MagicTABLE
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01. Introduction
02. Summary of the project aims and objectives
The primary objective of MagicTABLE was to adapt the successful ‘Tovertafel‘ game system from care institutions to a home environment. The project aimed to develop an interactive gaming experience that supports social interaction and cognitive stimulation for people with dementia. The project also involved iterative evaluation through pilot testing in three countries: Italy, the Netherlands and Romania.
03.Product development and key features
Main Product: MagicTABLE Platform The MagicTABLE platform builds on the concept of interactive projection games used in care settings (Tovertafel). The system projects interactive visuals on a table, encouraging physical and social engagement. The game concepts are nature-themed, as user-testing revealed a strong preference for these settings.
The project resulted in new co-design methodologies tailored for people living with dementia, focusing on creating a comfortable atmosphere and simple interaction patterns. Insights from user engagement highlighted the need for intuitive, nature-based games that encourage group interaction.
- Simple, intuitive interface: Suitable for users with little to no digital experience.
- Auto-pick-up functionality: Ensures that calls can be easily received without user intervention.
- Social engagement: Facilitates daily communication between older adults and their families, reducing the risk of isolation and depression.
- Future developments: Integration of AI agents to assist families in identifying the emotional state of the older adult, offering guidance on how to communicate effectively.
04. Partners
The MagicTABLE project involved 5 partners from multiple countries
- Vilans (R&D, Netherlands) [Coordinator]]
- Active Cues (SME, Netherlands)
- INRCA (R&D, Italy)
- Lyvore (End-user, Netherlands)
- University of Bucharest (End-user, Romania)
05.Impact on participating in an AAL project
Key takeaways
- MagicTABLE was a small collaborative project, enabling rapid progress and low-risk experimentation. The project was successful due to focused efforts and motivated partners.
- AAL participation provided valuable insights into adapting the Tovertafel for home use and emphasised the importance of co-design with end-users.
- The experience contributed to the development of Pixie, a mobile version of Tovertafel, which can be used in various rooms within care institutions.
06. Main learnings from developing a solution through an AAL project
Organisational impacts
- The project highlighted the importance of creating a relationship with people living with dementia before introducing technology.
- Co-designing with dementia patients requires specific methodologies, including straightforward questions and creating a relaxed environment.
- The project contributed significantly to a PhD on co-designing with dementia patients, presented at the AAL Forum and published in relevant conferences.
07. Impact on networking and collaboration
Building partnerships
- The project fostered collaboration between long-standing partners, including INRCA and the University of Bucharest, while introducing Active Cues as a new partner.
- The project benefited from knowledge exchange and shared experiences through the AAL Forum and AAL2Business workshops.
08. Perceived benefits of participating in AAL Support Actions
- Participation in AAL2Business workshops helped develop the business model and commercialisation strategy.
- Findings on co-design methodologies were presented at the AAL Forum, contributing to knowledge dissemination.
09. How AAL supported development and market adoption
User involvement
- AAL participation facilitated iterative user testing and feedback, leading to the identification of key preferences, such as nature-themed games and simplified interaction.
- The project contributed to the broader application of the Tovertafel concept, inspiring the development of the Pixie product.
10. Challenges encountered
- Commercial viability: Finding paying customers, especially among informal carers, proved challenging.
- Market adaptation: Adapting the concept to home settings posed challenges due to varying living environments.
11. Actions needed to launch the product
- Secure additional financing and partnerships to bring the home version of MagicTABLE to market.
- Explore structural financing options through health insurers or public institutions.
12. Next steps
Target end-users
- Primary: People living with dementia, playing with either informal or formal carers.
- Secondary: Care institutions that can integrate the solution as part of their therapy and interaction programmes.
Commercial Strategy
- Engage with health insurers and care institutions for financial support.
- Develop a market-ready version of MagicTABLE, leveraging the Pixie development as an intermediate step.