scholarly journals Usability Study of a Multicomponent Exergame Training for Older Adults with Mobility Limitations

Author(s):  
Melanie Thalmann ◽  
Lisa Ringli ◽  
Manuela Adcock ◽  
Nathalie Swinnen ◽  
Jacqueline de Jong ◽  
...  

The global population aged 60 years and over rises due to increasing life expectancy. More older adults suffer from “geriatric giants”. Mobility limitations, including immobility and instability, are usually accompanied by physical and cognitive decline, and can be further associated with gait changes. Improvements in physical and cognitive functions can be achieved with virtual reality exergame environments. This study investigated the usability of the newly developed VITAAL exergame in mobility-impaired older adults aged 60 years and older. Usability was evaluated with a mixed-methods approach including a usability protocol, the System Usability Scale, and a guideline-based interview. Thirteen participants (9 female, 80.5 ± 4.9 years, range: 71–89) tested the exergame and completed the measurement. The System Usability Scale was rated in a marginal acceptability range (58.3 ± 16.5, range: 30–85). The usability protocol and the guideline-based interview revealed general positive usability. The VITAAL exergame prototype received positive feedback and can be considered usable by older adults with mobility limitations. However, minor improvements to the system in terms of design, instructions, and technical aspects should be taken into account. The results warrant testing of the feasibility of the adapted multicomponent VITAAL exergame, and its effects on physical and cognitive functions, in comparison with conventional training, should be studied.

Author(s):  
Manuela Adcock ◽  
Floriana Sonder ◽  
Alexandra Schättin ◽  
Federico Gennaro ◽  
Eling D. de Bruin

Abstract Background Aging is often accompanied by a decline in sensory, motor and cognitive functions. These age- and lifestyle-related impairments may lead to reduced daily life functioning including gait disturbances, falling and injuries. Most daily life activities, e.g. walking, are tasks which require the concurrent interplay of physical and cognitive functions. Promising options for combined physical-cognitive training are video game-based physical exercises, so-called exergames. This study aimed to [i] determine the usability of a newly developed multicomponent exergame and [ii] explore its effects on physical functions, cognition and cortical activity. Methods Twenty-one healthy and independently living older adults were included (10 female, 71.4 ± 5.8 years, range: 65–91) and performed 21 training sessions (each 40 min) over seven weeks. The multicomponent exergame included strength and balance training with Tai Chi-inspired and dance exercises. Participants rated the usability of the exergame (System Usability Scale) and reported on their emotional experience (Game Experience Questionnaire). Attendance and attrition rates were calculated to determine training compliance. Before and after the intervention, physical and cognitive functions as well as resting state electroencephalography (EEG) were assessed. Results Results showed a high training attendance rate (87.1%, 18/21 training sessions on average) and a low attrition rate (9.5%, 2 drop-outs). System usability was rated high with a mean score of 75/100. Affective game experience was rated favorable. Gait speed under dual-task condition, lower extremity muscle strength and reaction times in a cognitive task (divided attention) showed significant improvements (p < .05). No significant pre-post differences were found for resting state EEG. Conclusions The newly developed exergame seems usable for healthy older adults. Nevertheless, some aspects of the exergame prototype can and should be improved. The training showed to positively influence physical and cognitive functions in a small convenience sample. Future trials are warranted which evaluate the feasibility and usability of the exergame training in a more “real-life” in-home setting and assess the behavioral and neuroplastic changes in a larger population after a longer training period with comparison to a control group.


2020 ◽  
Author(s):  
Andressa Ferreira ◽  
Fran Oliveira ◽  
Adson Damasceno ◽  
Mariela Cortés

With increasing of life expectancy innovative solutions that ensurewell-being of the seniors become most needed. In this context, inorder to deny the main difficulties reported by the senior public withthe use of mobile devices, we propose a technology entirely basedon voice interactions and we name this project of Guardian. Theessence of the project is to provide, through a mobile application, aplatform with a set of intelligent agents focused on the well-beingof the older adults. In this work the mains objectives to analyze andevaluate the usability of the Guardian and the cultural impacts ofthe technology. For the data collection, video recordings were used,a questionnaire that identifies the socio-technological profile of theresearch participants and the system usability scale (SUS).


Author(s):  
Richard J. Holden

We present the 10-item Simplified System Usability Scale (SUS) for Cognitively Impaired and Older Adults, which we have used in several studies since 2016. The Simplified SUS is a revised version of the SUS, a brief, psychometrically valid, and widely used global measure of usability. To improve the ease of administration, the Simplified SUS rewords 9 of 10 SUS items and replaces the original SUS question about inconsistency with a question about confusion. The Simplified SUS retains the SUS's 10-item design, five-item agreement-based Likert scale, and alternating valence of positively worded odd items and negatively worded even items. Because of this, the Simplified SUS can be interpreted the same way as the traditional SUS. The Simplified SUS is an example of an off-the-shelf human factors method adapted for work with vulnerable populations and usable by practitioners or researchers without human factors training.


10.2196/11066 ◽  
2018 ◽  
Vol 6 (11) ◽  
pp. e11066 ◽  
Author(s):  
Jun Liang ◽  
Deqiang Xian ◽  
Xingyu Liu ◽  
Jing Fu ◽  
Xingting Zhang ◽  
...  

Author(s):  
Ricardo Mendoza-González ◽  
Francisco Álvarez Rodríguez ◽  
Jaime Muñoz Arteaga

The authors present a usability study where three of the most popular mobile Social Applications (mobile Facebook, mobile Twitter, and mobile Windows Live) were analyzed. The evaluation focused on four text-based tasks: Text-lines visualized at one time (Number of Turns), contacts visualization, conversation tracing, and text entry. The evaluation was performed using an adapted version of the System Usability Scale (SUS), which was answered by ninety participants (each mobile Social Application was analyzed by thirty participants). The authors firmly believe that the results of the study could lead to create a reliable strategy for design evaluation which could be structured into a set of heuristics.


2021 ◽  
Vol 7 (1) ◽  
Author(s):  
Thore Reitz ◽  
Stephanie Schwenke ◽  
Sebastian Hölzle ◽  
Adelheid Gauly

Abstract Background In the development of medical devices usability is an important aspect standing alongside performance and safety. Peritoneal dialysis (PD) can be provided by use of automated PD (APD), assisted by a cycler performing the solution exchanges. The present study has been executed to simulate training on APD cyclers to evaluate learnability and usability through established questionnaires. Methods Usability of two APD cyclers (sleep•safe harmony, Fresenius Medical Care, Bad Homburg, Germany and HomeChoice Pro, Baxter International Inc., Deerfield (IL), USA) were evaluated with the User Experience Questionnaire (UEQ), the NASA TLX Questionnaire, and the System Usability Scale (SUS), both after training and after experience sessions. Results Lay persons (n = 10) and health care personnel (HCPs, n = 11) participated in the study. The respondents consistently gave positive ratings in the UEQ after training and experience session. The ratings from the NASA TLX Questionnaire were mostly below 50 points indicating a low workload. Lay users and HCPs gave high ratings in the SUS evaluation both after the training and experience sessions confirming a good learnability and usability of the devices. Conclusions The usability study to assess learnability and use-related safety revealed consistent results with all applied instruments, which demonstrated good learnability and ease-of-use of the studied APD cyclers.


2020 ◽  
Author(s):  
Els Knippenberg ◽  
Annick Timmermans ◽  
Steven Palmaers ◽  
Annemie Spooren

Abstract Background Maintaining or initiating regular physical activity (PA) is important for successful aging. Technology-based systems may support and stimulate older adults to initiate and persevere in performing PA. The aim of the current study was to assess to which extent a customised Kinect system is 1) a credible tool to increase PA in older adults, 2) motivating to perform PA by older adults, and 3) easy to be used in older adults.Methods A mixed-method cross-sectional feasibility study was performed in 5 aged care facilities in Flanders, Belgium. Aged participants were asked to perform a 20-30 minute test with the intelligent Activity-based Client-centred Training (i-ACT) system. After the test, the ‘Credibility and Expectancy Questionnaire’ (CEQ), the ‘Intrinsic Motivation Inventory’(IMI), the System Usability Scale (SUS), and semi-structured interviews were conducted in the older adults. Feedback was gathered using the thinking aloud method in both aged participants and healthcare professionals.Results A total of 48 older adults (20 males and 28 females, mean age=81.19 (SD=8.10)), were included. The scores pertaining to system credibility and expectancy, system usability, and motivation towards use were moderate to good. Participants reported that they liked using the i-ACT system, but that the context could be more attractive by adding more visualisations. Twelve professionals stated that they observed involvement in older adults but think that i-ACT is better used in day care centres.Conclusions This study indicates that i-ACT is a usable and motivational system to engage older adults to perform PA and therefore supports successful aging. Future research is necessary to investigate the efficacy of i-ACT to perform PA and the transfer to regain and/or maintain engagement in ADLs that older adults find meaningful and purposeful at an older age. Also, further development of i-ACT is advisable to adapt the i-ACT system towards implementation at the home of older adults.Trial registration ClinicalTrial.gov ID NCT04489563, 23 July 2020 - Retrospectively registered, https://register.clinicaltrials.gov/prs/app/action/SelectProtocol?sid=S000A39C&selectaction=Edit&uid=U0003E6F&ts=37&cx=2jhfvs


2021 ◽  
Author(s):  
Els Knippenberg ◽  
Annick Timmermans ◽  
Steven Palmaers ◽  
Annemie Spooren

Abstract BackgroundMaintaining or initiating regular physical activity (PA) is important for successful aging. Technology-based systems may support and stimulate older adults to initiate and persevere in performing PA. The aim of the current study was to assess to which extent a customised Kinect system is 1) a credible tool to increase PA in older adults, 2) motivating to perform PA by older adults, and 3) easy to be used in older adults. MethodsA mixed-method cross-sectional feasibility study was performed in 5 aged care facilities in Flanders, Belgium. Aged participants were asked to perform a 20-30 minute test with the intelligent Activity-based Client-centred Training (i-ACT) system. After the test, the ‘Credibility and Expectancy Questionnaire’ (CEQ), the ‘Intrinsic Motivation Inventory’(IMI), the System Usability Scale (SUS), and semi-structured interviews were conducted in the older adults. Feedback was gathered using the thinking aloud method in both aged participants and healthcare professionals. ResultsA total of 48 older adults (20 males and 28 females, mean age=81.19 (SD=8.10)), were included. The scores pertaining to system credibility and expectancy, system usability, and motivation towards use were moderate to good. Participants reported that they liked using the i-ACT system, but that the context could be more attractive by adding more visualisations. Twelve professionals stated that they observed involvement in older adults but think that i-ACT is better used in day care centres. ConclusionsThis study indicates that i-ACT is a usable and motivational system to engage older adults to perform PA and therefore supports successful aging. Future research is necessary to investigate the efficacy of i-ACT to perform PA and the transfer to regain and/or maintain engagement in ADLs that older adults find meaningful and purposeful at an older age. Also, further development of i-ACT is advisable to adapt the i-ACT system towards implementation at the home of older adults.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Els Knippenberg ◽  
Annick Timmermans ◽  
Steven Palmaers ◽  
Annemie Spooren

Abstract Background Maintaining or initiating regular physical activity (PA) is important for successful aging. Technology-based systems may support and stimulate older adults to initiate and persevere in performing PA. The aim of the current study was to assess to which extent a customised Kinect system is 1) a credible tool to increase PA in older adults, 2) motivating to perform PA by older adults, and 3) easy to be used in older adults. Methods A mixed-method cross-sectional feasibility study was performed in 5 aged care facilities in Flanders, Belgium. Aged participants were asked to perform a 20–30 min test with the intelligent Activity-based Client-centred Training (i-ACT) system. After the test, the ‘Credibility and Expectancy Questionnaire’ (CEQ), the ‘Intrinsic Motivation Inventory’(IMI), the System Usability Scale (SUS), and semi-structured interviews were conducted in the older adults. Feedback was gathered using the thinking aloud method in both aged participants and healthcare professionals. Results A total of 48 older adults (20 males and 28 females, mean age = 81.19 (SD = 8.10)), were included. The scores pertaining to system credibility and expectancy, system usability, and motivation towards use were moderate to good. Participants reported that they liked using the i-ACT system, but that the context could be more attractive by adding more visualisations. Twelve professionals stated that they observed involvement in older adults but think that i-ACT is better used in day care centres. Conclusions This study indicates that i-ACT is a usable and motivational system to engage older adults to perform PA and therefore supports successful aging. Future research is necessary to investigate the efficacy of i-ACT to perform PA and the transfer to regain and/or maintain engagement in ADLs that older adults find meaningful and purposeful at an older age. Also, further development of i-ACT is advisable to adapt the i-ACT system towards implementation at the home of older adults. Trial registration ClinicalTrial.gov ID NCT04489563, 23 July 2020 - Retrospectively registered.


2018 ◽  
Author(s):  
Charlene C. Quinn ◽  
Sheila Staub ◽  
Erik Barr ◽  
Ann Gruber-Baldini

BACKGROUND Evaluation of digital health applications to support older adults’ independence and family caregiving is needed. Digital health is increasingly providing opportunities for older adults and their family caregivers to educate, engage, and share health information across digital platforms. Few apps have documented evidence of usability by older adults and their caregivers. OBJECTIVE The objective of this study was to determine the usability of a mobile app in a community-based older adult population aged ≥65 years. The app was designed to improve engagement of the patient-informal caregiver team. METHODS This observational usability study was conducted in participants’ homes and independent living facilities in Baltimore, Maryland. Community-dwelling older adults aged ≥65 years and their caregivers enrolled as a dyad (n=24, 12 dyads). The usability evaluation was a mobile and Web-based app that allowed older adult users to record social and health information and share this information with their caregivers. The older adult-caregiver dyad downloaded the app to a smart phone or accessed the Web version, participated in training and onboarding, and used the app for a 1-month period. Participants responded to weekly surveys sent by app push notifications and to the usability and satisfaction surveys at the end of the study. Participant satisfaction and usability were assessed using the Modified Mobile Application Rating Scale (M-MARS) and the System Usability Scale (SUS). RESULTS The final sample comprised 16 people (8 dyads). Responses to the M-MARS were comparable between older adults and caregiver respondents in terms of engagement and functionality. Caregivers rated aesthetics slightly higher (mean 3.7) than older adult participants did (mean 3.3). Although most responses to the SUS were around the mean (2.3-3.4), older adults and their caregivers differed with regard to integration of app features (mean 3.7 vs 2.8) and the need to learn more before using the app (mean 2.3 vs 3.1). CONCLUSIONS Technology ownership and use among older adults and caregivers was high. Usability and engagement of the mobile app was average. Additional training is recommended for older adults and their caregivers, including that on targeted behaviors for digital health record keeping.


Sign in / Sign up

Export Citation Format

Share Document