More information
Description
The project aims to develop 50 online applications focusing on diagnosis and therapy plan, corrections and training of various mental functions, such as memory, attention, thinking, speech, emotionality, will, motivations, etc. for people with disabilities and seniors, as well as children with disabilities and special needs. The applications will be pilot tested using 100 refurbished tablets in support of the green economy, which will be donated to social service hoThe development of applications also assumes the involvement of elements of gaming, artificial intelligence or virtual reality. The software will be able to record and evaluate the diagnostic processes as well as to set up, by algorithm, the therapeutic process performed by experts (psychologists, field social workers, carers, etc.), which are already using SOCIO. All these smaller apps of ELDIS-SOCIO will be created by the staff (PwD) of the WELLNEA - the multiplication of help by those who are disabled and helping by their work to the other disabled and elderly. Social impact - not only creation of 10 new job positions for PwD, but also to maintain them because of incorporation into stable personal structure of social business with state subsidiaries and successful business plan. Social inclusion of vulnerable groups other than Roma - elderly and persons with disabilities is in project fundamental and is fulfilled by all activities and its outpust of project, this is also the main mission of project. Anti-discrimination is fulfilled namely through communication strategy and associated in each project information and PR activites.
Summary of project results
The project initially aimed to create 50 games, but market research revealed a global lack of applications combining cognitive tests and basic body movement exercises. This led to the replacement of 5 games with 5 instructional videos.
In the first development stage, a significant challenge arose when the team responsible for creating games was found lacking in performance and expertise. This issue was resolved by engaging a group of virtual reality experts whose regular work met the high standards required for game development. Their experience in setting up mechanics and logic in virtual environments helped recover the lost time.
The project emphasized every detail in game creation, including colors, shapes, sizes of graphic assets, and the style and texture of backgrounds. This required close cooperation between the game creation team and experts in psychology, special education, speech therapy, physiotherapy, and social work.
Despite the initial delay, all the milestones of the project were observed and met, or even exceeded at certain levels (combinations of cognitive screening and basic body movement, scaling to expand use, for the mentally, visually and hearing impaired, randomisation of elements in games).
We consider the product to be viable and desired by the target group for which it is intended.
At the same time, the situation appears to us that this product can serve as a basis for its further development and use for other target groups than those declared in the project.
The work on the project consisted of a close connection of teams of experts from very different fields.
Thorough communication had to be observed at every step, so that the task was always understood exactly and thus possible errors and time delays were avoided. The given time schedule was quite tight due to the required performance of the work, moreover, due to the lack of expertise in the frontend, we got into a half-year slippage. However, we managed to catch up only thanks to the excellent expertise of the substitute team. This required enormous commitment, discipline and clear communication.
Thanks to the dedication of the entire team, which understood the requirement of maximum work effort, it was possible to make up for lost time.
Moreover, we all know that in today''s competition, we can only launch a product that is perfect from every point of view. That is why we did not resort to compromises in quality, we consider our result to be the best possible and we are proud of it.
For us, the experience from this work is to take enough time to check the expertise of the project participants. The regular meetings of all micro-teams, where we informed each other about the partial steps and progress of work on the project, proved to be effective.
What was new for us was the discovery that each micro-team has a completely different way of expressing themselves, and this must be properly coordinated for the sake of the right result.
All of us who worked together on the project gained new information, skills and experience, even from areas that we had not dealt with before, or even understood.