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Modular Smart Furniture
Modular Smart Furniture
Abstract
Background: The ageing of the population represents a significant challenge, however, it is
also a huge potential driver for innovation. Technology development capabilities are rapidly
increasing, which enables new, innovative solutions when considering the ageing population.
Objective: To promote the successful development and implementation of new technolo-
gies (in this case, smart furniture), positive user feedback and experiences are required.
Methods: In this study, several modular smart furniture prototypes were developed, offer-
ing a potential solution to several challenges associated with ageing. The aim was to inves-
tigate which features positively affect user experience and consequently form the basis for
smart, ageing-friendly furniture design guidelines. The smart furniture systems consisted
of five prototypes: Fall Detection system with assistive Mobile Robot, ReAbleChair, Magic
Mirror, Smart Gaming Chair, and 3D printed handles. These prototypes were presented to
seniors in a home-like environment, after which participants completed a questionnaire
and were interviewed. The themes used in the semi-structured interview followed the
structure of Jesse Garrett’s user experience framework.
Results: The most essential feature was found to be modularity, or the ability to customize
solutions according to the end user’s capabilities and needs. In addition, results highlight
that smart furniture should be aesthetically pleasing whilst still serving its primary purpose
(i.e. as an item of furniture). Administrative components of the software should be re-
moved from the end user’s User Interface (UI) and integrated in a separate UI, to simplify
the end user’s interaction with the technology. Installation and customization services, as
well as value-adding services (i.e. monitoring) were seen to offer potential.
Conclusions: In general, the user experiences were positive. Smart features were readily
accepted as part of the furniture prototypes, with hidden technologies offering the oppor-
tunity to design functional furniture to assist the older adults. In particular, smart furniture
offers the potential to foster independent and high-quality living, without the stigma often
associated with senior-targeted assistive devices. In addition to proving feedback on the
smart furniture prototypes, the information gathered provided an excellent foundation for
future smart furniture guideline development.
Keywords: Smart furniture, serious games, fall detection, design for older adults, active
and assistive living, assistive technologies
handles are introduced in the next section and niture, which can be unobtrusively integrated
Figure 1. These prototypes were selected as they into the living environment. It offers support for
contribute to various areas of functional ability ADLs, while also providing a feeling of securi-
and present several technological possibilities. By ty and safety. As functionalities are embedded
testing different prototypes, the aim was to find within the furniture, they reduce the potentially
similarities that positively affect user experience. stigmatizing ‘senior’ label. The core of the sys-
Commercially available products were not used tem is a server with modular extension capabili-
in the study as the feedback from the study would ties, which facilitates the addition and removal
possess limited ability to improve the devices fur- of modules to customize the system according
ther. Instead, this study shall contribute towards to individual needs and functional abilities. The
the user-centered development/refinement of the modular design of serious games was presented
prototypes, as part of the Interreg BaltSe@nioR in Merilampi, Koivisto & Sirkka (2018) and con-
2.0 project (Priedulena, Fabisiak & Hogeforster, sidered the development of serious games for
2019). The designs are publicly available and ac- special user groups. In this study, modular design
tively presented to enable commercialization of was found to be beneficial, particularly for user
the products by industry in the future. groups whose capabilities differ. This modular
approach may also be applied to senior users.
Khosravi & Ghapanchi (2016) presents eight Figure 1 presents the modular smart furniture
main challenges impacting senior’s quality of life: concept and the prototypes used in this study.
dependent living, fall risk, chronic disease, de-
mentia, social isolation, depression, poor well- ReAbleChair
being, and poor medication management. These Challenge: As individuals age, there is a natu-
real-life challenges were drivers throughout the ral decline in physical function (Cadore et. al.,
development process of furniture prototypes in 2013). This decline can lead to insecurity when
this study. In addition, ageing-friendly product performing ADLs, most of which occur inside
and service design was discussed in an article by the home. One of the major fears when expe-
Pericu (2017). This study utilizes some of the key riencing a decline in physical function relates to
principles of Pericu (2017), such as: falling. In addition to declining functional ability,
• the inclusive approach of human-centred de- a fear of falling also correlates with increased fall
sign (end users); risk (Graafmans et. al., 1996).
• the contribution of medical science to identify
problem areas (research/health professionals); Solution: The ReAbleChair was developed to
• the need for a conceptual transition, shifting collect high-quality quantitative data on physi-
focus towards an individual’s experience, to im- cal function, supporting the detection of warning
prove the interaction between the user and the signs during sit-to-stand and stand-to-sit move-
product/service (with the aid of user-experience ments. Such movements can provide valuable
design and tools). insight in relation to physical function. The ReA-
bleChair is a chair with integrated force plates
With these principles, the concept of a system (FP3, Biometrics Ltd, United Kingdom) in the
that combines various smart furniture prototypes armrests and seat cushion. The force plates are
was developed. This system is based on ICT fur- hidden, giving the chair a natural look, which
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Modular smart furniture system
Figure 3. Results for Fall Detection system and its assistive Mobile Robot.
promotes natural use within the home environ- a fall is detected, most fall detection solutions
ment. The chair and its ability to collect quan- aim to alert care staff or relatives. Although im-
titative data to investigate the clinical value of portant, it would also be beneficial to provide
sit-to-stand movements is described in more de- onsite support. Therefore, a Mobile Robot was
tail in Skille, 2018, and Wahl, 2018. The chair is integrated within the system. The Mobile Robot
multifunctional, as the sensors can also be used Pioneer LX Research Platform is able to carry a
as controls within exercising games to promote payload of up to 60 kg, using a laser range sen-
physical rehabilitation/exercise. sor and ultrasound sensors for orientation (Adept
MobileRobots LLC, 2013). As the robot does not
Fall Detection system and its assistive Mobile use cameras, the data security and personal pri-
Robot vacy of the user is enhanced. Due to wireless
Challenge: In addition to fall risk monitoring, it is data communication with the Fall Detection sys-
also important to detect falls. tem, the Mobile Robot is able to locate a fallen
person and provide them with assistance. Via
Solution: The objective was to create a cost- speech recognition, individuals can give simple
effective and easy to install Fall Detection sys- verbal commands to the Mobile Robot. In a de-
tem, which operates using infrared sensors. The tected fall event, the Mobile Robot moves to the
Fall Detection system consists of several sensors, room’s entrance and asks whether the person re-
which are unobtrusively embedded into the sur- quires help. If the help request is confirmed (by
rounding environment (e.g. in the baseboard). If saying “yes”), the Mobile Robot enters the room
and attempts to offer additional services such as ent living (reminders, messages etc.).
handles (as stand-up support), medication, or
phone (to call for additional help). Thereby an Smart Gaming Chair and activation games
individual can attempt to help him-/herself be- Challenge: In addition to monitoring, tools should
fore an ambulance, care staff or relative will be also be developed to promote physical activity, in
alerted. If a help request is rejected by the user an effort to promote health and reduce the impact
(by saying “no”), the Mobile Robot will ignore of age-related decrease in functional ability.
the fall alert for a few minutes, before checking
again (if the person is still lying on the ground). Solution: An exergame was developed to pro-
An automated emergency call can be embedded mote physical abilities, incorporating move-
into the system and triggered if the Mobile Robot ments to promote muscle strength and balance.
receives no response (within a defined time du- The exergame is projected onto a large screen
ration). When in standby, the Mobile Robot re- and controlled via a smart chair. It was devel-
turns to its docking station to ensure availability oped for Android devices (in this case a smart TV
24 hours per day. that has an Android operating system). The chair
is connected to the Android device via Bluetooth.
Magic Mirror The user’s movements are measured through
Challenge: Ageing can also impact cognitive abil- nine pressure sensors located under the sitting
ity, with a high prevalence of memory diseases surface of the chair. Three mini-exergames were
developing amongst the senior population (Mur- developed: (i) ski-jump, requiring the player to
man, 2015). Older individuals and their relatives perform a sit-to-stand movement as the control
may not live close to each other. Therefore, a tool input (i.e. initiating the ski-jumper to jump); (ii)
to easily check-in remotely (i.e. from a distance) snowboarding, in which the player must lean
without being ‘over-caring’ could be beneficial. left/right to control the player, and avoid obsta-
cles; and (iii) a ball-throwing game in which the
Solution: The Magic Mirror was developed to player throws balls at targets which appear on
address these challenges, without being under- the screen. This prototype is described in more
lined as a senior security technology. It is based detail in the article (Merilampi et al., 2019).
on a modular, open-source platform called Mag-
ic Mirror. The mirror can be customized to the 3D-printed handles
user’s preferences/needs, and if equipped with Challenge: Many older adults are affected by os-
a camera and facial recognition module, it can teoarthritis, weakened compressing power, and
display personalised content for each user in the deteriorated dexterity (Carmeli, Patish & Coleman,
household. Modules can display varying content, 2003). Certain degenerative changes in the hands
such as clocks, calendars, weather forecast, and and fingers are a consequence of underlying con-
news headlines. Furthermore, the mirror can re- ditions such as rheumatoid arthritis. In addition,
ceive and display messages on the screen. The tremor and spasticity is also a common symptom,
facial recognition functionality can also be used for example in Parkinson's disease. Impairment to
to track usage. These features may be used as upper extremity function presents difficulties in
tools for low profile monitoring of the household managing everyday activities such as opening jars,
and its inhabitants (i.e. is the mirror used on a doors, or performing fine-motor tasks.
daily basis), in addition to supporting independ-
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Modular smart furniture system
Solution: To overcome this challenge, examples consent prior to participation in the study. The
of custom-made handles were developed using study obeyed ESOMAR and Finnish Market Re-
3D printing technology, which may be custom- search Association ethical and national rules/laws.
ized according to the user’s capabilities and
needs. All handles were designed to provide a Study setup
larger size (increased surface area) to support In the test event, two interviewers introduced
gripping, requiring less dexterity compared to and demonstrated the use of the prototypes, one
traditional handles. Some handles support pull- prototype at the time, for two seniors simulta-
ing with a straight hand or forearm (e.g. oval neously. After testing of each prototype, seniors
shaped handle), which decreases loading/de- were interviewed individually. The research
mand on the small joints of the fingers. Some themes used in the questionnaire followed the
handles consisted of two components: (i) a basic structure of Jesse Garrett’s user experience
“locking handle” fixed/installed to the cabinet, framework (Garrett, 2010) being: visual design;
which acts as an anchor; and (ii) the “interac- information and interaction design; functional
tion component” that can be easily attached to specifications; and user needs. Garrett’s frame-
the anchor with a simple locking mechanism. work is a guideline for prototype design and
This is useful in retirement homes, for example, feedback, providing a wider scope for analysing
supporting fast and easy replacement of handles user experience (compared to measuring how
customized to new resident’s needs. “easy-to-use” a product is). In particular, this re-
search aimed to assess the prototype’s impact
Methods to meaningfulness. In addition, general ques-
The study was conducted using an external con- tions were added to give the participants free-
tractor (Norstat), who performed the prototype dom for open feedback and to obtain additional
demonstrations and interviews in semi-controlled background information. After all the prototypes
environment. Neutral facilitators not involved in were evaluated, respondents were asked to pro-
the prototype development were involved in the vide free comments on the prototypes and the
research process to ensure objectivity. development of such technologies.
scores given to the various prototypes. Average One of the most important features, which was
scores did not fall below 3 (3 = neutral). found to positively affect user experience, was
the modularity or ability to customize solutions
From the results, the 3D-printed handles, Magic according to individual users. In prototypes
Mirror and ReAbleChair were the easiest to un- where personalization was not implemented,
derstand. The ReAbleChair and handles were many comments highlighted this restriction (such
the easiest to use, as they require no technol- as the set dimensions of a chair). This indicates
ogy-specific activities (just “normal use”). The a positive correlation between customizability
Smart Gaming Chair, ReAbleChair, and the han- and user experience.
dles were ranked as the best when it comes to
functionality. The Smart Gaming Chair and the One potential way of providing customizable
Magic Mirror were the highest ranked for design products is through the addition of support ser-
and visual appearance. These prototypes were vices, which utilize technology. In the test event
designed by furniture designers, which illustrates the prototypes, as well as potential use cases,
the importance of making the prototypes not were introduced and explained by the research-
only functional but also aesthetically pleasing. ers. As such, there were no challenges noted
Some key, highlighted features for each proto- in learning to use the prototypes. In real-world
type include: use, this work should be offered as a service, to
• Smart Gaming Chair: physical activation, fun, ensure prototypes are clearly understood. Some
relaxing, brain activation, combines joy and ideas were discussed in relation to adjustment
benefits, fit for many; of the prototypes to simplify use. These services
• Mobile Robot and Fall Detection system: multi- may be supportive, such as instructions on how
functional, security, assistance; to use the prototypes, how to interpret the data
• 3D-printed handles: easy to grip, modifiable, they provide (ReAbleChair, games, Mobile Robot
great form, beautiful design; and Fall Detection system) or adjusting the soft-
• Magic Mirror: easy access to information, helps ware/hardware features (Magic Mirror content,
to remember, calendar function is useful, weath- game adjustments, designing handles, Mobile
er information is useful; Robot and Fall Detection system’s functionali-
• ReAbleChair: multifunctional, giving personal ties). In the test event, the researchers performed
functional information, combining a natural and modified the settings for the user.
chair with functional measuring device.
In addition to supportive services, the prototypes
Discussion and their associated data might be integrated into
Towards developing active ageing guidelines the health care service system, or lighter services
for smart furniture outside the official care system (for example, of-
The previously outlined research questions were fering new possibilities for relatives to monitor the
designed to identify elements that foster positive user’s condition). As most technologies require
user experience (with respect to smart furniture). some form of customization or installation (such
This section summarizes the findings and serves as as the Magic Mirror user interface, game difficul-
a starting point for building guidelines associated ty adjustments, Mobile Robot’s and Fall Detec-
with ageing-friendly smart furniture design (RQ3). tion system’s configuration, use cases etc.), these
administrative parts of the software could be
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Modular smart furniture system
separated into its own user interface (UI), to keep In addition, according to the study results, unnec-
the end user’s UI and technology use as simple as essary/surplus functions which would require ex-
possible. The installation and customization ser- tra learning should be avoided, unless they fulfil
vice would thus play a crucial role in successfully a specific purpose (including assistive functions)
implementing these types of solutions. or add value. This again supports the need for a
modular and customizable design approach (i.e.
The prototypes received positive feedback relat- attempting not to serve everybody with the same
ing to their ability to effect multiple functions (i.e. solution). This highlights that finding and devel-
physical, cognitive, social). This highlights the oping for a true need, and understanding the big-
importance of a holistic design approach when ger picture (also in marketing) is important.
considering smart furniture. The prototypes re-
ceiving the most positive feedback contained In general, user experiences related to smart fur-
multiple elements, such as beautiful/aesthetic niture concepts were positive. It was interesting to
design, physical exercise, cognitive training etc. see that the Smart Gaming Chair was considered
Furthermore, many prototypes were judged the favourite prototype, although it had the low-
based on their original/typical use, such as how est score with respect to meaningfulness. One po-
good the gaming chair was to sit on. This implies tential reason for the favour of the Smart Gaming
that attention has to be paid to the basic function Chair concept is that it possesses both health ben-
of smart furniture, in addition to its incorporated efits (physical or cognitive training) and gamified
technology. This supports the pre-assumption elements. Both factors are very important when
that functional furniture has to be aesthetic considering well-being. All the other prototypes
whilst also serving its primary purpose. This is were offering important functions, however, did
further reinforced by previous studies, where he- not contain this entertainment element.
donic attributes have been demonstrated to be
an important aspect in product design (Diefen- To conclude, the best user experience was
bach & Hassenzahl, 2011). achieved when the prototype had a meaningful
function, whilst also adopting a more holistic de-
When it comes to the information design, the ba- sign approach (such as an aesthetically pleasing
sic usability guidelines (Nielsen & Molich, 1990) appearance, or gamification element). Perceived
offer a starting point. However, when targeting usefulness (meaningfulness) and perceived ease
products towards seniors, additional aspects re- of use affected respondent’s attitude towards
quire attention. In this study, certain aspects were technology, which supports the Technology
seen to be helpful for seniors. Technology was Acceptance Model (TAM) theory on how users
more or less hidden to the end-user, and no spe- accept and use a technology (Davis, 1986; Ven-
cial attention/instruction was required to under- katesh & Bala, 2008; Venkatesh & Davis, 2000).
stand the use of most of the prototypes. Intuitive Additionally, it was highlighted those aesthetics
use which mimics real-life application (game con- play a role when considering smart furniture.
trols, using a chair, looking at mirror) might have
positively affected the results, as no complaints Open answers also encouraged developers to
were highlighted in relation to the use logic or continue designing innovative solutions for the
learning how to use the prototypes. The large size older adults. In addition, the developer’s work
and clear fonts/graphics were appreciated. In the was seen as meaningful and the testing was
case of the Mobile Robot, speech recognition was found to be fun. The inclusion of older adults
readily understood and offers an alternative and into the development process not only guaran-
intuitive method of control, as people typically tees that designs address a real/specific need, it
answer speech through conversation. also promotes usability, ensuring that designs are
suitable for seniors and offer meaningful content.
If external systems (such as the Fall Detection Future work should concentrate more towards
system with the Mobile Robot) are implemented data collection and data analytics, which would
in-home use, extra equipment should be multi- add value and usage possibilities to smart furni-
functional. In addition, systems should be com- ture concepts. In addition, development of ser-
pact as well as affordable, without being too dif- vice models utilizing this data is in future work.
ficult to install or to use. The Mobile Robot was
considered too ugly and expensive in contrast to Study limitations
the added value it offered (i.e. the functionality). The first limitation of the study related to the small
This is consistent with the study results by Melen- number of participants. In addition, as the partici-
horst and colleagues, which demonstrates that pants were not screened for functional ability prior
the benefit obtained from technology is what to prototype testing, participant capabilities could
affects opinion, more so than cost (Melenhorst, have potentially influenced study results. This will
Rogers & Bouwhuis, 2006). be taken into consideration in future studies.
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Modular smart furniture system
Conclusion to be modularity, or the ability to customize the
In this study, five smart furniture prototypes were solution according to the end user’s capabilities
developed, and older user experiences were in- and needs. Functional furniture also has to be
vestigated through demonstration and interview. aesthetically pleasing. In future iterations of the
Information gathered formed the basis for future prototypes, administrative components of the
smart furniture guideline development. In general, software should be removed from the end user’s
user experiences were positive. Smart features UI and integrated into a separate UI, to keep the
were readily accepted as part of the furniture, end user’s interaction with the technology as
with hidden technologies offering the opportuni- simple as possible. Installation and customiza-
ty to design functional furniture to assist older us- tion services, as well as value-adding services (i.e.
ers. In particular, smart furniture offers the poten- monitoring), were seen as having future potential.
tial to foster independent and high-quality living, To summarize, multidisciplinary, inclusive devel-
without the stigma often associated with senior- opment was found to be essential to the success-
targeted assistive devices. That being said, smart ful development of the smart furniture prototypes.
furniture also has to fulfil a primary purpose (i.e. The user feedback serves as an excellent starting
its primary role as an item of furniture). The most point for developing senior-friendly guidelines for
essential feature (based on the results) was found ICT-embedded furniture.
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