Toys and products currently in the marketplace deal with daily routines and scheduling in a straight-forward, perhaps unimaginative way. Generally, tasks are checked off a list, or stickers are placed next the task when completed.
While such toys and products may be useful for ordinary users, they do not meet the needs of users with autism or Fragile X Syndrome, who inherently have difficulties maintaining schedules, transitioning from one activity to another, and choosing between activities and incentives, because these activities and decisions caused raised anxiety levels.
Accordingly, it is desirable to develop new devices and methods for maintaining schedules and transitioning from one activity to another that provide reduced anxiety levels in users, including and especially autistic users.
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description, serve to explain the principles of the invention. In the figures:
Various embodiments consistent with the invention address two issues common in their daily lives of those with autism or Fragile X Syndrome: (1) maintaining schedules; and (2) transitioning from one activity to another without raising anxiety levels. Embodiments consistent with the invention also provide benefits to all users of the disclosed devices and methods, including users with autism or Fragile X Syndrome
Various embodiments consistent with the invention provide a novel way for users to follow the routines or schedule of a day or the order of tasks in an activity contained within that day. Such embodiments treat or present a user's activities and tasks as a game in which the user moves parts around the “board” of the apparatus, thereby visualizing their progress from start to finish as they accomplish each task as part of a fun journey. This approach reduces anxiety.
Various embodiments consistent with the invention also ease a user's anxieties in transitioning from one activity to the next by creating a game-like setting in which the user may position an indicator (e.g., spin an arrow, either intentionally or randomly) to encourage his or her choice and achievement of each new task without creating anxiety. This allows users to make choices that seem like part of a game, as tracked by the device. Due to the reduction or elimination of anxiety related to scheduling and transitioning between daily activities, embodiments consistent with the invention may transform the manner in which users approach their daily lives and help them develop a stronger sense of confidence and adaptability to their environment. This may be especially significant for autistic users.
Reference will now be made in detail to various examples and embodiments of the invention, some of which are illustrated in the accompanying drawings. Wherever convenient, the same reference numbers will be used throughout the drawings to refer to the same or like parts.
The peg holes 115 may correspond (e.g., align) to the location of each of the eight pieces or segments from the overlays, allowing a user to use the peg(s) 135 as completion indicators for tracking progress along the schedule by either moving a single peg 135 from one hole to the next or placing a different peg 135 into each peg hole 115 until all eight parts, segments, or tasks are completed. In various embodiments, each peg 135 may be differentiated from the others, by for example, color, size, or shape.
In various embodiments, the overlays may be mass-produced or hand-printed circular sheets that cover the circle 130 (e.g., the scheduling area) of the device 100, such as paper or cardstock circles. (See
As noted above and shown in
The tracking side 105 of the apparatus 100 provides to users a method and device for tracking a schedule or a specific activity or series of tasks in a way that makes the routine or activity fun and game-like. The portions of the overlay on the circle 130 break down each day or activity into a series of achievable tasks or subtasks (e.g., a schedule) and empower the user with a sense of visual accomplishment as each task is completed.
In other embodiments, more or fewer than eight parts, segments, pie-piece-shaped segments, or tasks may used for scheduling and tracking with correspondingly more or fewer numbers of pegs 135 and peg holes 115.
Referring to the left side of the exemplary apparatus 100 in
An individual (e.g., the user or the user's caretaker) can segment and write in choices of activities and rewards in the appropriate drawn-in portions of the whiteboard circles 150 and 155 depending on their knowledge of the user. The activity-reward side 110 works in conjunction with the tracking side 105 by enabling the user to determine a choice for a particular Activity (e.g., the choice of what is to be eaten during the breakfast activity scheduled by one of the peg holes 115, pegs 135 and overlay (not shown)) by spinning the spinning arrow 151 to select one of a number of drawn-in portions, each having a written-in choice (e.g., pancakes, cereal, toast, etc. for the eat breakfast activity choice). Similarly, the activity-reward side 110 enables the user to determine the Reward for accomplishing an activity (e.g., doing homework, which may be scheduled and tracked by one of the peg holes 115, pegs 135 and appropriate overlay (not shown)) by spinning the spinning arrow 156 to select or determine one of a number of drawn-in portions, each having a written-in reward choice (e.g., the rewards of calling Grandma & Grandpa, having a pretzel snack, playing with the dog, etc.).
In one possible use case, when a user reaches a part or segment of his or her day which includes a choice or decision (e.g., “Do Afternoon Activity,” on the overlay (not shown) of the circle 130, without the activity being pre-specified on the overlay), the user's supervisor may used the erasable marker 160 to subdivide and write in choices in the ACTIVITY area 150 that give the user the ability to choose or select one amongst several afternoon activities (e.g., watch TV, play with a toy) by spinning the spinning arrow 151 so that it points to a portion containing one of the written-in choices. Similarly, when a user reaches a part of his or her day which includes a reward, the user's supervisor may used the erasable marker 160 to subdivide and write in possible reward choices in the REWARD area 155 and then give the user the ability to choose or select one amongst several rewards (e.g., pretzels, call Grandma & Grandpa, etc.) by spinning the spinning arrow 156 so that it points to one of the choices. The spinning may be random, or it the spinning arrow 156 may be purposely placed by the user to indicate (point to) a specific choice. In doing so, users expressly make choices while subtly easing the anxiety in the decision making and in transitioning from one activity to another because the device 100 provides a game-like mechanism for decision making.
The activity-reward side 110 of the apparatus 100 provides to users a method and device for addressing and soothing a user's anxieties that stem from making choices or transitioning from one task to another. The activity-reward side 110 may be especially beneficial to users who are more anxious with decision-making or for whom easing anxieties is part of that user's occupational therapy, such as autistic users.
Thus, various embodiments consistent with the principles of the invention may employ the tracking side 105 and the activity-reward side 110 to provide to users a fun and game-like way to schedule and move through the tasks of their day while encouraging them via activities and rewards to make choices without heightening their anxieties.
The embodiment shown in
Each segment 405-440 may include pictures and/or words describing scheduled tasks, subtasks, sub-activities, or the like. In the example of an overlay shown, the overlay 400 is divided into eight activities or tasks that occur during or that make up a doctor's visit. Segment 405 represents the activity “Go In” to the doctor's office. Segment 410 represents the activity “Wait” in the waiting room. Segment 415 represents the activity “Talk” to the nurse when the nurse calls you in from the waiting room. Segment 420 represents the activity “Measure” your height. Segment 425 represents the activity “See Doctor” for your checkup. Segment 430 represents the activity “Talk to Doctor” after he or she examines you. Segment 435 represents the activity “Pay” the doctor. And, segment 440 represents the activity “Say Goodbye” to the staff as you leave. Although not shown in
For another example of an overlay for a schedule or plan having eight sub-activities or tasks, consider a typical school day for a child. A “Typical School Day” schedule overlay (not shown) may feature eight “pie pieces,” segments, or portions, each representing tasks that include: 1) Get Up & Get Dressed; 2) Eat Breakfast; 3) Go To School; 4) Come Home & Do Homework; 5) Do Afternoon Activity; 6) Eat Dinner; 7) Do Evening Activity; and 8) Bathe & Get Ready For Bed. As noted above, an overlay may include holes corresponding to the dowel holes 120 and an overlay may be secured in the correct alignment on the circle 130 using dowels 125. Also as noted above, an overlay may be divided into, and used to schedule and track, fewer or more than eight activities or tasks, in various implementations.
Further, embodiments consistent with the principles of the invention are not limited to physical embodiments. Embodiments consistent with the principles of the invention include virtual embodiments which are implemented, displayed, and interacted with on a computing system, such as a client-server system, laptop computer, tablet computer, smartphone, etc. A software application implementation for a tablet computer, such as an Apple iPad™ or a Kindle Fire™ or the like, may be particularly desirable because these devices are very portable, allowing a user to easily carry and utilize the application throughout their day. In such virtual embodiments, a graphical user interface may simulate the features shown in
For example, a computer-implemented version of the device 100 may include a graphical user interface that mimics the view of device 100 shown in
Similarly, a computer implementation of the activity-reward side 110 may utilize a touch screen of a computing device, such as a tablet computer, to allow a user or caretaker to erasable subdivide and write activities into an activity area denoted by circle 150 and rewards into a reward area denoted by circle 155 using their finger, in a manner similar to that described above with respect to a white board and erasable marker implementation. Similarly, the graphical interface of a computer implementation may include virtual spinning arrows 151 and 156, which a user can virtually spin by swiping a finger across the virtual arrow on the touch screen of the computing device. Other computer-implemented variations are also possible.
Other embodiments of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein, including computer-implemented embodiments as mentioned previously. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the invention being indicated by the claims of a corresponding non-provisional application that will be filed in the future. The claims described below are possible examples.
This application claims the benefit of, and priority to, U.S. Provisional Application No. 62/024,119 filed on 14 Jul. 2014, which is hereby incorporated by reference in its entirety.
Number | Date | Country | |
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62024119 | Jul 2014 | US |