CO-CREATING EXERGAMES WITH PARKINSON’S DISEASE PATIENTS T. Savvidis*, E. Konstantinidis*, S. Dias**, V. Zilidou*, E. Romanopoulou*, L. Hadjileontiadis***, P. Bamidis* *Lab of Medical Physics, School of Health Sciences, Aristotle University of Thessaloniki **Faculdade de Motricidade Humana Universidade de Lisboa Lisbon, Portugal ***Faculty of Technology, Aristotle University of Thessaloniki teo.savvidi@gmail.com, evdokimosk@gmail.com, sbalula@fmh.ulisboa.pt, vickyzilidou@gmail.com, evangeliaromanopoulou@gmail.com, leontios@auth.gr, pdbamidis@gmail.com Introduction In this study, the Minimum Viable Product (MVP) model was applied with regards to “Measure-develop- learn” circle along with its impact on the decision for the development tools and technologies. An example of designing exergames for Parkinson’s disease (PD) patients by considering their valuable feedback [1] and how this influenced low-level technical decisions (changing game engine from 2D Exergames to 3D) are thoroughly discussed. PD Patients feedback Develop Learn/Design Methodology The designing procedure inluded the ivolvement of PD patients in a discussion in which a draft version of the games was presented through storyboards (Figure 1) [1] and followed by a questionnaire. The feedback collected through this process led the developers to design the first game in 2D as part of the wFitForAll web based platform [2][3]. The first 2D prototype game (Figure 2) was presented to the PD patients in an open discussion and a questionnaire has been utilised for the feedback acquisition. The most remarkable point was that although in the design thinking phase the PD patients had reported that they would prefer 2D simple graphics, they were not so enthusiastic but prefered more realistic 3D games. Results The results from the first MVP circle showed that 7/10 patients asked about storyboards/2D would like the abstract/animated design. The second MVP circle leaded to the creation of the Unity 3D prototype. The third MVP circle showed that 3/4 patients asked about the 3D prototype, they liked it more from the 2D. The evaluation process of the second 3D prototype lead us to create more games, 14 in total. Conclusion Using the MVP circles in a spiral way helped us to understand the needs of the PD patients regarding the exergames and develop them more efficiently. The 14 games will be evaluated again in the future during the pilot tests. References 1.S. B. Dias, E. Konstantinidis, J. A. Diniz, P. Bamidis et al., On supporting Parkinson's Disease patients: The i-PROGNOSIS Personalized Game Suite design approach. Computer-Based Medical Systems - IEEE CBMS, Thessaloniki Greece, 2017 2.WebFitForAll platform (www.fitforall.gr). 3.Konstantinidis E, Bamparopoulos G and Bamidis P. Moving Real Exergaming Engines on the Web: The webFitForAll case study in an active and healthy ageing living lab environment, IEEE Journal of Biomedical and Health Informatics, 2016 Acknowledgement The work has been partially supported by the EU H2020-PHC21-2015 ‘i-PROGNOSIS’ Project (N° 690494), as well as, the LLM Care (www.llmcare.gr) self-funded initiative that emerged as the business exploitation of the Long Lasting Memories Project originally funded by the ICT-CIP-PSP programme. We thank Parkinson’s disease association (Thessaloniki, Greece) for their support and their contribution on this study. Figure 1. Storyboard Using the Unity3D, the game was re-developed in 3D with realistic graphics and physics in high resolution (Figure 3) . The realistic physics and the high resolution graphics couldn’t be supported by the Android depth sensor, while the “Low Poly” design adopted, which offers faster rendering because of the small amount of polygons of the model. The final 3D prototype (Figure 4) developed following this new and modern style and improves the Frame per second (FPS) and the gameplay. Figure 2. 2D Prototype Figure 3. First 3D Realistic Graphics Figure 4. Final 3D Design Figure 5. Three out of f