Wellness Games for Everyone
The Sony Group hosted "Idea2Hack" ideathon/hackathon, to create new games.
The Sony Group leverages creativity and technology to enhance accessibility*1 and enable people with diverse needs to enjoy our products, services, and experiences.
As part of a project to explore alternative approaches, Sony Semiconductor Solutions Corporation ("SSS"), the imaging and sensing solutions business of the Sony Group, the Creative Center, an in-house design organization, and Sony Interactive Entertainment Inc. ("SIE") hosted its first accessibility ideathon/hackathon*2 across the Group, under the title "Idea2Hack" ("Idea2Hack").
This project aims to discover new wellness*3 games that incorporate cutting-edge technology by bringing together members of the Sony Group from diverse backgrounds, who will shape their ideas collectively, and compete against each other.
Collaborating with people with disabilities and rehabilitation professionals to understand and address the needs of diverse users, Idea2Hack was held over a period of two months, adopting an inclusive design*4 to reflect their real voices. Winning entries were determined after an interim presentation and final judgment.
Although this was the first ideathon/hackathon held across the Sony Group under the theme of accessibility, Idea2Hack attracted many participants from both Japan and overseas. The participants' backgrounds and careers were diverse, with some working on their ideas as a team, and others pursuing their ideas individually.
Their reasons for participation also varied.
Some decided to participate in Idea2Hack because of their personal experience: "My grandmother, who lives at home, does rehabilitation exercises every day, and I often help her. Watching my grandmother up close, I started to think about what it would be like for her to be able to enjoy her daily rehabilitation by playing games, so I decided to get involved with Idea2Hack."
Meanwhile, others participated hoping for personal development, saying, "I want to use sensor technology in games and entertainment" or "I want to broaden my horizons and knowledge by interacting with various people."
Halfway through the two-month Idea2Hack, an interim presentation was held. The goal was to refine ideas by presenting ideas in progress, discussing them with each other, and seeking input from the mentors*5.
This presentation was also attended by people with disabilities who required rehabilitation and physiotherapists*6, who were invited to provide their opinions from the perspective of practical rehabilitation.
In the interim presentation, 27 ideas submitted from Japan and overseas were presented. Among them were ideas such as "Changing the image on the monitor by moving the body while lying in bed" and "Using VR goggles to travel through different worlds by detecting slight leg movements," which aimed to maintain and improve daily living activities in a fun and continuous way.
In addition, a wide range of ideas were presented, including those with a game aspect, such as collapsing blocks and drawing letters by moving the body, as well as ideas for learning sign language using finger letters.
Idea2Hack provided a lot of inspiration for the participants.
"If you focus not only on the players of the game, but also on the circumstances of the people around them and how their lives will change, ideas will expand. For example, if the target users of the game are students, you are likely to see things differently if you think about it from a teacher's perspective. Or, if the target user is a person undergoing rehabilitation, why not consider a game experience that includes that person's family members?" In response to such advice from mentors, many participants commented that this was a perspective they had never had before.
Many also voiced the sentiment that "exchanging opinions with physiotherapists and people with disabilities gave me an insight into the realities of the rehabilitation field and gave me ideas that I hadn't thought of before."
There was also a participant who said that important lessons for the future had been learned: "Until now, I tended to be unconscious about accessibility and focus only on developing products that were easy to use, and in fact, that was my fundamental approach in developing products. However, the dialogue with people with disabilities and mentors at Idea2Hack made me realize once again that if we aim to create products and services that people with disabilities can use, it will ultimately be something that everyone can use. What remains in the end is most likely a design that is easy to use for everyone. From now on, I would like to actively practice inclusive design by listening to people from diverse backgrounds and reflecting them in our products and services."
Participant with a disability at the interim presentation
It was great to see so many different ideas. Rehabilitation is a long process where you spend many hours working closely with a therapist, and inevitably, there are many times when it becomes extremely strenuous. However, I think that with games, you can do it in a more entertaining way, which helps keep you motivated.
I tried the rehabilitation game Mushroom Dwarf (Kinokobito)*7 at the venue, and the movements of forming a fist or spreading your fingers were similar to those in rehabilitation. The sensation I experienced, of my body moving unconsciously while playing the game may be a major differentiator from rehabilitation, where you must try to move your body consciously.
There are still many aspects about the circumstances and conditions of people with disabilities that are not well-known, and I think there are very few instances in which games are used for rehabilitation. That is why I felt that this initiative was a significant step forward, and it also encouraged and inspired us, people with disabilities, to try our best. I look forward to seeing these ideas come to life.
Shota Karasawa,
General Manager/Physical Therapist, Stroke Rehabilitation Center, Y's, Inc.
I felt that games could become an extremely valuable tool for rehabilitation. Rehabilitation still has a strong image of being hard and grueling, but by adding a gaming element to it, I saw great potential for people to feel the joy and pleasure of moving forward in life.
However, the conditions and circumstances of people with disabilities and older people differ considerably from one person to another. Therefore, developing plans to better identify the value delivered to each type of person is essential to turn ideas into reality. By including people like us in the rehabilitation field, I believe that the possibilities for realizing ideas will be much greater. Once realized, we can increasingly use the product in rehabilitation settings, gather feedback, and make further improvements. We firmly believe that if such efforts are implemented meticulously, we will be able to create better products.
I hope that Idea2Hack will make rehabilitation more accessible and generate ideas that transcend conventional boundaries that we would never have thought of in the field.
Aya Nishikawa,
General Manager, Accessibility & Inclusion Section, Sustainability Department,
Sony Group Corporation
Inclusive design benefits all, not those involved. I believe that we face people, start out with something small and work on it with a passionate desire, we ultimately create an innovation that made everyone happy.
A design that shuns certain people will end up being a design that does not resonate with anyone. A design that is friendly to those with difficulties will be friendly to all people. At this event, I was reminded of this by witnessing an array of prototypes and ideas that I believe everyone would like to use.
Tetsuji Sumioka,
Distinguished Engineer,
Department Senior General Manager, Imaging & Sensing Edge Core Technology Division.
Sony Semiconductor Solutions Corporation
Our division is engaged in accessibility-related activities based on the concept of "supporting people's independence through image sensor technology." I was approached by the team developing rehabilitation games with a proposal to combine SSS sensing and SIE games technology to hold an in-house hackathon under the theme of accessibility, which I readily agreed to, leading us to organize this Idea2Hack event.
As this was our first attempt, we were concerned about whether people would actually participate and whether we would be able to gather ideas. However, I am delighted to report that far more people participated than expected, and that a diverse range of ideas were presented.
Modern product creation is shifting to a process of early testing, in which different people experience the product, verify its value, and improve its quality. An inclusive design is a prime example. We tend to create ideas in our heads or in a meeting room, but without interacting with a wide range of people, it is virtually impossible to engage in fundamental product design.
I hope that this hackathon will be a starting point that will lead to the formation of a community around accessibility and further innovation with you all.
Team: Team A
Members:
Sakiko Tanaka, Sony Financial Group Inc.
Taichi Koguchi, Sony Life Insurance Co., Ltd.
Norikazu Nomura, Sony Assurance Inc.
Daisuke Nakagawa, Sony Bank Incorporated
Panel's Commentary:
Based on a multifaceted analysis, the proposal to promote not only physical activity but also communication through community building, and the potential for a broad spectrum of other benefits were the reasons for the high score.
Comments by the Winner:
We are deeply honored to have received this prestigious award.
Team A was composed of members from Sony Financial Group companies, and despite our lack of technical knowledge, we consulted with mentors to deepen our deliberations.
We believe that this project is significant in terms of coupling Sony's cutting-edge sensor technology with solutions for social problems.
We hope that the project will not end as a study or concept, but that we will be invited to participate in future initiatives to realize the project. Thank you very much!
Team: Team SES
Members:
Koichiro Inoue
Takuya Tsuruzono
Sony Semiconductor Solutions Corporation
Panel's Commentary:
In addition to its high level of perfection as a sensor-based game, the game was also recognized for its proposal to enable everyone to use fingerspelling in the game, thereby realizing a society in which people with hearing disabilities can live without difficulty, and for its potential as a new input interface presented after their careful consideration, as opposed to the other ideas, many of which focused on providing enjoyment for people with physical disabilities.
Comments by the Winner:
We are honored to receive the Best Hack Award. There were multiple realizations that we gained anew by moving our hands and creating the product, which in turn allowed us to develop our ideas beyond our initial expectations. Although we struggled at times, it was a meaningful and enjoyable activity. We thank everyone involved in this study. We hope that our concept will not end with this event, and that we will be able to take it to the next level, where we can contribute to improving accessibility.
Member: Yukihito Moritoki, Sony Corporation
Panel's Commentary:
While many exploration-based ideas involved moving the feet, the fact that this could also be enjoyed in bed was unique. In addition, high scores were awarded for testing the feasibility of the idea by experimenting with sensing technology.
Comments by the Winner:
Thank you for selecting my idea for the Best Idea Award.
By consulting the physiotherapist Mr. Karasawa, I gained an understanding of the challenges faced in a practical setting and was able to come up with the idea of spontaneous exercise, during the time spent in bed, outside of rehabilitation. This was an idea that I could not have reached on my own, and I would like to thank everyone who helped me.
To find more about Sony group's initiatives on accessibility and disability inclusion, click here.