Sanne Beijer’s research while affiliated with Eindhoven University of Technology and other places

What is this page?


This page lists works of an author who doesn't have a ResearchGate profile or hasn't added the works to their profile yet. It is automatically generated from public (personal) data to further our legitimate goal of comprehensive and accurate scientific recordkeeping. If you are this author and want this page removed, please let us know.

Publications (4)


Mano: Designing for Tactile Experiences in Advanced Dementia Care
  • Conference Paper

April 2025

·

7 Reads

Sanne Beijer

·

·

·


Fig. 3 Schematic overview of the corresponding co-design activities utilized during session 2: a five minutes of individual brainstorming and five minutes of brainwriting; and b thirty-five minutes of co-creating a concept, game manual, and storyboard
Fig. 4 Example of a filled-in storyboard created by one of the groups to experience technology
Fig. 5 DubioDetective game card
Leveraging Co-Design Activities in a Learning Community to Enhance Technology Acceptance in Dementia Care
  • Chapter
  • Full-text available

March 2025

·

21 Reads

Healthcare technologies are often considered a solution for better and more efficient dementia care; however, these technologies are frequently abandoned over time. Improving user acceptance is vital to increasing the use of healthcare technology by care professionals, but achieving this attitude change is a complex challenge. Learning Communities provide a form of organized collaboration that can help to accelerate innovation by involving stakeholders from multiple disciplines such as care practice, education, and research. Co-design methods have shown promise for multi-stakeholder involvement, helping them make sense of complexity and leading to new proposals and ideas. This paper showcases how co-design activities in an existing Learning Community were employed to address challenges surrounding the technology acceptance of care professionals in dementia care. Over three sessions, twenty Learning Community members were guided into designing three serious games to discuss, share, and reflect on technology use in dementia care practice. This paper describes the co-design process, demonstrating promise for using co-design activities to create solutions for shared challenges and using gamification to create attitude change in context.

Download


House of Memories: A Tangible and Multisensory Museum Installation Focused on Daily Life with Dementia

September 2022

·

25 Reads

One of the major global challenges of the twenty-first century is the aging population. This is reflected by the growing group of people living with dementia. Even though awareness of dementia is growing, the gap between awareness and understanding still causes stigmatization. This stigma pervades discourse regarding dementia and threatens wellbeing. In this project, an interactive museum installation is built to create awareness and educate people about daily life with dementia. This study investigates how an interactive museum installation contributes to awareness of dementia of the public. During this study, Personal Meaning Maps, field notes, and semi-structured interviews are used to gather data which is analyzed through a thematic analysis. Overall, the exhibition was found to be recognizable from different perspectives, and it was an appropriate form to convey daily life with dementia in a meaningful manner. Each separate aspect of the exhibition contributed differently and evoked emotional responses in participants. The results indicate that the visitor’s awareness is increased.KeywordsDesign for dementiaTangible interactionMultisensory museum installation