scholarly journals Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring

2020 ◽  
Vol 11 (05) ◽  
pp. 873-881
Author(s):  
Kavita Radhakrishnan ◽  
Christine Julien ◽  
Matthew O'Hair ◽  
Thomas Baranowski ◽  
Grace Lee ◽  
...  

Abstract Background Poor self-management of heart failure (HF) has contributed to poor health outcomes. Sensor-controlled digital games (SCDGs) integrates data from behavior-tracking sensors to trigger progress, rewards, content, and positive feedback in a digital game to motivate real-time behaviors. Objectives To assess the usability of an SCDG prototype over a week of game-playing among 10 older adults with HF in their homes. Methods During initial play, participants' SCDG experiences were observed in their homes using a checklist based on the seven-item Serious Game User Evaluator (SeGUE) instrument. After a week of game-playing, participants completed a survey guided by the Intrinsic Motivation Inventory, to provide their perceptions of the SCDG's usability. Qualitative analysis via semistructured interview-derived themes on experiences playing the SCDG, perceptions regarding engaging with the SCDG, and any usability issues encountered. Results Ten HF participants (50% women and 50% White) played the SCDG for an average of 6 out of 7 days. Nine found the SCDG to be interesting, satisfying, and easy to play. The average step count over a week was 4,117 steps (range: 967–9,892). Average adherence with weight monitoring was 5.9 days in a week. Qualitative analysis yielded outcomes regarding attitudes toward SCDG, and barriers and facilitators that influenced participants' engagement with the SCDG. Conclusion To the best of the authors' knowledge, this usability and feasibility study is the first to report an SCDG designed to improve HF self-management behaviors of older adults in their homes. Future research should consider several issues, such as user profiles, prior game-playing experiences, and network conditions most suitable for connected health interventions for older adults living in the community.

Circulation ◽  
2020 ◽  
Vol 142 (Suppl_3) ◽  
Author(s):  
Kavita Radhakrishnan ◽  
Christine Julien ◽  
Matthew O'Hair ◽  
Thomas Baranowski ◽  
Grace Lee ◽  
...  

Introduction: Poor self-management of heart failure (HF) has contributed to poor health outcomes with an annual loss of $32 billion. Our innovative sensor controlled digital game (SCDG) integrates data from weight scale and physical activity sensors to trigger rewards, progress, changes in avatar’s health status and feedback based on HF individuals’ real-time behaviors (Fig1). Hypothesis: Weight monitoring and physical activity by participants receiving both the SCDG app and sensors will be higher than participants receiving only the sensors (CG). Methods: English-speaking HF adults aged >55 years, own a smartphone, and walk unassisted were recruited from cardiac settings in Texas. Both SCDG and CG participants were given ‘Withings’ activity tracker and smart weight scale sensors to track behaviors for 12 weeks. Physical activity goal was tailored to the participant’s ability. Results: In early results over six weeks on 12 participants (58% women, white, and 65+ years age), the mean days with weight monitoring in the SCDG group was 34 and 27 in the CG. Daily average steps were 2195 (53% of goal) in SCDG group and 3187 in CG (75% of goal). 100% of participants found the SCDG easy and enjoyable to play. Study adaptations in response to the COVID19 crisis will allow us to present results on 30 participants at conference time. Conclusion: SCDG had trends of higher weight monitoring but lower physical activity among older adults with HF. Participants in the study continue to engage in weight-monitoring and physical activity even during the COVID19 crisis. This presents opportunities to tailor digital health interventions to remotely motivate self-management behaviors.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S892-S892 ◽  
Author(s):  
Kavita Radhakrishnan ◽  
Christine Julien ◽  
Matthew O’Hair ◽  
Catherine Fournier ◽  
Grace Lee ◽  
...  

Abstract The inability of older persons with heart failure (HF) to self-manage has contributed to poor health outcomes. Our team from nursing, digital game design, and mobile computing developed an innovative sensor-controlled digital game (SCDG) called ‘Heart Mountain’ to offer a portable, and enjoyable tool to facilitate engagement in HF self-management. We installed the SCDG application, which featured older adult game avatars on the participants’ smartphones. The SCDG utilized data from an activity tracker and weight scale to trigger game rewards, knowledge content and messages based on participants’ real-time behaviors. In this study we assessed the usability of a SCDG prototype with 10 HF older adults in Central Texas. Observations on the usability of the SCDG app by older adults were noted on a usability heuristics checklist. Acceptance and satisfaction were collected by an open-ended survey guided by Intrinsic Motivation Inventory after a week of playing the game. Participants (60% males, 60% white, ages 63-84) were able to play the game and use the devices after a training session that lasted for 15 minutes. We will present results on participants’ ease of use of the SCDG app, satisfaction with the knowledge content, quizzes and rewards features of the SCDG, and perceptions on acceptance and satisfaction with the SCDG for heart failure self-management. Our project will generate insights on designing digital gaming solutions that are acceptable to older adults and can be applied to improve self-management of chronic diseases like heart failure.


2021 ◽  
Author(s):  
Kavita Radhakrishnan ◽  
Christine Julien ◽  
Thomas Baranowski ◽  
Matthew O'Hair ◽  
Grace Lee ◽  
...  

BACKGROUND Poor self-management of heart failure (HF) contributes to devastating health consequences. Our innovative sensor-controlled digital game (SCDG) integrates data from sensors to trigger game rewards, progress, and feedback based on HF individuals’ real-time behaviors. OBJECTIVE To compare daily weight-monitoring and physical activity behavior adherence by older adults using a SCDG intervention versus a sensor-only intervention, in a feasibility randomized controlled trial. METHODS English-speaking HF adults aged ≥55 years who owned a smartphone and could walk unassisted were recruited from Texas and Oklahoma from November 2019 to August 2020. Both groups were given activity tracker and smart weight scale sensors to track behaviors for 12 weeks. Feasibility outcomes of recruitment, retention, intervention engagement, and satisfaction were assessed. Besides daily weight-monitoring and physical activity adherence, participants’ knowledge, functional status, quality of life (QoL), self-reported HF behaviors, motivation to engage in behaviors, and HF-related hospitalization were also compared between the groups at baseline, 6, 12, and 24 weeks. RESULTS Participants (N=38; intervention n=19; control n=19) with HF were enrolled (47% female, 47% ≥65 years, 55% HF hospitalization in past 6 months, 76% White); 82% of patients (n=31; intervention, 15/19, 79%; control, 16/19, 84%) had both weight monitoring and physical activity data at the end of 12 weeks and 71% (n =27; intervention, 14/19, 74%; control, 13/19, 68%) participated in follow-up assessments at 24 weeks. For the intervention group participants who installed the SCDG app (n=15), the number of days each player opened the game app was strongly associated with the number of days the player engaged in weight-monitoring (r=0.72, P=0.04) and with the number of days with physical activity step data (r=0.9, P < 0.001). Participants who completed the satisfaction survey (intervention, n=13) reported that the SCDG was easy to use. Trends of improvement in daily weight-monitoring and physical activity in the intervention group and within-group improvements in HF functional status, QoL, knowledge, self-efficacy, and HF hospitalization in both groups were observed in this feasibility trial. CONCLUSIONS Playing an SCDG on smartphones was feasible and acceptable for older adults with HF for motivating daily weight monitoring and physical activity. A larger efficacy trial of the SCDG intervention will be needed to validate trends of improvement in daily weight monitoring and physical activity behaviors. CLINICALTRIAL Clinicaltrials.gov NCT03947983; https://clinicaltrials.gov/ct2/show/NCT03947983


2018 ◽  
Vol 2018 ◽  
pp. 1-7 ◽  
Author(s):  
Kathy D. Wright ◽  
Carolyn H. Still ◽  
Lenette M. Jones ◽  
Karen O. Moss

Hypertension is a lifelong disease that requires self-management. Additionally, there are disparities in hypertension self-management that disproportionately affect African Americans. Interventions designed in collaboration with older adults have the potential to improve hypertension self-management. The purpose of this design paper is to describe the process in which African American older adults and nurse researchers cocreated an intervention to address stress in the self-management of hypertension. A semistructured interview guide was used to elicit feedback on self-management behaviors to cocreate an intervention with the participants. Participants provided constant iterative feedback on the design used for the intervention. Participants prioritized the content and mode of delivery. African American older adults with hypertension (N=31; 87% women) participated in two focus group sessions. The primary stressors identified by the group that influenced their blood pressure self-management were as follows: (a) measuring blood pressure and using home blood pressure monitors; (b) difficulty communicating with family and friends; (c) sleep management and pain at night; and (d) healthy eating. Based on the participants’ feedback, we created four biweekly (2-hour) group sessions that incorporated their suggestions and addressed their concerns. Health care providers can use this technique to engage African American older adults in participant-centered hypertension self-management.


2020 ◽  
Vol 9 (4) ◽  
pp. 304-310
Author(s):  
Kavita Radhakrishnan ◽  
Thomas Baranowski ◽  
Matthew O'Hair ◽  
Catherine A. Fournier ◽  
Cathy B. Spranger ◽  
...  

Author(s):  
W. Ben Mortenson ◽  
Andrew Sixsmith ◽  
David Kaufman

RÉSUMÉLes jeux sont une activité de loisirs importante qui peut contribuer à la qualité de vie et à l’interaction sociale. Bien qu’il y ait eu de nombreuses recherches sur les effets des jeux vidéo sur la cognition et le comportement, peu de recherches ont exploré des formes non-numériques de jeu qui ne nécessitent pas l’utilisation d’ordinateurs ou de systèmes de jeu, en particulier parmi les personnes âgées. Dans le cadre d’un plus grand sondage sur le jeu, 886 répondants masculins et féminins (≥ 55 ans) ont rempli des questionnaires sur jouant de jeux non-numériques. Les objectifs de l’étude étaient de déterminer les avantages perçus de jouer à jeux non-numériques, ainsi que de déterminer les facteurs socio-démographiques prédictifs des bénéfices perçus. Les résultats de l’enquête indiquent que jouant des jeux non-numériques est courant chez les personnes âgées (73% des répondants). Pour la plupart, les jeux sont de nature sociale: les adultes plus âgés jouent pour s’amuser, mais aussi pour aider à maintenir leur connaissance. Les analyses de régression ont indiqué que divers facteurs socio-démographiques, y compris l’âge, l’éducation, le genre et la race, étaient indépendamment associés aux avantages perçus des jeux. Les résultats soulignent donc l’importance de jouer à jeux non-numériques dans cette population, et suggèrent que les efforts visant à faciliter ces jeux peuvent améliorer les interactions sociales et la qualité de vie.


2021 ◽  
Author(s):  
Jennifer Paola Villalobos ◽  
Sheana Salyers Bull ◽  
Jennifer Dickman Portz

BACKGROUND Digital health provides opportunities for patients with advanced heart failure and their caregivers to engage in palliative care, but is relatively underexplored. OBJECTIVE To test the acceptability and usability of Convoy-Pal, a mobile palliative care solution for older adults and their family and informal caregivers, i.e., their “social convoy”. METHODS Convoy-Pal includes tablet based and smart watch tools facilitating self-management and access to palliative care resources. Older adults and convoy caregivers completed an acceptability and usability interview via Zoom including open ended questions and the Mobile Application Rating Scale: User Version (uMars). Descriptive analysis was conducted to summarize the results of open-ended feedback and self-reported acceptability and usability. RESULTS Overall, the feedback from users was good (uMars M=3.96, out of 5). Open ended feedback from the interviews included improving graphs and adding monitoring features. CONCLUSIONS Convoy-Pal is perceived acceptable with good usability for both older adults and their caregivers.


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