usability study
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Author(s):  
Luis Paredes ◽  
Caroline McMillan ◽  
Wan Kyn Chan ◽  
Senthil Chandrasegaran ◽  
Ramyak Singh ◽  
...  

Wearable technologies draw on a range of disciplines, including fashion, textiles, HCI, and engineering. Due to differences in methodology, wearables researchers can experience gaps or breakdowns in values, goals, and vocabulary when collaborating. This situation makes wearables development challenging, even more so when technologies are in the early stages of development and their technological and cultural potential is not fully understood. We propose a common ground to enhance the accessibility of wearables-related resources. The objective is to raise awareness and create a convergent space for researchers and developers to both access and share information across domains. We present CHIMERA, an online search interface that allows users to explore wearable technologies beyond their discipline. CHIMERA is powered by a Wearables Taxonomy and a database of research, tutorials, aesthetic approaches, concepts, and patents. To validate CHIMERA, we used a design task with multidisciplinary designers, an open-ended usability study with experts, and a usability survey with students of a wearables design class. Our findings suggest that CHIMERA assists users with different mindsets and skillsets to engage with information, expand and share knowledge when developing wearables. It forges common ground across divergent disciplines, encourages creativity, and affords the formation of inclusive, multidisciplinary perspectives in wearables development.


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.


2021 ◽  
Vol 3 ◽  
pp. 1-3
Author(s):  
Brenda Maina ◽  
Serena Coetzee ◽  
Stefania Merlo ◽  
Victoria Rautenbach


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 152-152
Author(s):  
Sarah Swierenga ◽  
Fuad Abujarad ◽  
Jennifer Ismirle ◽  
Chelsea Edwards

Abstract Older adults age 60+ with disabilities are at greater risk of elder abuse compared to those without disabilities. We will describe results from our study to evaluate the usability and feasibility of the VOICES tablet-based elder abuse screening tool with older adults who have visual and hearing disabilities. VOICES is a digital health tool that screens, educates, and motivates older adults to self-report elder abuse. The VOICES tool has been developed and tested to be used with older adults without disabilities. We conducted a usability study with (n=14) older adults who were blind, had low vision, or were hard of hearing. Our evaluation method included both quantitative and qualitative measures to evaluate the ease of use and usefulness of the VOICES tool. Usability was measured as the percentage of tasks completed successfully, the average time to perform a task and the issues observed during performance of the tasks. Usability satisfaction was measured by written or verbal feedback on the questionnaires, and verbal comments from each session. Six participants completed the tasks successfully on their own; seven participants (mostly blind participants) completed the tasks with some intervention or help from the moderator. The majority of participants had System Usability Scale (SUS) scores 80 or above. Of all the participants, twelve (92%) stated that they would recommend the VOICES tool to others. Our findings generated universal considerations for more inclusive digital health interventions that accounts for the needs, wants and limitations for older adults with disabilities.


2021 ◽  
Author(s):  
Claire M. Timon ◽  
Emma Heffernan ◽  
Sophia Kilcullen ◽  
Hyowon Lee ◽  
Louise Hopper ◽  
...  

BACKGROUND In a rapidly ageing population new and efficient ways of providing health and social support to older adults are required that not only preserve independence but also maintain quality of life and safety. OBJECTIVE The NEX project aims to develop an Internet of Things integrated system coupled with Artificial Intelligence to offer unobtrusive health and wellness monitoring to support older adults to live independently in their home environment. The primary objective of this study is to develop and evaluate the technical performance and user acceptability of “The NEX system”. The secondary objective is to apply machine learning algorithms to the data collected via the NEX system to identify and eventually predict changes in the routines of older adults in their own home environment. METHODS Mixed methods research (online survey and focus groups) was conducted with 426 participants including older adults (aged 60 and above), family caregivers, health care professionals and home care workers to inform the development of the NEX system (Phase 1). The primary outcome will be evaluated in two successive trials (the Friendly Trial (Phase 2) and the Action Research Cycle trial (Phase 3). The secondary objective will be explored in the Action Research trial (Phase 3). For the Friendly Trial, 7 older adult participants aged 60 years and above and living alone in their own homes for a 10-week period were enrolled in the trial. Thirty older adult participants aged 60 years and above and living alone in their own homes will be recruited for the Action Research trial for a 10-week period (Phase 3). RESULTS Phase 1 of the project (n=426) participants was completed in December 2020 and Phase 2 (n=7 participants for a 10-week pilot study) was completed in September 2021. The expected completion date for the third project phase (30 participants for 10-week usability study) is June 2022. CONCLUSIONS The NEX project has considered the specific everyday needs of older adults and other stakeholders which have contributed to the design of the integrated system. The innovation of the NEX system lies in the use of IoT technologies and AI to identify and predict changes in the routines of older adults. The findings of this overall project will contribute to the e-Health research agenda focusing on the improvement of healthcare provision and patient support in home and community environments.


2021 ◽  
Vol 8 ◽  
Author(s):  
Tommaso Da Col ◽  
Guido Caccianiga ◽  
Michele Catellani ◽  
Andrea Mariani ◽  
Matteo Ferro ◽  
...  

Robots for minimally invasive surgery introduce many advantages, but still require the surgeon to alternatively control the surgical instruments and the endoscope. This work aims at providing autonomous navigation of the endoscope during a surgical procedure. The autonomous endoscope motion was based on kinematic tracking of the surgical instruments and integrated with the da Vinci Research Kit. A preclinical usability study was conducted by 10 urologists. They carried out an ex vivo orthotopic neobladder reconstruction twice, using both traditional and autonomous endoscope control. The usability of the system was tested by asking participants to fill standard system usability scales. Moreover, the effectiveness of the method was assessed by analyzing the total procedure time and the time spent with the instruments out of the field of view. The average system usability score overcame the threshold usually identified as the limit to assess good usability (average score = 73.25 > 68). The average total procedure time with the autonomous endoscope navigation was comparable with the classic control (p = 0.85 > 0.05), yet it significantly reduced the time out of the field of view (p = 0.022 < 0.05). Based on our findings, the autonomous endoscope improves the usability of the surgical system, and it has the potential to be an additional and customizable tool for the surgeon that can always take control of the endoscope or leave it to move autonomously.


2021 ◽  
Author(s):  
◽  
Callum Robinson

<p>MARVIN (Mobile Autonomous Robotic Vehicle for Indoor Navigation) was once the flagship of Victoria University’s mobile robotic fleet. However, over the years MARVIN has become obsolete. This thesis continues the the redevelopment of MARVIN, transforming it into a fully autonomous research platform for human-robot interaction (HRI).  MARVIN utilises a Segway RMP, a self balancing mobility platform. This provides agile locomotion, but increases sensor processing complexity due to its dynamic pitch. MARVIN’s existing sensing systems (including a laser rangefinder and ultrasonic sensors) are augmented with tactile sensors and a Microsoft Kinect v2 RGB-D camera for 3D sensing. This allows the detection of the obstacles often found in MARVIN’s unmodified office-like operating environment.  These sensors are processed using novel techniques to account for the Segway’s dynamic pitch. A newly developed navigation stack takes the processed sensor data to facilitate localisation, obstacle detection and motion planning.  MARVIN’s inherited humanoid robotic torso is augmented with a touch screen and voice interface, enabling HRI. MARVIN’s HRI capabilities are demonstrated by implementing it as a robotic guide. This implementation is evaluated through a usability study and found to be successful.  Through evaluations of MARVIN’s locomotion, sensing, localisation and motion planning systems, in addition to the usability study, MARVIN is found to be capable of both autonomous navigation and engaging HRI. These developed features open a diverse range of research directions and HRI tasks that MARVIN can be used to explore.</p>


2021 ◽  
Author(s):  
◽  
Callum Robinson

<p>MARVIN (Mobile Autonomous Robotic Vehicle for Indoor Navigation) was once the flagship of Victoria University’s mobile robotic fleet. However, over the years MARVIN has become obsolete. This thesis continues the the redevelopment of MARVIN, transforming it into a fully autonomous research platform for human-robot interaction (HRI).  MARVIN utilises a Segway RMP, a self balancing mobility platform. This provides agile locomotion, but increases sensor processing complexity due to its dynamic pitch. MARVIN’s existing sensing systems (including a laser rangefinder and ultrasonic sensors) are augmented with tactile sensors and a Microsoft Kinect v2 RGB-D camera for 3D sensing. This allows the detection of the obstacles often found in MARVIN’s unmodified office-like operating environment.  These sensors are processed using novel techniques to account for the Segway’s dynamic pitch. A newly developed navigation stack takes the processed sensor data to facilitate localisation, obstacle detection and motion planning.  MARVIN’s inherited humanoid robotic torso is augmented with a touch screen and voice interface, enabling HRI. MARVIN’s HRI capabilities are demonstrated by implementing it as a robotic guide. This implementation is evaluated through a usability study and found to be successful.  Through evaluations of MARVIN’s locomotion, sensing, localisation and motion planning systems, in addition to the usability study, MARVIN is found to be capable of both autonomous navigation and engaging HRI. These developed features open a diverse range of research directions and HRI tasks that MARVIN can be used to explore.</p>


2021 ◽  
Author(s):  
◽  
Michael Anderson

<p>Building user guides are intended to inform building occupants about the building systems within their workplace. They are created to describe and document all the necessary information pertaining to the buildings operation, maintenance, management and basic trouble shooting procedures. They have been found to be useful, as building systems are becoming increasingly complex. There is evidence to suggest that the Building User Guides are designed at a level that is too technical and too difficult to use for the average building user and that they are therefore not doing their job.  This research evaluates how easily building occupants are able to read and use building user guides, that have been designed for use in green buildings (where they can contribute to the building’s New Zealand Green Building Council’s sustainability rating).  Twenty-three Building User Guides by a range of firms and writers were sampled from all over the country. The building user guides were assessed for their readability and how easy they are to use. Their readability level was assessed using the Simple Measure of Gobbledegook (SMOG) as a basic measure of readability, while a second measure, a word frequency profiler was used to assess the vocabulary needed to read current building user guides. A usability study was completed through a user survey. This was completed by 47 respondents. The survey used both a Performance Test and a Text Evaluation Questionnaire to assess the building user guide’s usability.  The readability study found that the building user guides were written at a level that meant the majority of New Zealanders would struggle to comprehend. The constant use of technical language and jargon present in the building user guides detracted from the overall readability of the document that. A consequence of these results would be the users failing to understand aspects of a building user guides. Furthermore, this could lead to the incorrect use of a building’s services, which in turn could affect the efficient use of GreenStar rated buildings and their performance in practice.  The usability study found that users were capable of finding some set information within the building user guide. Of the tested aspects in the usability survey it was found that the contents page had the biggest impact on the participant’s perception of usability. Other key aspects found that would increase the usability include: bolder headings, a clearer layout, the addition of a frequently asked question section as well as the ability for the building user guide to be searched for key words.   A set of guidelines were developed from the findings of this research, for future building user guides to follow.</p>


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