Using Deva World in long-term care and care-at-home settings. Here’s what we found:

Using Deva World in long-term care and care-at-home settings. Here’s what we found:

While client reports are commercial-in-confidence, we can nonetheless share some general findings.

We made a Greek language and culture version for St Basil’s, a community in Adelaide, South Australia. Here we see a participant interacting with religious icons in a book she discovered in the living room.

Key takeaways

Ninety percent of point-of-care staff reported that Deva World increased understanding of their people and 85% noticed a mood lift. 75% reported increased cooperation. All participants reported increased skill sets. 95% expressed the wish to continue using Deva World. The Australian trial showed that Deva can readily cater to diverse cultures and languages.

On the practical side, the program was easy to set up, the technology was robust and our care staff training program got the thumbs up.

Administrators found the dashboard made navigation across the roll-out easy to track. 99% of participants expressed a desire to keep using Deva.

Staff comments

  • “Deva World is a care companion tool. ”
  • “a tool to use for residents with dementia which can create conversation and stimulates the use of memories and the use of technology”
  • “it’s a very good program to build better trust and find out about their lives and what they really like to do”
  • “fantastic tool to show and remember their daily activities”
  • “it is very good on engaging residents if you don’t have the confidence to sit down and talk with a resident. For a new carer coming on board, it assists them to get to know the resident.”
  • “by using the tool, it engages the resident with the carer, builds bonds.

Next steps

Both care staff and participants have asked us for more content. Their requests are the basis of our 2019 roadmap.

Mentia selected as a ‘High impact startup in the aging-technology sector’

Mentia selected as a ‘High impact startup in the aging-technology sector’

We are honored to be recognized by Sompo, the Japanese wellbeing company, along with innovation network, Aging2.0 as ‘high-impact startup’ in the aging-tech sector. The announcement was made at Aging 2.0’s Optimize Conference, one of the most world’s most anticipated events in the tech-for-aging calendar. Mentia joined eight other companies who share the mission to solve the care complexities experienced by our elders.

Introducing Deva World to Aging 2.0 delegates at November 2018’s Optimize conference , San Francisco

Welcome to our first Deva-in-the-Field

Welcome to our first Deva-in-the-Field

Mentia is excited to announce our first “Deva in the Field”, Kathy Helgerson, from SimpleSteps Technology LLC.  Ms. Helgerson is a technology advocate for older adults in the Wisconsin & Minnesota regions. Kathy will be introducing Deva World to people impacted by dementia along with their caregivers. In addition, she’ll provide caregiver training on the use of Deva World and digital therapy in general for those with dementia.

Kathy Helgerson takes a Brookdale community in La Crosse through the Deva program

Deva World is the first digital immersive cloud-based platform that delivers scalable, affordable best-practice therapies to people impacted by dementia and their care partners anywhere, anytime, across the care continuum.

“I strive to enrich and enhance the lives of our dynamic aging gracefully population”, said Kathy.  “With today’s technologies, I provide a promising future for cognitive health and wellness.”

“We are very excited to be working with Kathy”, said Mentia CEO Mandy Salomon.  “As our first Deva in the Field, Kathy spearheads the new movement of independent advocates bringing digitally-based care companion tools to front end care staff and families within their local communities.”

The Deva World story

The Deva World story

Deva World, Mentia’s signature project, came to life just as the world was waking up to the increasing prevalence of dementia, a consequence of us all living longer. The toll on individuals and their families was developing into a global health crisis, with governments facing up to the harsh truth that, short of a cure, it would be impossible to manage the future cost of care. As a producer and maker of creative content in both traditional and new media, Mandy Salomon’s first thought was how can digital-thinking help those affected? To her surprise, she found very little research into tools that could empower people living with dementia to participate in their own well-being, To better understand the obstacles, Mandy undertook a doctorate at Swinburne University of Technology, which was supported by Alzheimer’s Australia (now Dementia Australia). Digging deeply into dementia literature, the standout issue was the way the illness robs us of our ability to express a sense of self, causing us to withdraw, or become perturbed and frustrated. The cruel irony was that the internet was awash with services that enabled healthy others to amplify their identities and interests (Instagram, Facebook, Pinterest, video games, and so on). How could the media world, with all its huff and puff about personalization, and its strident advocacy of ‘i’ and ‘me’, let down the one group who so much needed help to express ‘self’ and whose well-being depended on it. There had to be a solution. But what? Drawing on engagement design principles within the fields of digital media and human-computer interaction, and combining these with practice and principles of person-centered care, Mandy formed a set of design ideas that she took to the dementia community, canvassing and conversing with people with a diagnosis, their families and those providing formal and informal care. As part of this discovery phase, residents at a memory-support care home worked iteratively for five months on prototyping, gameplay refinement, and empirical testing, with learnings from each workstream informing the next. The developed prototype elicited a wide range of engagement indicators, observed both qualitative and quantified. The relationship between the caregiver (the supporter) and participant (the player) was lively in terms of extra-world interactions and intra-world interactions. As a well-being activity, it was found to have a measurable impact, with 70% of users being engaged for 30 minutes or more. What we learned through the process of creating Deva World would not only teach us a lot about how the digital world can stimulate a person’s sense of self; it would also show that people with significant dementia are able to accept the time/space aspects of a virtual world, and could have a sense of agency and independence within it. As we build out Deva World, we remain committed to co-design, rigor, and experimentation. These principles are at the heart of our mission to digitally transform dementia care. By bringing people and therapy together on a dementia-friendly platform, we can make life better for people with dementia, and their caregivers, wherever they are, and whatever is their journey.

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