Neurofeedback


Design of a visual concept for the films used in this therapy method. Based on this concept I also created films itself.


Partner
Dr. Axel Kowalski

Psychological Idea
Conditioning
Neurofeedback

»Neurofeedback« is a type of biofeedback that uses real-time displays of brain activity to teach self-regulation of brain function. This method is used to treat ADHD. During the sessions, patients are watching films while their brain activity is displayed. The displayed data show how good or bad the patients are concentrating and is used to give a direct feedback through the watched films. For example, the film stops while concentration is low and moves on when it is on a high level. This helps the patients to regulate their concentration consciously.

I designed a concept for those films as well as the films itself.






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The videos entail a game, which requires the patients to follow a character with their eyes to its counter parts along a path. The characters were chosen by the patient before starting the therapy sessions and will remain their personal characters throughout the therapy.

The path is supposed to immitate the naturally occuring movement of the eyes while, for example, reading a book.

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In some kinds of ADHD concentration is especially difficult when many stimuli are present, and in some kinds the opposite is the case.

Therefore, many different sorts of movies can be layed on top of each other, to adjust the amount of stimuli present while the patients follow the path with the eyes.
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The intensity of the distracting stimuli is adjustable.


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Each patient can choose from a variety of figurative and abstract characters with its counterparts.
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After each successfully completed session, the patients receive their personal character as a sticker on a rewards card. This is intended to enhance motivation and positive feedback. 
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To create a smooth transfer of the trained concentration into the daily life of the patients, backgrounds that the patients are confrontet with outside of therapy in situations of lack of concentration are implemented in the game.
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The character as well as the eye movement now are conditioned visuals connected to the state of successful concentration.

For example, the chosen character is then placed as stickers in the top and the bottom of a page. Seeing the character and reading, which entails the eye movement during therapy, will remind them of the times of successful concentration.
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