or patient associations were involved in the development process and all
the solutions offered a degree of customization. Another point is connected with the scale of the
solution, which is able to affects the design of interfaces and their versatility: when referring to
environmental-based solutions it is much more common to opt for touchless technologies, which are
more suitable for an overall data collection (of several users at the same time), while solutions with a
wearable interface are more suitable for a selective data collection (biometric data) of single individuals.</p>
          <p>In the next section, we will analyse the entire development process of BODYSOUND project
describing the development process through its phases of design, prototyping and testing of different
types of interfaces (tangible and intangible) in relation to the needs of the patients/stakeholders.
3.1. Role of tangible and intangible interfaces in co-design and development
of a mobility reactivation solution: BODYSOUND</p>
          <p>Polifactory is developing a pilot project within the European project SISCODE, Co-design for
society innovation and Science (siscodeproject.eu)3 to investigate the various physical-motor needs of
children diagnosed with infantile cerebral palsy based on the principles of proprioception, with a
specific focus on the translation of movement into sound stimuli.</p>
          <p>The result is BODYSOUND, a product-service system based upon a co-design process carried out
with children, caregivers, therapists and with the support of FightTheStroke association
(fightthestroke.org)4 which has been developed for almost a year.
3 SISCODE is a project funded by the European Community (Horizon 2020) aimed at stimulating the use of co-creation methodologies in
RRI (Responsible Research Innovation) and Science and Innovation Policies. Coordinated by Politecnico di Milano, SISCODE is composed
of a multidisciplinary consortium of 17 partners from 13 different European countries.
4 FightTheStroke is established as a social promotion association in 2014. Following its transformation into a Foundation, from 4/10/2019, it
was entered in the register of legal entities of the Prefecture of Milan (Italy). Few of his goals are: responding to the need for knowledge of
families impacted by the management of a survivor of Stroke and Cerebral Palsy Childhood; educate to the awareness that children, even the</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3.1.1. Co-design process and prototypes</title>
      <p>
        Materialization/tangibilization is an effective way to share information about design, its purposes
and use both within academic and design teams but also with potential users. It’s also useful to
investigate and develop new design concepts, acquiring knowledge about relevant phenomena in
design, with particular attention to prototypes as experimental components, means of inquiry and
research archetypes (Wensveen and Matthews, 2014). Since experimental design research concerns also
human beings, prototypes can and will be used as boundary objects
        <xref ref-type="bibr" rid="ref10 ref11">(Star, 1989; Star and Bowker, 1999)</xref>
        to stimulate communication and conversation and to manage different viewpoints. For example,
boundary objects can enhance the collaboration between communities of practice
        <xref ref-type="bibr" rid="ref12">(Wenger, 1998)</xref>
        through co-creation, co-design and even co-prototyping processes. Indeed, the research and
experimentation that led to the development of the solution used tangible technologies and interfaces at
different stages of co-design with patients and caregivers.
      </p>
      <p>
        The process of involvement of children suffering from cerebral palsy and their families carried out
for the development of BODYSOUND was initially based on designing and prototyping a series of
tangible experiences (based on sound manipulation). Indeed, through the use of quick&amp;dirty
prototyping technology and experiments using prototypes as ‘technology probes’
        <xref ref-type="bibr" rid="ref4">(Hutchinson et al.
2003)</xref>
        , the experience and comprehension of sound can be facilitated also via other senses, like touch
or sight.
      </p>
      <p>The first workshops with children tested the use of technologies that could transform the intangibility
of sound into something physical, indeed tangible (e.g. Makey Makey, littlebits, etc.) and other rapid
prototyping tools, aimed at building tangible and cognitively accessible interfaces for children.</p>
    </sec>
    <sec id="sec-3">
      <title>3.1.2. Tangible interfaces to experiment with kids</title>
      <p>A first workshop (co-design and experimentation lab) was organized through several
activities/sessions, starting with playing a do-it-yourself theremin, then switching to a flat piano
interface built with Makey Makey and conductive ink. After those, the children have used a Kinect based
system to generate sound with the body and later they have created sound starting from SoundMoovz, a
motion-activated wearable</p>
      <p>Thanks to these sessions, the researchers observed the degree of interest and involvement of the
young users in musical activities in order to carry out a first user experience analysis.</p>
      <p>A second workshop (meet&amp;code workshop) hosted in Facebook's Milanese headquarter, was
focused on making the children aware of the intangibility of sound through the tangibility of movement.
About 20 children participated and the group was equally composed both by children affected by
cerebral palsy and children who were not. All participants played three main roles: deejays,
choreographers and dancers. The first category was the one in charge of reproducing sound playing
with a magnified interface based on synth modules of littleBits, while the choreographers gave
instruction to the dancers about which movements were to be accomplished.</p>
      <p>All these tests were important steps that helped us to choose the fundamental characteristics of the
final solution such as portability, resulting from caregivers’ need to have a motor
stimulation/reactivation tool out of the care and medical contexts, adaptable to different needs but also
to different pathologies (customization), using the right technologies in terms of usability but also
possible scalability of the system.
unborn ones, can be affected by brain damage; inspiring new generations and encouraging research and adoption of 'disruptive' therapies for
people with a neurodevelopmental problem.</p>
      <p>ACTIVITY
challenge definition
co- design workshop
experimentation lab
first development
test phases with kids
test phases with therapists
service co-creation
workshop meet and code with kids
physical interfaces
INTERFACES
no interface
physical interface (tools)
physical interfaces
touchless interfaces
touchless interface
beta test: touchless interface
beta test: touchless interface
physical interface (tools)
beta test: touchless interface</p>
    </sec>
    <sec id="sec-4">
      <title>3.1.3. The result</title>
      <p>The result of this process and its test is a virtual system where gamification elements help the motor
stimulation and – possibly - reactivation of the limbs by encouraging the children/users to use and move
the plegic part through the execution of a series of choreographies. Guided by the visual interface of
the game, the child can perceive the movement performed and the position in the playing space through
its own reflection in the monitor in the form of an avatar. Besides, the system can detect gestures through
a simplified system of motion capture and return in real-time one or more sound feedbacks, producing
a melody when performing the correct movement.</p>
      <p>The system uses a touchless technology (Microsoft Azure Kinect) for body tracking, although space
coordinates and the angles between nodes of human body, and an audio-video system in combination
with a software developed by our team. Every function and interaction of the software (calibration,
activity selection, degree of difficulty and speed, user profiles, collection, analysis and data history) is
managed through a dashboard that is given to a therapist who assists during the use of BODYSOUND.
The child will see all the back-end data related to the various sessions filtered through a visual and/or
sound feedback that highlights the good performance of the session, and that motivates him/her to
continue in the following sessions. From the dashboard, instead, it is possible to see the frequency of
the activities for each single profile, the correctness of the movements and observe the trend in the
medium/long term.</p>
      <p>After carrying out a series of user tests, and taking into account the needs of the categories of users
analysed, it was decided to introduce a greater user involvement by developing a multi-channel
feedback system, to guide the child to the correct execution of the movement: in addition to the visual
feedback of the avatar and the auditory feedback of sound, we are integrating a set of haptic feedback
through a wearable device as an augmentative and more performative experience in terms of motor
reactivation.</p>
      <p>As initially hypothesized, and then confirmed through the first tests, we observed that the immersion
in the virtual and multisensory environment has transformed the repetition of tedious training exercises
into stimulating and involving activities. Children perceived the experience as a playful-recreational,
non-rehabilitative activity and responded to the stimuli even with plegics limbs spontaneously without
the need to be stimulated in doing so.</p>
      <p>The system, that was created for this precise category of users may be also extended to all children
(and not only) without particular impairments. Inclusivity is an additional characteristic that makes
training sessions less tedious and more similar to a recreational and playing moment.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Conclusions</title>
      <p>Design-driven Patient Innovation is based on the observation and the recognition of a fact: patients
(especially chronic patients) facing everyday challenges connected with their status, become experts of
their disease and of the all problems related to it.</p>
      <p>New areas of research and new technologies can orienteer and contribute to the emergence of new
types of solutions, such as software for remote rehabilitation, wearable devices or IoT aids (where
products are integrated by apps and software) that will make possible the development of rehabilitative
or gamified platforms.</p>
      <p>Within co-design processes physical or virtual interfaces can become an important tool to enable
users: for research phases, and for prototyping phases, not only for the final development of solutions.
The nature of the chosen interfaces (tangible, touchless, wearables) depends very much on the subject
that develops the solution: hybrid places like Fab Lab and makerspace have an advantage over the
development of tangible interfaces, due to the nature of the place and the available technologies.</p>
      <p>In the development of product-service systems with higher level of complexity, different forms of
interfaces, often addressed to different categories of users, coexist; this is particularly evident in the
healthcare sector, also because of the need for heterogeneous data collection.</p>
      <p>For this type of solutions, the challenge is scale-up: how from prototyping or pilot is possible a
change of scale, especially when we refer to the development of product-service systems, working on
the accessibility of the regulatory and certification phase of the process, notoriously one of the most
critical in the development process of healthcare solutions.</p>
      <p>Another challenge concern places. The use of hybrid places (open and distributed in the city,
research centres, hospitals, schools, laboratories and businesses) is particularly relevant, since these
spaces foster collaboration between user-patients, designers and healthcare specialists, sharing the
access to a repertoire of technologies and experience and giving the possibility to develop demonstrators
that allow users and other relevant stakeholders to know and touch the results of new innovation models.
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