What is GARDEN?
GARDEN is a research project aimed at developing a framework for the creation of rehabilitation games. Older adults may experience physical and cognitive barriers that impact their participation in meaningful activities. Increasingly, digital rehabilitation games have been developed and may be used by older adults to enhance their aging and wellness. The purpose of this project is to develop a design framework that focuses on the end user in their role as a game player and rehabilitation client.
Who are we?
Investigators
Dr. William Miller
Bill is a Professor in the Department of Occupational Science and Occupational Therapy at the University of British Columbia. His research interests include wheeled mobility devices, determinants of wheelchair use, measurement tools, balance and ambulation confidence, and assessment of assistive technology used to enable mobility disabled adults.
Gordon Tao
Gordon is a PhD student at the University of British Columbia in the Rehabilitation Sciences graduate program with Dr. William C. Miller supervising. He is passionate about the role of assistive technologies in supporting independence and improving quality of life. His research interests include digital media and virtual reality applications for health as well as stakeholder-driven evaluation of assistive technologies. His doctoral research focuses on the design of digital games for rehabilitation.
Advisory Members
Dr. Olive Bryanton
Olive is a long-time advocate for older adults and a lifelong learner. She obtained her M.Ed. in 2009 and her Ph.D. in 2019 at the age of 82, from the University of Prince Edward. Her dissertation Pioneers in Aging: Voices of Women Age 85 and Older Aging in Place in Rural Communities. Dr. Bryanton is a leader in her community and is involved in many projects driving change for older adults. As an older adult, Bryanton, aspires to negate ageism by learning from older adults their life realities and working with other generations to better understand ageism and its impact on society, and ultimately to validate older adults and their aspirations as they continue their life journey.
Charlene Burton
Exergame tester and experiential expert in hip rehabilitation.
Darryl Caves
Darryl Caves is a physiotherapist with over 31 years of experience ranging from private orthopaedics and hand therapy to working with persistent pain folks, elder populations. Additionally, he has taken on educator and project lead roles within Vancouver Coastal Health Authority. His current key focus is on Neuro (Brain/Spinal Cord)-rehab, working as a clinician at GF Strong.
Jason Elliott
Jason is a digital media expert, having worked professionally for over twenty years as an artist, game designer, and now as a lecturer of Game Design. He is very passionate about applying game design theory to real-world problems, exploring new technologies, and working with teams to improve collaborative communication skills.
Robin Hunicke
Robin is a Professor and program director at the University of California Santa Cruz who developed the Art & Design: Games & Playable Media (AGPM) program. She is also the Co-Founder and CEO of Funomena. Her research interests include experimental & user-centered game design, games & learning, games & social impact, building sustainable & deliberately developmental creative cultures, and supporting diversity & innovation for Arts entrepreneurship. Her work on the Mechanics-Dynamics-Aesthetics framework for deconstructing game design has been a key influence for the inception of this project.
Bill McCracken
Experiential expert and volunteer in stroke recovery.
Dr. Julie Robillard
Julie leads the leads the Neuroscience, Engagement and Smart Tech (NEST) lab and oversees a range of initiatives related to patient experience research at C&W. She brings her background in neuroscience and biomedical ethics to the evaluation and development of novel technologies to support brain health across the lifespan. Together with her team and through international interdisciplinary collaborations, she is exploring co-creation processes, development and applications of technologies from mobile apps to social robots in both older adult and youth populations.