Design of smart objects of fear with a taxonomy of factors affecting the user experience of exposure therapy systems for small-animal phobias

Author(s):  
Alberto L. Morán ◽  
Cristina Ramírez-Fernández ◽  
Victoria Meza-Kubo
Proceedings ◽  
2018 ◽  
Vol 2 (19) ◽  
pp. 1252 ◽  
Author(s):  
Cristina Ramírez-Fernández ◽  
Alberto L. Morán ◽  
Victoria Meza-Kubo

Small-animal phobias has been treated using in vivo exposure therapies (IVET) and virtual reality exposure therapies (VRET). Recently, augmented reality for exposure therapies (ARET) has also been presented and validated as a suitable tool. In this work we identified an ensemble of feedback factors that affect the user experience of patients using ARET systems for the treatment of small-animal phobias, and propose a taxonomy to characterize this kind of applications according to the feedback factors used in the application. Further, we present a customized version of the taxonomy by considering factors/attributes specific to the visual stimuli. To the best of our knowledge, no other work has identified nor provided an explicit classification or taxonomy of factors that affect the user experience of patients using this kind of systems for the treatment of small-animal phobias. Our final aim is to two-fold: (i) provide a tool for the design, classification and evaluation of this kind of systems, and (ii) inspire others to conduct further work on this topic.


2021 ◽  
Author(s):  
Inocencio Daniel Maramba ◽  
Arunangsu Chatterjee

BACKGROUND Preoperative assessment reduces the risk of poor perioperative outcome and reduces cost of a specific group of perioperative candidates. The implementation of a preoperative digital tool may help to improve guideline adherence. MyPreOp®(Ultramed Ltd, Penryn, UK) is a web-based questionnaire designed to replace paper-based preoperative assessments. OBJECTIVE The study aimed to assess the user experience of MyPreOp®, investigate the factors affecting completion times, and devise a method of administering a validated usability scale without negatively affecting completion times. METHODS Anonymised datasets were extracted from the MyPreOp® system. The data collected included age, gender, American Society of Anesthesiology physical classification status, and time taken to complete the assessment. Two user experience evaluations were used: In Phase 1, two questions asking about overall experience and ease of use; and in Phase 2, a previously validated usability questionnaire, with its 20 questions equally distributed among five succeeding patient cohorts. There were 2593 respondents in total (Phase 1: n=1193; Phase 2: n=1400). RESULTS MyPreOp®scored well in both phases. In Phase 1, 80% of respondents had a good or better experience and 90% found it easy to use. The usability rating in Phase 2 was 4.13 (out of a maximum of 5) indicating high usability. Average completion time was 46.95 minutes (sd=25.83). The implementation of the longer usability evaluation scale in Phase 2 did not negatively impact completion times. Age and physical status were found to influence completion times but strength of the correlation was only moderate. CONCLUSIONS MyPreOp® rates high in both user experience and usability. The method of dividing the questionnaire into five blocks is both valid and does not negatively affect completion times. Further research into the factors affecting completion time is recommended.


2015 ◽  
Vol 49 ◽  
pp. 343-353 ◽  
Author(s):  
Maja Wrzesien ◽  
Cristina Botella ◽  
Juana Bretón-López ◽  
Eva del Río González ◽  
Jean-Marie Burkhardt ◽  
...  

2013 ◽  
Vol 2013 ◽  
pp. 1-9 ◽  
Author(s):  
Xu Sun ◽  
Andrew May

There is a growing debate in the literature regarding the tradeoffs between lab and field evaluation of mobile devices. This paper presents a comparison of field-based and lab-based experiments to evaluate user experience of personalised mobile devices at large sports events. A lab experiment is recommended when the testing focus is on the user interface and application-oriented usability related issues. However, the results suggest that a field experiment is more suitable for investigating a wider range of factors affecting the overall acceptability of the designed mobile service. Such factors include the system function and effects of actual usage contexts aspects. Where open and relaxed communication is important (e.g., where participant groups are naturally reticent to communicate), this is more readily promoted by the use of a field study.


2013 ◽  
Vol 41 (4) ◽  
pp. 505-509 ◽  
Author(s):  
Maja Wrzesien ◽  
Juana Bretón-López ◽  
Cristina Botella ◽  
Jean-Marie Burkhardt ◽  
Mariano Alcañiz ◽  
...  

Background: New technologies have slowly become a part of psychologists’ therapeutic office. However, many therapists still have doubts about the possibility of creating a good therapeutic relationship with patients in the presence of technology. Aims: This study evaluates the development of the therapeutic alliance in individuals with small animal phobia disorder who were treated with Augmented Reality Exposure Therapy or In Vivo Exposure Therapy. Method: Twenty-two participants received an intensive session of cognitive behavioural therapy in either a technology-mediated therapeutic context or in a traditional therapeutic context. Results: The results show no significant difference for the therapeutic alliance between two conditions. Conclusions: The results seem to show that technologies such as Augmented Reality do not represent a danger to negatively influence the therapeutic alliance.


2013 ◽  
Vol 33 (1) ◽  
pp. 80-86 ◽  
Author(s):  
M. Wrzesien ◽  
M. Alcaiz ◽  
C. Botella ◽  
J-M Burkhardt ◽  
J. Breton-Lopez ◽  
...  
Keyword(s):  

Author(s):  
Natalya Averbukh ◽  
Illya Starodubtsev

Interaction methods with virtual objects are an important issue for the development of VR. The user experience directly depends on the success of interactions with virtual objects and the environment. Therefore, the factors affecting the effectiveness of human-computer interaction has become a hotspot in this field. The paper describes an experiment focused on the influence of different visibility conditions of the interaction tool and the highlighting of a virtual object of interaction (with indirect interaction). We present the conditions, methodology and results of this study. The influence of different levels of abstraction of objects is considered: from geometric bodies (balls and parallelepipeds) to cartoon fruits, and photo realistic objects after then. For these conditions, a classical two-factor experiment is carried out, in which the first factor is the visibility of the control beam, and the second is the visibility of the highlighting of the captured object. The influence of one of these factors or their combination on the success of the movement of the captured object is expected. The success is determined by the time of movement (the less time, the more successful) and the optimality of the trajectory. The formula is proposed that determines the optimality of the trajectory. It is surprising that the movement of an already captured object is not affected by any of the above factors. Apparently, it is necessary to carefully study the capture process itself, not including the post-capture movement in the calculation.


2021 ◽  
Author(s):  
Elina Mattila ◽  
Susanne Hansen ◽  
Lise Bundgaard ◽  
Lauren Ramsay ◽  
Alice Dunning ◽  
...  

BACKGROUND Digital behavior change interventions (DBCIs) offer a promising channel for providing health promotion services. However, user experience of the technologies largely determines user engagement, which is necessary for their effectiveness. OBJECTIVE To evaluate user experiences with the NoHoW Toolkit (TK), a DBCI targeting weight loss maintenance (WLM), over a 12-month period using mixed methodology and to identify the main strengths and weaknesses of the TK as well as external factors affecting its adoption. Secondly, the objective was to describe objectively measured usage of the TK and its association with user experience. METHODS An 18-month, 2 x 2 factorial randomized controlled trial was delivered, including three intervention arms receiving an 18-week active intervention and a control arm. User experience of the TK was assessed quantitatively through electronic questionnaires after 1, 3, 6 and 12 months of use, including also thematically analyzed open-ended items. Focus group interviews were conducted at month 6 and thematically analyzed to gather deeper insight into user experience. Usage logs of the TK were used to evaluate the number of visits to the TK, the total duration spent in the TK, and intervention completion. RESULTS The level of usability of the TK was rated as satisfactory. User acceptance was rated as modest, declining during the trial in all arms, as did the objectively measured usage of the TK. The most appreciated features were weekly emails, graphs, goal setting, and interactive exercises. Four themes were identified in the qualitative data: 1) engagement with features, 2) usage decline, 3) external factors affecting the user experience, and 4) suggestions for improvements. CONCLUSIONS The long-term user experience of the TK highlighted the need to optimize the technical functioning, appearance and content of a DBCI before and during the trial, in a way a commercial app would. The users should be made aware of how they should use the intervention and what the use requires, especially in the case of more intensive intervention content. CLINICALTRIAL ISRCTN88405328 INTERNATIONAL REGISTERED REPORT RR2-10.1136/bmjopen-2019-029425


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