Case study

DANY
Keeping People with Early-stage Dementia Socially Active

Dany is a multi-channel support system to help PwD to have more accessible to application to support making meaningful social connections

The image featured in the middle of the about us page

Our Intent

In today’s world, where technology empowers almost everyone, there remains a community that needs special attention—people with early-stage dementia (PwD). Despite retaining much of their cognitive abilities, these individuals often face isolation due to societal misconceptions.

Our project aimed to bridge this gap through a system designed to foster social connections and provide much-needed emotional support.

Our Goal

was simple: to give people with dementia an easy way to connect with others through virtual activities—whether it’s a movie night, a sing-along, or just a friendly chat.

Our system, integrated with familiar household devices like smart TVs, phones, and simple schedulers, gives PwD a new way to stay socially active without feeling overwhelmed.

Final Design

Intuitive, Social and Seamless

Our final system connects multiple devices into one seamless experience that encourages social interaction while reducing isolation.


The design is focused on familiar objects—like a scheduler in the bedroom, a smart TV in the living room, and an easy-to-use phone—making the transition to the digital world less daunting.

Core Features:

  • Scheduler: Intuitive design allows the caregiver to book activities with just a few taps.

  • Smart TV: Automatically turns on for scheduled events, prompting users to join group activities.

  • Mobile: Simplified phone interface for caregivers and family with auto-saved contacts and activities ensures they can easily stay connected.

The Challenge

How do you create a product that simplifies social interaction for people who already face cognitive challenges?



How do you create a product that simplifies social interaction for people who already face cognitive challenges?



How do you create a product that simplifies social interaction for people who already face cognitive challenges?



The challenge was twofold:

Design an intuitive system

That caters to the unique needs of people with dementia.

Foster emotional connections

Through group activities and peer support, while maintaining their sense of autonomy and independence.

Our journey began by trying to empathize with this demographic—understanding the daily hurdles they face and rethinking how technology can be a seamless, supportive part of their lives.


Our journey began by trying to empathize with this demographic—understanding the daily hurdles they face and rethinking how technology can be a seamless, supportive part of their lives.


Our journey began by trying to empathize with this demographic—understanding the daily hurdles they face and rethinking how technology can be a seamless, supportive part of their lives.


The image featured at the bottom of the about us page

Through our co-design workshop, we gained a better understanding of our participants outside their dementia diagnosis. We analyzed the insights through an affinity diagram.

Frame

Defining the opportunity

We reframed the problem into an opportunity:
What if people with dementia could effortlessly connect with others in similar situations through technology?

Our hypothesis was clear:
Encouraging social interaction among PwD will significantly improve their quality of life.

With this in mind,
we envisioned a system where PwD could engage in familiar, comforting activities through devices they’re comfortable with—like their TV, phone, and a simple scheduler.

Defining the opportunity

We reframed the problem into an opportunity:
What if people with dementia could effortlessly connect with others in similar situations through technology?

Our hypothesis was clear:
Encouraging social interaction among PwD will significantly improve their quality of life.

With this in mind,
we envisioned a system where PwD could engage in familiar, comforting activities through devices they’re comfortable
with—like their TV, phone, and a simple scheduler.

Defining the opportunity

We reframed the problem into an opportunity:
What if people with dementia could effortlessly connect with others in similar situations through technology?

Our hypothesis was clear:
Encouraging social interaction among PwD will significantly improve their quality of life.

With this in mind,
we envisioned a system where PwD could engage in familiar, comforting activities through devices they’re comfortable
with—like their TV, phone, and a simple scheduler.

Frame

Defining the opportunity

We reframed the problem into an opportunity:
What if people with dementia could effortlessly connect with others in similar situations through technology?

Our hypothesis was clear:
Encouraging social interaction among PwD will significantly improve their quality of life.

With this in mind,
we envisioned a system where PwD could engage in familiar, comforting activities through devices they’re comfortable with—like their TV, phone, and a simple scheduler.

Defining the opportunity

We reframed the problem into an opportunity:
What if people with dementia could effortlessly connect with others in similar situations through technology?

Our hypothesis was clear:
Encouraging social interaction among PwD will significantly improve their quality of life.

With this in mind,
we envisioned a system where PwD could engage in familiar, comforting activities through devices they’re comfortable
with—like their TV, phone, and a simple scheduler.

Defining the opportunity

We reframed the problem into an opportunity:
What if people with dementia could effortlessly connect with others in similar situations through technology?

Our hypothesis was clear:
Encouraging social interaction among PwD will significantly improve their quality of life.

With this in mind,
we envisioned a system where PwD could engage in familiar, comforting activities through devices they’re comfortable
with—like their TV, phone, and a simple scheduler.

The image featured at the top of the about us page #1
The image featured at the top of the about us page #1
The image featured at the top of the about us page #2
The image featured at the top of the about us page #2

Discovery

Our research took us into the lives of people with dementia. We volunteered at Jill’s House, observing activities like sing-alongs and community events to understand what brings joy to PwD.


Realizing the importance of activities

We realized that, in addition to addressing health and assistance needs, our design should allow people to pursue what makes their lives meaningful, such as partaking in creative activities, social causes, connecting with nature, and so on. These activities reinforce their sense of purpose, and help improve their quality of life.

This was followed by a stakeholder interview with the Alzheimer's and Dementia Resource Service (ADRS), where we dug deeper into the emotional and social challenges that PwD face.


Key Insights

01

01

01

People with dementia are often isolated because their friends and family can’t relate to their struggles.

We delve deep into understanding your brand, target audience, and objectives, unraveling the insights that will shape our creative journey.

02

02

02

Social interactions with peers, who understand their condition, bring a sense of purpose and belonging

Armed with insights, our goal was to bring concepts to life, seamlessly blending aesthetics and functionality.

We learned that while there are tools to help with physical and intellectual support, there is very little available for emotional and social needs.

This gap was our focus.

We learned that while there are tools to help with physical and intellectual support, there is very little available for emotional and social needs.

This gap was our focus.

We learned that while there are tools to help with physical and intellectual support, there is very little available for emotional and social needs.

This gap was our focus.

Ideation

Building Solutions that feel like Home

We brainstormed solutions that could be easily integrated into the daily lives of PwD.

The product ecosystem included a scheduler to plan social activities, a smart TV for joining virtual group events, and a remote control designed with simplicity in mind.

Co-design Workshops played a pivotal role.

We collaborated with people living with dementia to better understand their relationship with technology. Using sticker-based emotional response activities, we identified what worked best for them in terms of design simplicity and ease of use.

This led to the first concepts of our key touchpoints:

  • Scheduler for booking activities.

  • Smart TV interface for group participation.

  • Simple remote control for seamless operation.

The image featured at the top of the about us page #1
The image featured at the top of the about us page #1
The image featured at the top of the about us page #2
The image featured at the top of the about us page #2

Build

Prototyping the Experience

From sketches to prototypes, we focused on making every interaction as intuitive as possible. We tested the product in stages with caregivers and PwD, iterating based on their feedback.


  • Scheduler: Positioned near the bed, it allows users to easily plan their day.

  • Smart TV: The TV becomes a portal to virtual social activities like movie nights and sing-alongs, with a focus on simplicity.

  • Phone with Auto-saved Contacts: A phone that automatically saves the contacts of people they meet during activities, minimizing the cognitive load.


Iterations: We constantly tweaked the design based on feedback. For example, we switched from digital to analog clocks because PwD found the latter more intuitive. We also simplified the TV interface, removing unnecessary features to keep the focus on interaction.

Prototyping the Experience

From sketches to prototypes, we focused on making every interaction as intuitive as possible. We tested the product in stages with caregivers and PwD, iterating based on their feedback.


  • Scheduler: Positioned near the bed, it allows users to easily plan their day.

  • Smart TV: The TV becomes a portal to virtual social activities like movie nights and sing-alongs, with a focus on simplicity.

  • Phone with Auto-saved Contacts: A phone that automatically saves the contacts of people they meet during activities, minimizing the cognitive load.


Iterations: We constantly tweaked the design based on feedback. For example, we switched from digital to analog clocks because PwD found the latter more intuitive. We also simplified the TV interface, removing unnecessary features to keep the focus on interaction.

Prototyping the Experience

From sketches to prototypes, we focused on making every interaction as intuitive as possible. We tested the product in stages with caregivers and PwD, iterating based on their feedback.


  • Scheduler: Positioned near the bed, it allows users to easily plan their day.

  • Smart TV: The TV becomes a portal to virtual social activities like movie nights and sing-alongs, with a focus on simplicity.

  • Phone with Auto-saved Contacts: A phone that automatically saves the contacts of people they meet during activities, minimizing the cognitive load.


Iterations: We constantly tweaked the design based on feedback. For example, we switched from digital to analog clocks because PwD found the latter more intuitive. We also simplified the TV interface, removing unnecessary features to keep the focus on interaction.

Wireframes

The image featured at the bottom of the about us page
The image featured at the bottom of the about us page
The image featured at the bottom of the about us page
The image featured at the bottom of the about us page

Evaluation

Testing with Users

We tested the product with PwD and their caregivers to evaluate its effectiveness. The results were encouraging.


  • Feedback: Most users preferred using voice commands for the TV, but we kept the remote control option as a backup.

  • Emotional Engagement: The system significantly improved emotional engagement, helping users feel more connected and less isolated.

Testing with Users

We tested the product with PwD and their caregivers to evaluate its effectiveness. The results were encouraging.


  • Feedback: Most users preferred using voice commands for the TV, but we kept the remote control option as a backup.

  • Emotional Engagement: The system significantly improved emotional engagement, helping users feel more connected and less isolated.

Testing with Users

We tested the product with PwD and their caregivers to evaluate its effectiveness. The results were encouraging.


  • Feedback: Most users preferred using voice commands for the TV, but we kept the remote control option as a backup.

  • Emotional Engagement: The system significantly improved emotional engagement, helping users feel more connected and less isolated.

Conclusion

Designing for Connection

This project gave us a deep understanding of the emotional needs of PwD. While designing for dementia, simplicity isn’t just about usability—it’s about dignity and empowerment.


Our system helped PwD regain a sense of belonging, autonomy, and connection.

Designing for Connection

This project gave us a deep understanding of the emotional needs of PwD. While designing for dementia, simplicity isn’t just about usability—it’s about dignity and empowerment.


Our system helped PwD regain a sense of belonging, autonomy, and connection.

Designing for Connection

This project gave us a deep understanding of the emotional needs of PwD. While designing for dementia, simplicity isn’t just about usability—it’s about dignity and empowerment.


Our system helped PwD regain a sense of belonging, autonomy, and connection.

Future Scope

Expanding the Impact

As we look to the future, there are several areas we plan to explore:

  • Moderation Tools: Adding safety and moderation features to monitor group interactions.

  • More Activities: Expanding the range of social activities available through the system.


This journey taught us the importance of designing with empathy. By understanding the unique needs of our users, we created a system that wasn’t just functional, but meaningful.

Expanding the Impact

As we look to the future, there are several areas we plan to explore:

  • Moderation Tools: Adding safety and moderation features to monitor group interactions.

  • More Activities: Expanding the range of social activities available through the system.


This journey taught us the importance of designing with empathy. By understanding the unique needs of our users, we created a system that wasn’t just functional, but meaningful.

Expanding the Impact

As we look to the future, there are several areas we plan to explore:

  • Moderation Tools: Adding safety and moderation features to monitor group interactions.

  • More Activities: Expanding the range of social activities available through the system.


This journey taught us the importance of designing with empathy. By understanding the unique needs of our users, we created a system that wasn’t just functional, but meaningful.

Let's Connect!

Looking forward to working with you!

mkadam@iu.edu

Bloomington

+1 (812) 803-8055

Let's Connect!

Looking forward to working with you!

mkadam@iu.edu

Bloomington

+1 (812) 803-8055

Let's Connect!

Looking forward to working with you!

mkadam@iu.edu

Bloomington

+1 (812) 803-8055

Design by MANSI

Made with Love, Pressure & Panic attacks