Toolkit for Sensory Information Processing
Project description
This project focuses on supporting care workers in recognizing signs of sensory under- and overstimulation in elderly people with dementia. Research has shown that these forms of overstimulation are often misunderstood or detected too late, leading to stress, confusion, and suboptimal care. The design challenge is to create an experiential, accessible, and non-threatening digital tool that allows care workers to feel what sensory disorientation can be like, rather than only learning about it theoretically.
The main research question is: How can we help care workers recognize signs of under- and overstimulation more quickly and accurately?
The proposed solution is a mobile-friendly web application that simulates different sensory scenarios (visual, tactile, and environmental). This tool is intended for use in training sessions and workshops at Vitalis, where it aims to increase empathy, awareness, and practical understanding.
Context
This project was developed in collaboration with Vitalis, a Dutch healthcare organization that provides care and housing for elderly people, including those with dementia. The solution is specifically designed for care workers who support residents with complex sensory and cognitive needs. Many of these residents experience difficulties processing sensory stimuli such as touch, sound, light, and visual clutter, which can result in agitation, withdrawal, or confusion.
Care workers often struggle to correctly interpret these signals, especially in busy environments with high workloads and time pressure. While they may have theoretical knowledge, they lack experiential understanding of how sensory disorientation feels. This gap can lead to misinterpretation of behavior and less tailored care responses.
The project is part of a multidisciplinary collaboration with students from Applied Psychology, who contributed to the research on behavior, perception, and sensory processing. Through observations, interviews, empathy mapping, and stakeholder analysis, the project gained insights into daily care routines, challenges, and emotional pressures faced by staff.
The final solution must fit within the practical constraints of healthcare training: it must be quick to use, intuitive, safe, non-stigmatizing, and compatible with mobile devices. It will be implemented in training sessions and workshops to help care workers better understand and respond to the sensory experiences of people with dementia.
Results
The main outcome of this project is a functional prototype of a mobile-friendly web application designed to simulate sensory disorientation and overload. The prototype focuses on three core experiences: tactile overstimulation, visual confusion, and environmental under- or overstimulation. These scenarios were derived directly from research insights gathered during the Empathize and Define phases, including observations, interviews, and empathy mapping.
The prototype does not aim to be a fully developed final product, but rather a testable and interactive representation of the core concept. It allows users to navigate through different simulated scenarios, each accompanied by explanations and reflective prompts. The interface was designed to be calm, simple, and aligned with the Vitalis house style, ensuring visual familiarity and accessibility.
Usability testing was conducted in an informal and exploratory setting during a demo market and feedback sessions with teachers and peers. Participants were able to navigate the prototype independently and generally found it intuitive, calm, and easy to use. The navigation structure was iteratively improved, for example by replacing a top-back button with a bottom navigation bar, which increased clarity and spatial awareness.
Feedback showed that users appreciated the experiential nature of the tool, especially the game-like and interactive elements. While some participants preferred different conceptual directions (e.g., camera-based or haptic-based experiences), this feedback related to content preference rather than usability issues. The overall usability, clarity, and calm design were consistently rated positively.
From a Technology Readiness Level (TRL) perspective, the project currently sits at TRL 3–4: the concept has been validated through research, and a working prototype exists that demonstrates core functionality. It has been tested in controlled and semi-realistic environments.
The value of this project lies in its shift from knowledge-based learning to experiential learning. Instead of explaining sensory overload, the tool allows users to feel its effects. This leads to stronger empathy, better memory retention, and more meaningful behavioral change. The prototype provides a strong foundation for further development, user testing, and potential real-world implementation within training programs at Vitalis.