
MOVE AND PAINT
Embodied Technologies have been proposed as a way to support physical, social, and emotional wellness
System Description
Move and Paint is an embodied interactive painting application that converts full-body gestures detected by a Kinect sensor to drawings and adding color on a large screen to support a creative experience.
My Role: I designed a user interface and developed high fidelity prototype. I conducted user studies, focus group discussions, in-depth interviews and thematic analysis.
Design Goal

Needfinding
Our design concept emerged from interviews with older adults and the evaluation of early prototypes of Move and Paint. We held these interviews in two stages of early prototyping for Move and Paint with 10 elderly residents of an assisted living residence between the ages of 55 and 85. From the interviews we learned what motivates them and that many of them enjoy being creative, playing games, and being social. This information informed our decision to use full-body gesture-based art in a social setting as the conceptual basis for the design.
System Design
We designed two versions of the Move and Paint system: 1) We designed Move and Paint with a mirror concept to stimulate the elderly’s motivation 2) We added an instruction to the system to enhance the elderly’s competence.
With Instruction Version 1
With Instruction Version 2
Interface Design

User Study
We conducted a qualitative analysis of focus groups and interviews with older adults to understand their general attitude toward the use of gesture-based interactive technology. In the qualitative study, it was difficult to observe the natural interaction of users and to observe what kind of social interaction took place naturally around the system. We performed an in-the-wild user study to identify behavior and usage patterns using the Move and Paint system in a natural setting. We deployed the system in the wild in two environments: an assisted living facility and a university library.

Analysis
Comparative Analysis
We conducted a comparative study with the younger generation to ascertain older adults’ unique attitude towards gesture-based interactive technologies.
Record natural interaction around the system, Elderly 34 / College-age: 232 (first 3 days), Video coding

Difference between two populations
The elderly stay in learning mode longer and do not transition to more intentional or creative usage. A mirror concept motivates younger users to try new things and be creative.
The elderly population is more timid than the college age population.Providing animated instruction reduces the barrier of engagement for the elderly

Qualitative Analysis

A thematic analysis helped identify factors affecting the behavior and engagement of older adults in the use of Move and Paint: including “Curiosity”, “Desire for creative activity”, “Controllability” “Discoverability”, “Personal support”, and “Physical ability”.
