scholarly journals Evaluation of Human Factors for the User-centered Design of Powered Robotic Transfemoral Prostheses: A Survey of Transfemoral Amputee Experience and Priorities

2020 ◽  
Author(s):  
Chiara Fanciullacci ◽  
Zach McKinney ◽  
Vito Monaco ◽  
Giovanni Milandri ◽  
Angelo Davalli ◽  
...  

Abstract BACKGROUND: Transfemoral amputees experience a complex host of physical, psychological, and social challenges, compounded by the functional limitations of current transfemoral prostheses. However, the specific relationships between human factors and prosthesis design and performance characteristics have not yet been adequately investigated. The present study aims to address this knowledge gap. METHODS: A comprehensive single-cohort survey of 114 unilateral transfemoral amputees addressed a broad range of demographic and clinical characteristics, functional autonomy, satisfaction and attitudes towards their current prostheses, and design priorities for an ideal transfemoral prosthesis, including the possibility of active assistance from a robotic knee unit. The survey was custom-developed based on several standard questionnaires used to assess motor abilities and autonomy in activities of daily living, prosthesis satisfaction, and quality of life in lower-limb amputees. Survey data are summarized with descriptive statistics applied separately to users of transfemoral prostheses with versus without microprocessor-controlled knee units (MPKs and NMPKs, respectively). RESULTS: The cohort featured predominantly younger (< 50 yrs.) traumatic male amputees with respect to the general transfemoral amputee population, with pronounced differences in age distribution and amputation etiology (traumatic vs. non-traumatic) between MPK and NMPK groups. These differences were further reflected in user experience, with MPK users reporting markedly greater functional autonomy, satisfaction, and sense of prosthesis ownership than those with NMPKs, in conjunction with a decreased incidence of instability and falls. Across all subjects, the leading functional priorities for an ideal transfemoral prosthesis were overall stability, adaptability to variable walking velocity, and lifestyle-related functionality, while the highest-prioritized general characteristics were reliability, comfort, and weight, with highly variable prioritization of cost. CONCLUSIONS: This study’s findings support the understanding that when appropriately prescribed according to patient characteristics and needs, advanced transfemoral prostheses promote patient mobility, autonomy, and overall health. Survey data indicate overall stability, modularity, and versatility as key design priorities for the continued development of transfemoral prosthesis technology. Finally, observed associations between prosthesis type, user experience, and attitudes concerning prosthesis ownership suggest both that prosthesis characteristics influence device acceptance and functional outcomes, and that psychosocial factors should be specifically and proactively addressed during the rehabilitation process.

Author(s):  
Chiara Fanciullacci ◽  
Zach McKinney ◽  
Vito Monaco ◽  
Giovanni Milandri ◽  
Angelo Davalli ◽  
...  

Abstract Background Transfemoral amputees experience a complex host of physical, psychological, and social challenges, compounded by the functional limitations of current transfemoral prostheses. However, the specific relationships between human factors and prosthesis design and performance characteristics have not yet been adequately investigated. The present study aims to address this knowledge gap. Methods A comprehensive single-cohort survey of 114 unilateral transfemoral amputees addressed a broad range of demographic and clinical characteristics, functional autonomy, satisfaction and attitudes towards their current prostheses, and design priorities for an ideal transfemoral prosthesis, including the possibility of active assistance from a robotic knee unit. The survey was custom-developed based on several standard questionnaires used to assess motor abilities and autonomy in activities of daily living, prosthesis satisfaction, and quality of life in lower-limb amputees. Survey data were analyzed to compare the experience (including autonomy and satisfaction) and design priorities of users of transfemoral prostheses with versus without microprocessor-controlled knee units (MPKs and NMPKs, respectively), with a subsequent analyses of cross-category correlation, principal component analysis (PCA), cost-sensitivity segmentation, and unsupervised K-means clustering applied within the most cost-sensitive participants, to identify functional groupings of users with respect to their design priorities. Results The cohort featured predominantly younger (< 50 years) traumatic male amputees with respect to the general transfemoral amputee population, with pronounced differences in age distribution and amputation etiology (traumatic vs. non-traumatic) between MPK and NMPK groups. These differences were further reflected in user experience, with MPK users reporting significantly greater overall functional autonomy, satisfaction, and sense of prosthesis ownership than those with NMPKs, in conjunction with a decreased incidence of instability and falls. Across all participants, the leading functional priorities for an ideal transfemoral prosthesis were overall stability, adaptability to variable walking velocity, and lifestyle-related functionality, while the highest-prioritized general characteristics were reliability, comfort, and weight, with highly variable prioritization of cost according to reimbursement status. PCA and user clustering analyses revealed the possibility for functionally relevant groupings of prosthesis features and users, based on their differential prioritization of these features—with implications towards prosthesis design tradeoffs. Conclusions This study’s findings support the understanding that when appropriately prescribed according to patient characteristics and needs in the context of a proactive rehabilitation program, advanced transfemoral prostheses promote patient mobility, autonomy, and overall health. Survey data indicate overall stability, modularity, and versatility as key design priorities for the continued development of transfemoral prosthesis technology. Finally, observed associations between prosthesis type, user experience, and attitudes concerning prosthesis ownership suggest both that prosthesis characteristics influence device acceptance and functional outcomes, and that psychosocial factors should be specifically and proactively addressed during the rehabilitation process.


2020 ◽  
Author(s):  
Isabelle Counson ◽  
Alexandra Bartholomew ◽  
Joanna Crawford ◽  
Katherine Petrie ◽  
Geetanjali Basarkod ◽  
...  

BACKGROUND Junior doctors report higher levels of psychological distress than more senior doctors and report several barriers to seeking professional mental health support, including concerns about confidentiality and career progression. Mobile health applications (mHealth apps) may be utilised to help overcome these barriers to assist the emotional wellbeing of this population and encourage help-seeking. OBJECTIVE We describe the development and pilot trial of the Shift mHealth app to provide an unobtrusive avenue for junior doctors to seek information about, and help for, wellbeing and mental health concerns that is sensitive to workplace settings. METHODS A 4-phase iterative development process was undertaken to create the content and features of Shift involving junior doctors, using principles of user-centered design. These four phases were: I) Needs assessment, based on interviews with 12 junior doctors; II) Prototype development with user experience feedback from two junior doctors; III) Evaluation, consisting of a pilot trial with 22 junior doctors to assess usability and acceptability of the initial prototype; and IV) Redesign, including user experience workshops with 51 junior doctors. RESULTS Qualitative results informed the content and design of Shift to ensure the app was tailored to junior doctors’ needs. The Shift app prototype contained cognitive-behavioural, mindfulness, value-based actions, and psychoeducational modules, as well as a tracking function visualising patterns of daily variations in mood and health behaviours. Pilot testing revealed possible issues with the organisation of the app content, which were addressed in a thorough restructuring and redesign of Shift with the help of junior doctors across three user experience workshops. CONCLUSIONS The current research demonstrates the importance of ongoing end-user involvement in the creation of a specialised mHealth app for a unique working population experiencing profession-specific stressors and barriers to help-seeking. The development and pilot trial of this novel Shift mHealth app are first steps in addressing the mental health and support-seeking needs of junior doctors, although further research is required to validate its effectiveness and appropriateness on a larger scale.


Author(s):  
Rochelle Edwards ◽  
Bridget Huber ◽  
Olga Kramarova

Five observations on human factors and ergonomics are compared to user experience (UX) research. This paper highlights similarities and differences to the original reflections made by Salas (2008) and goes deeper into where user experience research as a field has room to grow, particularly, by maintaining a closer connection to its roots in psychology and human factors. This is important as applied user experience researchers work to make an impact and grow their careers through credibility and rigor of work. User experience researchers of varying tenure and those considering entering the field may benefit from reflecting on where they find such patterns in their own roles and what solutions should be proposed (whether internalized, institutional, or systemic).


Author(s):  
Christian A. Gonzalez ◽  
Melissa A. Smith ◽  
Robert J. Youmans

User Experience Research (UXR) is a growing field and an attractive option for HF students post-graduation. However, previous research has shown that HF students do not feel prepared for careers in UXR. The goal of this work was to gather information about student expectations about what they imagine that they might actually spend time doing if they were to become a UXR professional, and then to compare those expectations to reality, i.e., how UXR professionals actually spend their time. Survey results revealed some differences between student estimates and professional reports of skill frequency, and an overestimate the frequency with which students would utilize UXR skills in general. As a result, students lack discrimination to identify which skills are actually most important, i.e. delivering research communications and interviewing. Implications for students and recommendations for future training programs are discussed.


Designia ◽  
2019 ◽  
Vol 6 (2) ◽  
pp. 149-157
Author(s):  
Bianca Suárez Puerta

Diseñar experiencias (UX)[1] innovadoras puede permitirle a los usuarios abrir nuevas dimensiones a las vivencias cotidianas, e ir más allá de las experiencias familiares basadas en diseños de pantalla. Si bien, la mayoría de los métodos para aumentar los conocimientos básicos de un buen diseño de UX todavía tienen sentido en pantallas bidimensionales, los métodos de aplicación de estos principios heurísticos cambian en el nuevo paradigma de las experiencias de realidad virtual y realidad aumentada. De esta manera, para cada experiencia digital, el diseñador debe iniciar con una idea para mostrar un conocimiento y luego deberá ampliarla a nuevas superficies y soportes. Cada UX requiere crear un viaje para el usuario (UCD)[2] dentro de la idea. El diseñador decidirá qué debe automatizarse y qué debe controlar el usuario. Para comprender mejor, en el presente artículo se analizará el diseño de la experiencia cinematográfica en una sala de cine que presenta una plataforma única donde el diseñador debe pensar más allá de la interfaz. En este medio, la narración de historia es muy importante y no debe ignorarse. Como docentes de diseño es necesario conocer las posibilidades del medio para crear un entorno inmersivo en lugar de solo una interfaz. Para este aprendizaje es necesario también el conocimiento de la psicología, la arquitectura, el diseño de sonido, el diseño de iluminación y la física. En la actualidad, estos diseños de experiencias se esfuerzan por acercarse a las vivencias de la vida real; pero con el tiempo, el contenido y el uso creativo del contenido evolucionarán hacia ofrecer una nueva realidad.   [1] UX: User Experience Design o Diseño de Experiencia de Usuario.   [2] UCD: User Centered Design o Diseño Centrado en el Usuario.  


2021 ◽  
Vol 8 (1) ◽  
pp. 287-298
Author(s):  
Sarfina Luthfiyah Ramadhan

KTP elektronik adalah dokumen publik yang memiliki sistem pengamanan atau pengendalian dalam hal pengelolaan dan teknologi informasi berbasis data nasional. Di era digital ini, Kantor Kelurahan Tanah Baru masih melakukan pelayanan pembuatan KTP secara manual. Hal tersebut dinilai kurang efisien karena pemohon harus mengantre dan menunggu lama sampai proses pembuatan KTP selesai. Kurangnya tenaga pekerja membuat proses pembuatan KTP memakan waktu yang cukup lama. Hasil dari penelitian ini adalah menerapkan metode user centered design pada sistem aplikasi pembuatan KTP Elektronik. Keuntungan dari metode UCD adalah untuk membangun sebuah sistem aplikasi pengajuan pembuatan E-KTP dengan tingkat efisiensi yang tinggi dan mudah digunakan karena pada prosesnya metode UCD melibatkan pengguna dalam keseluruhan proses perancangan. Kata kunci— Sistem Informasi, User Experience, User Centered Design.


2020 ◽  
Vol 6 (2) ◽  
pp. 89-95
Author(s):  
Cerah Ayunda Prawastiyo ◽  
Indra Hermawan

Penggunaan internet di Indonesia khususnya di instansi pendidikan terutama perguruan tinggi yaitu mengandalkan internet untuk mencari kumpulan informasi dan referensi terkait dengan mata kuliah. Salah satu unit di sebuah perguruan tinggi yang menggunakan internet dengan memanfaatkan sistem informasi berbasis website adalah perpustakaan Politeknik Negeri Jakarta (PNJ). Website berperan penting untuk instansi sebagai acuan website yang baik salah satunya dapat dinilai dari sisi User Interface (UI) yang memiliki tampilan menarik dan User Experience (UX) untuk meningkatkan kenyamanan pengguna website. Dalam pengembangan front end website perpustakaan menggunakan metode User Centered Design (UCD), framework bootstrap, bahasa pemrograman HTML5, CSS dan Javascript. Pada tahap evaluasi design dalam bentuk wireframe menggunakan metode System Usability Scale (SUS) mendapatkan skor 83, pengujian black box untuk mengukur fungsionalitas website mendapatkan hasil sesuai dengan skenario, pengujian User Experience Questionnaire (UEQ) untuk mengukur tingkat kenyamanan pengguna website mendapatkan hasil positif.


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