D3PO: Dimension 3 - Printed puzzles for new therapeutic Opportunities
▶Summary
The idea was born as a result of the increasing popularity of escape rooms in recent years and its potential to promote the development of soft skills in the participants. Our main goal is to use traditional cognitive development mechanics (puzzles) with a modern storytelling-based approach (similar to escape rooms), which can be distributed to the general public in an economical way (3D printing) and that allows the acquisition of Competences such as teamwork, creativity or lateral thinking, extremely useful in the work environment while promoting inclusivity, tolerance and the value of the individual as a fundamental pillar of the society of the future. Given that puzzles have already had a long history in the therapeutic field as hand-eye coordination tools, we considered that their application at the individual level would have great therapeutic value both in the field of mental health and physical rehabilitation, forcing you to work on body and mind simultaneously. In addition, these tools are also compatible with collaborative dynamics and teamwork, something that other rehabilitation tools lack. This is especially valuable in cases of stroke, where it is critical to act and proceed to rehabilitation as soon as possible.
▶Objectives
The main goal of “D3PO” is to study and offer a methodology to help heal the body using the mind and help the mind using the body. In this project, we wanted to design a new methodology and implement real tools that can be available to everyone using a 3D printer. This therapy would be used in the case of physical rehabilitation and mental hygiene, as we also create awareness on certain topics by including storytelling as part of the core methodology. We are also interested in investigating, developing, testing and implementing new methods by using innovative techniques based on ludic and immerse mechanics as a learning technique to improve user results, engagement and certain social skills among many goals. With these methods we pretend to improve key competencies, increasing their opportunities to access a more inclusive society. Puzzles could additionally be helpful in the context of physical rehabilitation since they require the usage of the brain with coordination. Specific goals: - G1. To investigate and analyze the impact of our methodology on soft skills. - G2. To design innovative practices in the field of adult education. - G3. To improve the quality of life of our target group using non-formal education methodologies.
▶Activities
The project manager (ASPAYM CyL) prepared all the project start-up, including the distribution of the Consortium Partnership agreements, project oversight and quality control, conflict resolution, the definition of rules and distribution of tasks. Rosto Solidario prepared a Quality plan and in collaboration with the coordination of the project identified the possible risks, as well as the definition of contingency plans for the risks. CEIPES created a dissemination plan and elaborated a calendar to publish on social media. We established project leaders per organisation to keep the communication organised among entities. We organised one Kick-off meeting in Piraeus, Greece, on the 21st and the 22nd of April 2022. In order to have everything ready for that event, we started close communication via email and videoconferences (using Google Meet). We also set up clear rules for exchanging content, and we prepared a shared folder in Google Drive. During the KOM we review the plan, goals and contents of the project, reviewed the responsibilities that we all had and performed several team dynamics with scape boxes and puzzles so we could all know each other as we learn about the topics of the project. The activity was evaluated and assessed by Rosto Solidario, receiving extremely positive marks from the participants. We decided to start a puzzle research document where we decided to share a sum up of our findings and ideas for mechanics that could be useful in printable puzzles for therapeutic purposes. From ASPAYM, we initiated contact with ICTIA to receive feedback and ideas for viable utilities in the product we had to define. The communication continued constantly (almost every week) via email for the main exchange of information, so we got rapid feedback. We also scheduled online meetings every two months to put in common all our progress. With this system, we save valuable time to keep progressing in the work ahead as we maintain close monitoring of the development of the project. We considered the option of reducing the periodicity of the online meetings if needed but we did not find any reason to execute that contingency plan so far. From the 18th to the 22nd of July 2022 we organised our first LTTA in Palermo, Italy. We used this space to equalize the level among participants in relation to modelling skills. We also involved our therapists and professionals from our organizations (1-2 representatives in each organisation) to share their ideas for the puzzles, and how to approach the creation of something similar to a therapy protocol and we realised that having one general therapy protocol is not flexible for all cases and therefore an adaptive template that helps professionals select puzzles according to their features was the right approach. Our colleagues from CEIPES organised a meeting with the FABLABS in Palermo to learn about their internal processes of 3d printing and their experience in the sector. We also prepared our second LTTA from the 14th to the 17th of November, where we focused on improving our technical skills in modelling and we also organised a round table to continue exchanging knowledge between therapists/professionals and technicians. We shared some of the 3d prints we used for testing. The modelling training of both LTTA was organized by CETEM since they are the experts in 3d printing courses. From the 3rd to the 4th of May 2023, we had the second TM, where we described the steps to prepare the testing phase of the project and organise all the preparations (finishing printing the puzzles, delivering, skill matrix template). We have implemented two puzzles per organisation, which is a total of 10. Their complexity and size is diverse to cover different needs. Some puzzles have up to 50 pieces. Printing copies of the puzzles was probably the most time-consuming activity. We had to adapt the size and shape of the puzzles to the target groups, so people with disabilities could participate in the use of the puzzles. On 12th December 2023 we organized the Spanish multiplier event, where all partners attended and we reached more than 50 participants. Other national events were carried out during December and January. On the 13th December we organized the final TM, where we listed the last pending tasks and reviewed the achievements of the project. During the whole project we have been actively participating in the dissemination on social networks, publishing articles…, Our colleagues from CEIPES prepared different logo options and we selected the one we liked the most. Brochures, rollups and different dissemination materials were also prepared. The evaluation of the project’s quality was performed by Rosto Solidario. They reviewed the quality of each transnational event, including transnational meetings and LTTA. The evaluation included a questionnaire and an event of evaluation dynamics based on the expression of our inner thoughts through some abstract games and ludic mechanics such as the use of story cubes.
▶Impact
Project Result 1.1. The design of a collection of 3D printable puzzles (at least 1-2 per European partner). We are all actually aiming at building two puzzles. - Project Result 1.2. A professional manual where the reader can learn how to assemble the puzzle, solve it and put it back together. We have prepared two formats for this output: 1) A general document with the information of all the puzzles and translated into all the project languages. 2) A collection of individual documents for each puzzle that is part of the downloadable toolkit that can be independently downloaded with each puzzle. - Project Result 2.1. A new methodology to help people develop soft skills in teams and/or improving their physical/psychological well-being based on 3D printed puzzles with narrative. The elaboration of a methodological manual is relevant to document how to use these puzzles for therapeutic purposes (related to psychological issues or maybe in the field of rehabilitation and hand-eye coordination). - Project Result 2.2. A study describing the personal development of the users and the influence of the designed methodology on their inner selves. We expect an increase in the cohesion of the teams that participate in the testing phase of our project and some relevant development of certain soft skills. Working in teams also facilitates the integration of people with fewer opportunities into the working team. Furthermore, we consider that participants also experience some individual benefits, such as improvement of their self-esteem and being aware of their own true potential. The participant entities, on the other hand, also experience an improvement in their training of adult education due to the benefit of incorporating a new innovative methodology. 2.1 and 2.2 have been assembled in the same document as blocks of contents. This manual was elaborated during the second half of the project when we have finished our puzzles and we were organising the testing phase.