Medical Device Based on a Virtual Reality-Based Upper Limb Rehabilitation Software: Usability Evaluation Through Cognitive Walkthrough.

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES JMIR Formative Research Pub Date : 2025-04-01 DOI:10.2196/68149
Seojin Hong, Hyun Choi, Hyosun Kweon
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Abstract

Background: The use of virtual reality (VR) technology in rehabilitation therapy has been growing, leading to the development of VR-based upper-limb rehabilitation softwares. To ensure the effective use of such software, usability evaluations are critical to enhance user satisfaction and identify potential usability issues.

Objective: This study aims to evaluate the usability of a VR-based upper-limb rehabilitation software from the perspective of occupational therapists. Specifically, the study seeks to identify usability challenges and provide insights to improve user satisfaction.

Methods: The VR-based upper-limb rehabilitation software was tailored for therapists to operate while delivering therapy to patients. Usability testing was conducted with occupational therapists from the Korean National Rehabilitation Center using cognitive walkthroughs and surveys. Participants performed tasks that simulated real clinical scenarios, including turning the device on, assisting patients with wearing the device, and shutting it down. Observers recorded user reactions during task performance, and participants completed surveys to assess the ease of use of the user interface. This mixed-methods approach provided qualitative insights into user difficulties and their root causes.

Results: Usability evaluations were conducted with 6 participants. Cognitive walkthroughs revealed potential areas for improvement in the software, including (1) enhancements to the graphical user interface for ease of use, (2) refinements in the natural user interface, and (3) better user manuals for clearer product instructions. The ease-of-use score for the user interface averaged 1.58 on a 5-point scale (1=very easy to 5=very difficult).

Conclusions: This study provides valuable insights into improving user satisfaction by focusing on the needs of occupational therapists who operate a VR-based rehabilitation software. Future research should explore software refinement and clinical efficacy to maximize the therapeutic potential of such technologies.

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基于虚拟现实的医疗器械上肢康复软件:通过认知演练进行可用性评估。
背景:虚拟现实(VR)技术在康复治疗中的应用越来越多,导致了基于VR的上肢康复软件的开发。为了确保这些软件的有效使用,可用性评估对于提高用户满意度和识别潜在的可用性问题至关重要。目的:本研究旨在从职业治疗师的角度评估基于vr的上肢康复软件的可用性。具体而言,该研究旨在确定可用性挑战,并提供提高用户满意度的见解。方法:基于vr的上肢康复软件为治疗师在给患者提供治疗的同时进行操作量身定制。可用性测试是由韩国国家康复中心的职业治疗师使用认知演练和调查进行的。参与者执行模拟真实临床场景的任务,包括打开设备,帮助患者佩戴设备,以及关闭设备。观察员记录了用户在执行任务时的反应,参与者完成了调查,以评估用户界面的易用性。这种混合方法提供了对用户困难及其根本原因的定性见解。结果:对6名参与者进行可用性评估。认知演练揭示了软件中潜在的改进领域,包括(1)增强图形用户界面以方便使用,(2)改进自然用户界面,以及(3)更好的用户手册以获得更清晰的产品说明。用户界面的易用性得分平均为1.58分(总分为5分)(1=非常容易,5=非常困难)。结论:本研究通过关注操作基于vr的康复软件的职业治疗师的需求,为提高用户满意度提供了有价值的见解。未来的研究应该探索软件的改进和临床疗效,以最大限度地发挥这些技术的治疗潜力。
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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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