Therapist-centered requirements: A multi-method approach of requirement gathering to support rehabilitation gaming

C. Putnam, Jinghui Cheng
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引用次数: 5

Abstract

Brain injuries (BI) are recognized as a major public health issue. Many therapists include commercial motion-based videogames in their therapy sessions to help make rehabilitation exercises fun and engaging. Our initial exploratory work exposed a need for tools to help therapists make evidence-based decisions when choosing commercial motion-games for their patients who have had a BI. Targeting this need, we are gathering requirements for a case-based recommender (CBR) system that will act as a decision tool for therapists. In this paper, we describe our ongoing work as a case study that illustrates our multi-method approach of requirement elicitation for the CBR system. Our approach is comprised of four overlapping steps: (1) interviews with therapists, (2) onsite observations of therapy game sessions, (3) diary studies in which therapists record detailed information about game sessions, and (4) a user study of a CBR prototype interface. Leveraging direct interaction with end users (i.e., therapists), this case study demonstrates requirements gathering techniques to address needs of a special population (i.e., therapists who work with patients who had BIs) in a specialized context (i.e., inpatient rehabilitation using motion-based video games).
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以治疗师为中心的需求:一种支持康复游戏的需求收集的多方法方法
脑损伤被认为是一个重大的公共卫生问题。许多治疗师在他们的治疗过程中加入了基于商业动作的电子游戏,以帮助康复练习变得有趣和吸引人。我们最初的探索性工作表明,治疗师在为患有BI的患者选择商业动作游戏时,需要一些工具来帮助他们做出基于证据的决定。针对这一需求,我们正在收集基于案例的推荐(CBR)系统的需求,该系统将作为治疗师的决策工具。在本文中,我们将我们正在进行的工作描述为一个案例研究,该案例研究说明了我们对CBR系统的需求引出的多方法方法。我们的方法由四个重叠的步骤组成:(1)与治疗师的访谈,(2)治疗游戏会话的现场观察,(3)治疗师记录游戏会话详细信息的日记研究,以及(4)CBR原型界面的用户研究。利用与最终用户(即治疗师)的直接互动,本案例研究展示了需求收集技术,以解决特殊环境(即使用基于动作的视频游戏的住院康复)中特殊人群(即与患有BIs的患者一起工作的治疗师)的需求。
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