Abstract
Introduction
Engagement with arts-based activities is ubiquitous across the lifespan. Positive effects are found across leisure and creative expression, to impacting cognitive, social and emotional wellbeing for the general population (Dingle et al., 2021; Fancourt et al., 2021; Gordon-Nesbitt & Howarth, 2020) as well as specifically for older adults (Fancourt et al., 2020; Rogers & Fancourt, 2020; Tymoszuk et al., 2020). Whether engaging in the arts as a novice, or in continuation of an identity developed over the lifespan as an artist, musician, or simply someone who appreciates attending concerts or visiting museums, facilitating availability and participation in these activities (and consequently “belonging” to these social groups) throughout changes in a person’s life is thought to contribute to self-esteem, feelings of control, and meaning via the social identity approach (c.f. Dingle et al., 2021).
Over 50 million people are affected by dementia worldwide, with age being one of the predominant risk factors (https://www.dementiastatistics.org/statistics/global-prevalence/). In the UK alone 850,000 live with dementia and predictions are that this number will increase sharply in the decades to come (Wittenberg et al., 2019). People who live with cognitive impairments experience symptoms that have considerable impact on their everyday life which results in a diverse range of needs. Medical and clinical care has been the main priority for supporting and improving their everyday functioning. However, it is acknowledged that engagement in meaningful activities can support psychosocial needs, outcomes that have been indicated as a high priority by people living with dementia (Reilly et al., 2020).
Due to their nature as non-pharmacological interventions, arts-based activities that cater for older adults living with cognitive impairment (from mild cognitive impairment through to early, mid and later stages of dementia) are becoming more widespread (Cutler, 2020; The Commission on Dementia and Music, 2018) with reported benefits for decreasing depression and agitation (Van der Steen et al., 2017; Zhang et al., 2017), improving mood and engagement (Lourida et al., 2020) and possible cognitive effects in memory, concentration and communication (Young et al., 2016). Availability of these types of activities may depend on several contextual factors such as local provision of expertise (e.g., community artists, art/music therapists, or volunteers), and resources (internet connection, digital devices, transport, dementia-friendly venues), differing also in terms of being situated either in the community or in residential care. Although activities such as those involving music are fairly pervasive even in residential care, residents often note a decrease in access to music upon moving into a residential care home (Paolantonio et al., 2021). It is noted that tools and technologies could assist in making these activities more accessible, efficient and effective (Garrido et al., 2020), an aspect that has been intensified by the recent COVID-19 lockdown (Cutler, 2020; Dowson et al., 2021). The current scoping review specifically addresses the use of technology for arts-based activities for people with mild cognitive impairment and dementia as well as their carers.
What constitutes arts-based activities?
Several definitions exist about what constitutes an arts-based activity. Arts engagement typically refers to various forms of activities that are creative, either in an active, (e.g. painting, dancing, music-making) or receptive manner (such as attending a concert, visiting an art gallery, watching a theatrical play). Engaging with the arts, whether active or receptive, can be a multisensory experience often involving various auditory and/or visual elements. Although definitions may also encompass wider creative activities more in line with leisure or recreational activities (e.g. cooking, gardening, involvement in social clubs; c.f. Fancourt et al., 2021), for the purposes of this scoping review, we focus on those activities which foreground an artistic medium whether auditory (sounds, music or speech; c.f. poetry, storytelling), visual (painting, sculpture, crafts), or audio-visual (drama, dance). Arts engagement is also something that can be enjoyed on an individual basis, or as part of a group. These contextual elements (for music this is detailed in Brancatisano et al., 2020) as well as the presence (and role) of a facilitator (Krause et al., 2019) may shape an individual’s experience of the arts-based activity.
Design, assistive and everyday technologies for the arts
According to a recent review, design interventions involving playful artefacts, physical games, multisensory experiences, new technologies and services for people living with dementia has progressed in four main areas: (i) reminiscence and personhood, (ii) social integration and ‘living in the moment’, (iii) independent and assisted living, and (iv) cognitive and physical stimulation (Tsekleves, 2021). When it comes to the use of technology within these interventions, despite gaining popularity in the past two decades, particularly for reminiscence therapy (Lazar et al., 2014), adoption by policy and practice has been slow (Astell et al., 2019). Assistive technology is an umbrella term covering the systems and services related to the delivery of assistive products and services that maintain or improve an individual’s functioning and independence, thereby promoting their well being (World Health Organization, 2018). Assistive technology used by people living with dementia and their carers can be categorised into technologies for assisting daily living, safety, telecare, engagement, social participation and leisure. Although there is a growing recognition and interest in using assistive technology for leisure and cultural or arts-based activities, as of 2018, very few devices have been dedicated to these pursuits as of yet (Klimova et al., 2018). The increasing “technification” of older adulthood, i.e. the increasing policies, funding and research aimed at innovating technology solutions to the needs of older adults (Peine, 2019) and growing engagement with everyday computer, smartphone and tablet devices for accessing photos and music online (Sweeney et al., 2021) indicates higher technology use in the future. This is notwithstanding the impact of the recent COVID-19 pandemic in accelerating the use of digital strategies through telemedicine (Cuffaro et al., 2020) or arts practices for people living with dementia (Cutler, 2020; Dowson et al., 2021). In addressing the gaps in arts-based technology design, conducting design research that centres the lived experience of people living with dementia (i.e. co-design practices) can enable the dementia voice to be a part of defining the scope of a problem or need (i.e. what arts activities do people with dementia want to participate in?), as well as contributing to any solution offered (Nygård et al., 2019; Tsekleves & Keady, 2021). Technology design work in this space reviewed by Tsekleves (2021) reports a general aim of designing tools that develop personalised interactions for people living with dementia, in accordance with an individual’s needs and preferences.
Scope of the current review
With this review we turn focus onto particular instances where technology has been adapted or designed to enhance creative arts participation for older adults living with dementia. We believe a scoping review is necessary to draw together the various developments in technology that have been reported for different art forms and to devise future directions for the design and implementation of these tools. Accordingly, the main aim of the presented scoping review was to document the research studies using technology for creative arts with people living with dementia. Within this aim, we investigated (a) the characteristics of the arts-based activities, (b) the types of technology used and (c) how these intersected in a particular context. Contextual elements considered here also included the social context of the activity, presence of facilitators, as well as the direct involvement of people living with dementia in design and/or testing as these features may have had an influence on various design choices and their potential use for particular groups. The extent to which a piece of technology could offer choice, or be adapted towards the user’s individual needs was noted.
Method
Scoping reviews are suitable for investigating broad topics with the intention of comprehensively and systematically mapping the relevant literature and identifying key themes as well as gaps in this literature. Unlike systematic reviews, scoping reviews do not have pre-specified study designs or strict exclusion/inclusion criteria. Most commonly, scoping reviews are narrative and descriptive for the purposes of providing an overview rather than synthesising the individual studies or judging their quality (Arksey & O’Malley, 2005; Levac et al., 2010). This scoping review was conducted using the methodological framework of Arksey and O’Malley (2005). The framework is divided in five stages and the review process is presented and described accordingly.
Stage 1: Identifying the research question
The research questions that guided the review were the following: 1. What are the arts-based activities being delivered through technology for older adults living with dementia or mild cognitive impairment? 2. What types of technologies are being used to enhance arts-based activities for older adults living with dementia or mild cognitive impairment? 3. To what extent do these technologies offer choice or adaptability to the individual user? 4. How do these technologies and arts activities intersect and in what context are they delivered including country, participants and social context? 5. How are the outcomes of using these technology-assisted arts-based activities measured?
Stage 2: Identifying relevant studies
Search strategy for databases.
Note: The terms were adjusted depending on the database (e.g., MeSH terms and truncation were used where appropriate).
Reasoning behind selection of NOT terms: “state of the art” too broad (synonyms: state of art/state-of-the-art/state-of-art), “clock drawing” (clock-drawing) refers to cognitive tests and not drawing as an activity, “drawing on”most frequently refers to the phrasal verb rather the activity, “entertainment” is too broad, “acting on” most frequently refers to the phrasal verb rather the activity; creative commons. Search terms dropped: not sound but sound installation as sound is too general, for example sound classification/analysis for dementia detection, sensor* as it was too general (e.g., biosensor, sensorimotor, sensory), tablet as it frequently refers to pills but kept tablet computer and tablet device; cultur* as very frequently it refers to blood/cells/mouse cultures and replaces with cultur* activit*.
We restricted the search in the scientific databases to titles and abstracts and used controlled vocabulary for PsychINFO (Thesaurus) and PubMed (MeSH). The search strategy was reviewed and approved by a librarian of The University of Sheffield. To identify any additional potentially relevant papers we hand searched the conference proceedings since 2010 of the European Society for the Cognition of Music (ESCOM), New Instruments for Musical Expression (NIME), International Conference on Music Perception and Cognition (ICMPC), as well as IEEE Xplore, and the Google Scholar accounts of prominent authors related to the topic of the review, and reference lists.
The records that were eligible for inclusion in the review were full-text, peer-reviewed journal articles, conference proceedings papers, and conference proceedings published in book series. Publications such as reviews, editorials, not original research, and the abstracts of conference proceedings were excluded. The search was restricted to recent publications in English, where recent was defined as between January 2010 and 19 March 2021, when the article search was completed. Initial work in developing technology for arts-based activities was completed by Alm and colleagues before this period (Alm et al., 2007) through the Living in the Moment project. This initial system allowed users to explore and interact with different virtual environments including visiting a museum. Development of a pilot digital musical instrument specifically for those living with dementia was also reported in (Riley et al., 2009; see also for a brief review of leisure-assisting technologies to this date). The current review took 2010 as the lower limit as this year marked the launch of the first generation iPad tablet and a general increase in interest for this type of technology use for older adults (see Hung et al., 2021). 1 We did not include or exclude studies on the basis of their research design or methodologies. All studies were expected to address the development of technology for arts engagement with older adults living with dementia or mild cognitive impairment and to have engaged directly with this population at some stage of the research. Studies including younger adults with early onset dementia or mild cognitive impairment were excluded. 2
As familiarity with the available literature increased, we refined our inclusion and exclusion criteria post hoc. Inclusion criteria meant that studies were included that (a) described any type of technology, with the exclusion of common everyday technologies older than the 10-year search period that had not been further adapted (e.g. CD player, or TV), (b) either the main focus was arts-based or when this wasn’t the case, the art form was in the foreground of the activity. Studies were excluded if they (a) described participants, arts-based activities, and technologies in very minimal detail (e.g. a paper which details the participants as “care home residents” but did not specify incidence or stage of dementia; where the activity was described as arts-related but no further details are provided; where technology was reported minimally but no details were provided), (b) solely presented perceptions of carers on how people living with dementia or mild cognitive impairment were likely to experience the usage of technology, (c) described the art form in the background of the activity. For example, papers that were excluded reported activities that used music and/or photos in the background of serious games or in reminiscence therapy to stimulate memory and conversation (c.f. Lazar et al., 2014 for review), (d) reported mixed results or observations of people living with dementia or mild cognitive impairment along with healthy older adults, (e) described a context where participants were not directly interacting with technology, or (f) described technologies that were not tested and were presented as theoretical ideas about the development of technologies (i.e. prospective use articles).
Stage 3: Study selection
First, we imported the results from the databases to Mendeley and JabRef and we removed the duplicate records. Then the titles of the records were added in a google sheet. Next, co-authors JM and GF independently screened the titles of the records and rated them on a 3-point scale (0 = “not relevant”, 1 = “maybe relevant”, and 2 = “certainly relevant”). The sum (and absolute difference) of these scores indicated the precision of selection criteria. Records with a score of ≥2 entered the next stage for abstract screening. In cases where there was a clear disagreement between the authors’ scores (when the absolute value of the difference of their scores was 2) co-author <blinded for review> acted as a third assessor. The same process was repeated at the abstract screening stage. Records that passed the abstract stage were entered for the full text analysis stage (see Figure 1). PRISMA 2020 flow diagram of literature search.
Stage 4: Charting the data
The main information extracted from each publication detailed three main aspects: (i) demographics such as the authors, country, characteristics of participants involved (cognitive impairment or dementia as well as severity), the sample size and related sample demographic information (age and gender), (ii) art-form characteristics detailing the type of the arts-based activity (music, storytelling, art etc.), the form of engagement of the participants (active, receptive or mixed), the social context that was involved when the activity was taking place (solo, group), and the presence of a facilitator (yes/no), and (iii) technology characteristics including type (tablet, robot, custom device etc.), mode (whether delivery was audio, visual or audiovisual), the extent of user involvement (testing, co-design or both), as well as a description of how this served to deliver or enhance the arts-based activity.
Stage 5: Collating, summarizing, and reporting the results
Types of technology use in art-forms for people living with mild cognitive impairment or dementia, identified with supporting references.
Results
The databases returned 2063 records after duplicate removal and removal for other reasons (e.g. publication year). Fifty-one publications were included in the review (see Figure 1). The main data from the publications are presented in Table 2, with images of a selection of the described technologies in Figure 2. Images from a selection of technologies described in Table 2: (a) two images from the OurStory storytelling application, usage described in Critten & Kucirkova, 2019; (b) art frame described in Lazar et al., 2017b; (c) HUG object described in Treadaway et al., 2019; (d) VENSTER interactive artwork described in Luyten et al., 2018 and Jamin et al., 2018; (e) Rocking chair for music listening described in Bennett et al., 2016. All images reproduced with permission from original authors.
Description of the included publications
Of the total 51 publications that were included in the scoping review, 27 were journal articles, 20 were conference proceedings, and four were conference proceedings published as book chapters. The majority of the publications originated from the UK (
Description of art forms
In all 51 papers, an art form was used, whether to promote engagement with the particular art form as a leisure activity, or as one of a list of activities to choose from. Table 2 presents an overview of the main characteristics of the studies. Just over half of the papers focussed on music (
Seven papers reported on technology for visual art. These enabled artwork sharing (
The next largest category related to storytelling (
Three papers reported on multisensory objects. Two of these were from the same project concerning the design of various textiles with embedded electronics (Treadaway & Kenning, 2015, 2016), and the third explored a tactile object with an embedded music player (Treadaway et al., 2019).
Three papers reported on a variety of creative activities either through online video demonstrations (Golden et al., 2017), access to various multimedia apps (Gilson et al., 2019), or the choice of playing back different media (Lancioni et al., 2017). Single papers examined an application offering dance guidance (Azman et al., 2017), and interactive lighting and sound installation (Gu et al., 2013).
Description of technologies used
A large number of papers discuss the development of a custom device or devices (
Description of activities enabled through technology
Music (receptive or mixed)
Participants played pre-recorded songs or audio through a number of different devices. These devices were designed with various options for people living with dementia. Examples of accessible interfaces included the “AAMI” music-listening device (Seymour et al., 2017). This offered different switches or physical buttons for the user interface that could be swapped out depending on the needs of the user. Examples of devices building choice and personalisation into the design included the music-listening device by Lancioni and colleagues (Lancioni et al., 2014, 2015) where a handheld pressure device allowed users to choose between menu items. These music/sound-playing devices were used to listen to either a pre-determined list of music tracks, environmental sounds (e.g. the “Vita” sound cushion, Houben, Brankaert, et al., 2020) or offered a platform to access personalised playlists, annotated playlists or music and photo albums. Devices for listening to music were often used to accompany and support daily tasks, or to improve mood. Feedback from participants was facilitated, including through taking physiological measurements, voice recognition, or ease of control (e.g. the “Resonant Interface Rocking Chair” reported in Bennett et al., 2016 stopped playing music when it was not being rocked). Music (receptive/mixed) as a category made most usage of physical robots (
Music (active)
Active engagement with music was promoted by devices which prompted participants to move along with the music. For instance, “SwaytheBand” played through a video games console, made a sequence of gentle light flashes in time with familiar music and people living with dementia were encouraged to move props or controllers at the same time (Morrissey et al., 2016). Other systems monitored the user’s movements (e.g. through a Kinect device) which adjusted the tempo of the familiar song being played (Rosseland & Culén, 2016). Active production of music, most typically designed as playing a musical instrument, was facilitated in various ways. Systems could present visual prompts on screen for a user to press a key/button of associated colour on a device (Cheng & Lee, 2018; Han et al., 2020). For a different example, users were free to create movements which would then be sonified (e.g. using “AirSticks” which convert movements into sounds, Kenning et al., 2019). Other custom devices included a wooden cylinder covered in two separate pieces of fabric that could be rotated by two separate users in an effort to play sounds together (Houben, Lehn, et al., 2020). Active music engagement was the only art form that made use of video game consoles (
Storytelling and film-making
In storytelling pre-existing or designed applications supported the creation of multimodal stories using images, audio and video material, related to participants’ daily life or life histories. In some instances, applications such as a robot seal or simulations of tactile objects from the participants’ past served as a prompt to tell stories. In film-making existing technology was used to create multimedia stories using images, recorded speech and other multimedia input. For both of these art forms, a custom device was much less likely to be built, with the majority of the papers describing the use of a pre-existing application for either computer or tablet. Because these projects were less likely to develop their own device, instead using pre-existing applications for tablet or computer, they were also much less likely to involve co-design.
Art
Devices promoted engagement with art by enabling control of visual perspectives and by facilitating sharing of art, art consumption, and showing an artist living with dementia at work. For instance, “Venster” (Jamin et al., 2018; Luyten et al., 2018) was a video screen set up to look like a window into a virtual environment, with the blinds functioning as a way to change the scene out of the window. The content in “Venster” often played a major role by inviting and affording certain types of interactions over others, with interactions differing depending on whether the content was calming, activating, or interactive. Other art devices enabled digital art creation in 2D (painting) and 3D (sculpture-making). In Chauhan (2020), participants made virtual and digital sculptures using tablet devices and a 3Doodler pen that extruded heated plastic to make three dimensional objects. Lazar et al. (2017b) developed an art frame with physical buttons that helped to support feelings of agency in the users, improving the sharing process by making it easier to initiate and end messages. The vast majority of these devices were developed as custom devices, which also slightly increased the amount of co-design in these projects.
Objects
Creative engagement with multisensory objects was facilitated by using sensors, diverse materials, and possibilities to interact (e.g. modulating sounds or lights). All of these studies completely custom developed the objects through the use of co-design. The LAUGH project (Treadaway et al., 2019) worked to co-design objects that stimulate ‘playful play’ and weren’t goal oriented or reliant on the user’s memory skills. This included the hug device, which was a soft plush doll that wrapped around a user’s shoulders, which played either the sound of a heartbeat or music and was developed to simulate the feeling of a hug. They also developed a steering wheel that vibrated, had working indicator signals and a car radio loaded with recorded personalised music.
Miscellaneous
Creative activities or entertainment consumption were facilitated using a digital interface. In some cases, physical objects were used (e.g. mat for instruction of dance steps), or light and sound to modulate the room atmosphere.
Participants
The target group of the large majority of papers was people living with dementia (
Social context
The majority of activities were oriented towards individual participation (Solo), as reported in
Outcome measures
Supplementary to the data presented in Table 2, we explored the various types of outcome measures that had been used across the 51 papers included in this review. The papers can be largely classified as having four types of outcome measures. This classification of outcome measures draws upon those advocated for by Dixon and Lazar (2020), and is supported by thematic analyses done by Tyack and Camic (2017) and Treadaway and Kenning (2016). They include: intervention feasibility, behavioural and psychological symptoms (BPSD), quality of life (QoL), and participants’ interactions with their environment. First, more than half of the papers in this review recorded findings on the feasibility of their intervention (
Discussion
This review aimed to describe the arts activities supported by developments in technology for older adults living with mild cognitive impairment or dementia. The 51 articles presented demonstrate that technology is being used to enhance a range of creative arts activities for people living with dementia including music, storytelling, and visual arts. Through personal communication, as a result of emailing each corresponding author listed for the articles in Table 2, we are aware of further developments in a number of the different prototype tools presented. A number are now commercially available products (two describing the same interactive artwork device, VENSTER (Jamin et al., 2018; Luyten et al., 2018), the music player from (Orpwood et al., 2010) and HUG, the textile object (Treadaway et al., 2019)), while others are continuing their development (Critten & Kucirkova, 2019; Cunningham et al., 2019; Manca et al., 2021). It is not expected that all devices were designed with the aim of commercialization, and instead could have had a research product as the intended goal. However, this suggests that there is definitely an appetite for technology to support arts engagement with this population, particularly with the knowledge that some of these products have been developed to the point of being commercially available.
Taking the emerging support for technology-supported arts activities for people living with dementia, in combination with the acknowledgement that this population have varied abilities, experiences and interests (Tsekleves, 2021), it may be surprising that most papers typically report no more than one arts activity (be it music, or storytelling or another art-form) and only four papers describe music as part of a list of activities. Only two papers offered a list of different arts-based activities to allow for the diversity of individual interests of older adults living with dementia (Lazar et al, 2018). The implications are that we may be missing important knowledge by examining arts activities (and the technologies developed) in isolation. Comparisons across the arts could be a useful future direction for research. For example, one particular focus arising from the results is for devices that enhance music-based activities including selecting, listening to, and making music, with relatively little comparative activity for visual based arts activities such as selecting and viewing virtual museum/arts exhibits (although there are examples of this outside the scientific literature such as the National Museums Liverpool’s House of Memories app (described in Joddrell & Smith, 2019). A distinct example from the literature on arts-based activities involves the digital sharing of art - this is something yet to be reflected in the music technology research, despite recent anecdotal reports of increased digital music/art sharing as a result of groups meeting online/remotely during the pandemic (Cutler, 2020). Different opportunities for sharing could also be further examined in the music listening context, where the majority of papers reported focusing on solo activity. Here, sharing with a group of others would present further opportunities for social contact.
As a sign of the early stage of the field, the reported studies used small sample sizes, and exploratory approaches rather than systematic comparisons across different levels of cognitive impairment or dementia (similar to studies reporting technologies for reminiscence therapy, see Lazar et al., 2014). The lack of detail on users’/co-designers’ past experiences with the arts and/or technology also means that we do not understand how previous experiences may modify the use/design of these devices. In an example of co-design of new digital musical interfaces for older adults in residential care (MacRitchie et al., 2022), previous experience with traditional musical instruments shaped individuals’ expectations of new devices. Although co-design and further involvement of people living with dementia, their carers and other stakeholders were detailed in a large number of papers, this was not as well reflected in the custom-design devices. The implication here, is that although these devices arguably have the potential to be tailored for individuals, there is currently limited consideration of different levels of previous experience, or interest in the activity itself, which may be leading to certain design decisions. Here is where people living with dementia could be involved more in helping to describe the initial need, following through to how the technology might be implemented for various individuals (Nygård et al., 2019; Tsekleves & Keady, 2021). This is especially seen in the relative lack of adaptability offered by the devices, with only a couple of devices being able to be adjusted to individual needs in the moment.
The second aim of the review was to describe the technological devices that have been developed for these purposes. Although a number of studies report the use of commercially available or off-the-shelf devices such as tablets or smartphone interfaces, the majority of papers report custom-made devices. Taking the outcome measure reported as a loose proxy indicator of development of each prototype, the majority of devices report intervention feasibility measures, implying they are either mostly at prototype stage, or they are developed devices (such as smartphones) that are being used for the first time in this type of creative arts intervention. This focus on validating the success of a device/intervention is typical across design research in dementia, where most of the research is at preliminary or pilot-stage (Tsekleves & Keady, 2021). Secondary focus then appears on health outcomes such as behavioural and psychological symptoms and QoL, with the least focus on interactions with the environment, typically post-hoc observations about a range of indicators. In order to progress the field, future research could consider more planned measures into different aspects of interaction during an activity, depending on what is most important for those living with dementia. For example, in the music and dementia literature, in-the-moment experiences are just as valuable to those living with dementia and their carers, and can reflect positive moments of agency, connection and sharing (Dowlen et al., 2021).
A key limitation to this review is that it is restricted to peer-reviewed published research. There may be other types of commercially available technology products that are in use for dementia populations that have not necessarily been reported through the scientific literature. In order to account for this, it would be informative to explore how arts organisations have adapted their digital offerings during the pandemic to people living with dementia.
Despite limitations, the 51 papers detailed in this review offer rich insights on the field of technology-enhanced creative arts activities for older adults living with dementia. The challenge for future research is to move more of these technologies past the prototyping stage and consider how we might design creative tools for a range of interests to enhance the lives of those living with dementia. Feasibility in many instances can be assured. The next important step will be to identify more precisely what characteristics promote and inhibit engagement and enjoyment, comparing across designs, arts activities, populations and longer-term usages. This review has identified some of the parameters that vary across designs and are important to consider including social context, type of design, type of engagement and outcome objectives. For applications in real-life, it may not be about optimising one design, but the option to flexibly switch between modes of engagement and adapt to the social context that may be most powerful.
