User-centred design of an active computer gaming system for strength and balance exercises for older adults

IF 1.7 Q2 REHABILITATION Journal of Enabling Technologies Pub Date : 2019-06-17 DOI:10.1108/JET-12-2018-0057
S. Howes, D. Charles, K. Pedlow, Iseult M. Wilson, Dominic E. Holmes, S. McDonough
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引用次数: 13

Abstract

Purpose Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults. Design/methodology/approach This paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults. Findings Service users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usability and acceptability of the system, with a strong preference for the screen display. Research limitations/implications The sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system. Practical implications Findings from user testing were used to modify the ACG system. This paper identified that future research could explore the influence of repeated use on the usability and acceptability of ACG in older adults. Originality/value There is limited information on the usability and acceptability VR headsets in this population.
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以用户为中心的主动式计算机游戏系统设计,用于老年人的力量和平衡练习
目的主动电脑游戏(ACG)是老年人参与力量和平衡锻炼的一种方式。让老年人参与定制ACG系统的开发可以优化其可用性和可接受性。本文的目的是采用以用户为中心的设计来开发ACG系统,以提供力量和平衡练习,并探讨其在老年人中的安全性,可用性和可接受性。设计/方法/方法本文描述了早期阶段的用户参与,以及它对系统开发的影响,以提供适合在平面屏幕上显示或使用Oculus Rift虚拟现实(VR)耳机的力量和平衡锻炼。它描述了该ACG系统在老年人中的用户测试。发现服务用户在开发过程中涉及两个节点。在9名老年人对ACG系统原型进行用户测试之前,他们的反馈被用来修改ACG系统。结果表明,该系统的安全性,可用性和可接受性,对屏幕显示有强烈的偏好。研究局限性/意义:用户测试的样本量很小;但是,它被认为提供了足够的资料,为该制度的进一步发展提供了信息。实际意义用户测试的结果被用来修改ACG系统。本文认为,未来的研究可以探讨重复使用对老年人ACG的可用性和可接受性的影响。原创性/价值关于VR头显在这一人群中的可用性和可接受性的信息有限。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
4.10
自引率
9.10%
发文量
21
期刊介绍: The Journal of Enabling Technologies (JET) seeks to provide a strong, insightful, international, and multi-disciplinary evidence-base in health, social care, and education. This focus is applied to how technologies can be enabling for children, young people and adults in varied and different aspects of their lives. The focus remains firmly on reporting innovations around how technologies are used and evaluated in practice, and the impact that they have on the people using them. In addition, the journal has a keen focus on drawing out practical implications for users and how/why technology may have a positive impact. This includes messages for users, practitioners, researchers, stakeholders and caregivers (in the broadest sense). The impact of research in this arena is vital and therefore we are committed to publishing work that helps draw this out; thus providing implications for practice. JET aims to raise awareness of available and developing technologies and their uses in health, social care and education for a wide and varied readership. The areas in which technologies can be enabling for the scope of JET include, but are not limited to: Communication and interaction, Learning, Independence and autonomy, Identity and culture, Safety, Health, Care and support, Wellbeing, Quality of life, Access to services.
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