b'DEVELOPING BRAIN TRAINING GAMES FOR PERSONS WITH DEMENTIAFindings & SolutionsStage 2: Fact-finding InterviewIn this stage, we interviewed a total of 5 AHL staff; 2 Nurses, 1 Associate Psychologist, 1Senior Physical Therapist and 1 Therapeutic Programme Executive all of whom were willing andinterested in participating in our project. From the interviews, we learnt that in terms of physicalability, the residents we were targeting were all still able to move about to a large extentindependently. However, the staff stressed the importance of designing the games within thephysical abilities of the elderly residents for safety consideration (eg. avoiding excessivemovements). The interview also revealed about the residents characteristics. Specifically, majorityof the residents are not proficient in English, have largely varying cognitive abilities, often getdistracted and give up easily. Additionally, the staff emphasised the importance of having familiarand relatable elements in the game as they shared from experience, such elements would attractand motivate the residents best. In terms of game design, the staff requested for a cognitivelychallenging and yet, simple enough game that residents would be able to play without much staffsupervision and facilitation.Figure 1. Key findings from fact-finding interviews and user requirementsBased on the user requirement above, five different game storyboards were created. Tocater to players with different cognitive abilities, each game had two difficulty levels: Level 1 andLevel 2. Level 1 is the easier level, as it contains short and simple mini-games while Level 2 has ahigher overall cognitive demand as it contains longer and more complex mini-games. Thediffering difficulty levels not only allow the higher functioning dementia players to challengethemselves but also enable progression for those with lower cognitive abilities.VS7TH PSYCHOLOGY STUDIES 62STUDENT CONFERENCE 2021'