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Beyond UTAUT-2: towards contextually grounded models of technology adoption in special education. 超越UTAUT-2:在特殊教育中采用基于情境的技术模式。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-20 DOI: 10.1080/17483107.2026.2633595
Uswatun Hasanah, Rahmatika Dewi, M Zainudin, Aldila Rahma
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引用次数: 0
Developing a graph-paper embosser for visually Impaired students using user-centered design approach. 采用以用户为中心的设计方法,为视障学生开发一种方格纸压花机。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-19 DOI: 10.1080/17483107.2026.2629602
Supachan Traitruengsakul, Aime-Acha Silamut

Graph literacy is essential to STEM education, yet visually impaired (VI) students face persistent barriers not only in interpreting graphs but also in creating them. Existing tactile tools often offer limited layouts, inconsistent feedback, or require sighted assistance. This restricts opportunities for independent graph authoring. In Thailand, imported embossers and printers are costly and scarce, while low-tech alternatives lack portability and tactile precision. This study developed a low-cost, roller-based graph-paper embosser through a three-iteration User-Centered Design (UCD) process. The tool embosses XY coordinate planes onto A4 paper, allowing VI students to plot points and construct graphs independently. Design iterations were informed by surveys of existing tactile graphing tools and refined through feedback from VI students and their teachers. The final prototype featured a microfiber-lined embossing surface, a compact grooved roller, and a plus-sign XY guide for alignment. Usability testing with 40 VI students combined task metrics, satisfaction ratings, and qualitative feedback. Participants reported improved tactile clarity, quadrant orientation, and confidence in graph plotting. In performance tasks, 57.5% of students accurately completed 9-12 graphs, demonstrating the tool's instructional effectiveness. By emphasising tactile-only interaction, iterative refinement, and teacher collaboration, this study offers a scalable model for inclusive STEM learning. It contributes to the development of accessible educational tools that empower VI students to author graphs independently, reduce reliance on sighted assistance, and promote equitable participation in mathematics education.

图形素养对STEM教育至关重要,但视障学生不仅在解释图形方面面临持续的障碍,而且在创建图形方面也面临障碍。现有的触觉工具通常提供有限的布局,不一致的反馈或需要视力辅助。这限制了独立图形创作的机会。在泰国,进口压花机和打印机价格昂贵且稀缺,而低技术含量的替代品缺乏便携性和触觉精度。本研究通过三次迭代的以用户为中心的设计(UCD)过程,开发了一种低成本、基于滚筒的方格纸压花机。该工具将XY坐标平面压印在A4纸上,使VI学生能够独立绘制点和图形。通过对现有触觉绘图工具的调查,并通过VI学生和他们的老师的反馈来改进设计迭代。最终的原型采用了微纤维衬里的压花表面,紧凑的凹槽滚轮和用于对准的+号XY导向。40名VI学生的可用性测试结合了任务指标、满意度评级和定性反馈。参与者报告说,触觉清晰度、象限方向和绘图信心都有所提高。在性能任务中,57.5%的学生准确地完成了9-12张图,显示了该工具的教学有效性。通过强调触觉交互、迭代改进和教师协作,本研究为包容性STEM学习提供了一个可扩展的模型。它有助于开发无障碍教育工具,使VI学生能够独立编写图表,减少对视力辅助的依赖,并促进数学教育的公平参与。
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引用次数: 0
Improving access to adaptive video gaming: insights on community resources from gamers with physical disabilities. 改善自适应电子游戏的访问:来自身体残疾玩家的社区资源见解。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-18 DOI: 10.1080/17483107.2026.2630119
Drew H Redepenning, Lynn A Worobey, Randall Huzinec, Brad E Dicianno, Andy J Wu, Bethlyn Vergo Houlihan, Dan Ding

Purpose: Identify which community-based and clinical support resources individuals with physical disabilities perceive as most beneficial for improving access to adaptive gaming and to examine factors associated with receiving professional assistance during setup or configuration of adaptive gaming equipment.

Methods: A survey was distributed to adults with physical disabilities who currently participate in adaptive gaming and collected demographic data, gaming practices, and experiences with community and clinical resources. Quantitative data were analysed using descriptive statistics. Multivariate logistic regression analysis was utilised to examine factors associated with receiving professional assistance during setup or configuration of adaptive gaming equipment. Thematic analysis was performed on responses to an open-ended question regarding suggestions to improve adaptive gaming access.

Results: A total of 256 participants completed the survey. Participants commonly discovered their gaming setups on their own (53.9%). Logistic regression showed that participants with higher income (OR = 1.96, p = .03) were more likely to receive professional support identifying their adaptive gaming setup, while those gaming ≥4 years were less likely (OR = .32, p < .01). Resources identified as most useful to improve access to adaptive gaming included YouTube instructional videos (57.0%), funding resources (42.2%), and an adaptive gaming informational website (41.0%). Thematic analysis revealed four needs: centralised online resources, financial assistance, professional support, and access to equipment trials or rentals.

Conclusions: Improving access to adaptive gaming requires expanding digital information, offering financial support, providing more professional services, and developing equipment rental or trial programs. These findings inform future interventions and service models to reduce barriers for gamers with physical disabilities.

目的:确定哪些社区和临床支持资源对身体残疾的个人认为最有利于改善适应性游戏的获取,并检查在设置或配置适应性游戏设备期间接受专业帮助的相关因素。方法:对目前参与适应性游戏的身体残疾成年人进行调查,收集人口统计数据、游戏实践以及社区和临床资源的经验。定量资料采用描述性统计进行分析。多变量逻辑回归分析用于检查在设置或配置自适应游戏设备期间接受专业协助的相关因素。主题分析是针对关于改善适应性游戏访问的建议的开放式问题的回应。结果:共有256名参与者完成了调查。参与者通常是自己发现自己的游戏设置(53.9%)。Logistic回归显示,收入较高的参与者(OR = 1.96, p =。03)更有可能获得专业支持,以确定他们的适应性游戏设置,而那些游戏≥4年的人则不太可能(OR =。结论:提高对适应性游戏的访问需要扩大数字信息,提供财政支持,提供更专业的服务,开发设备租赁或试验项目。这些发现为未来的干预和服务模式提供了信息,以减少身体残疾玩家的障碍。
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引用次数: 0
User experience and usability requirements of a physical activity smartphone application for wheelchair users with spinal cord injury. 针对脊髓损伤轮椅使用者的体育活动智能手机应用程序的用户体验和可用性要求。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-18 DOI: 10.1080/17483107.2026.2628898
Daniel P Bailey, Nevena H Balezdrova, Kei Long Cheung, Arthi Manohar

Purpose: Usability considerations for wheelchair users remain underexplored. This study evaluated usability requirements of a smartphone App (MvBii) for monitoring physical activity and sedentary behaviour in manual wheelchair users with spinal cord injury (SCI).

Materials and methods: A mixed-methods design was adopted. Manual wheelchair users with SCI completed System Usability Scale, e-loyalty and user experience questionnaires, think-aloud sessions and scenario-based workshops. Six design and research evaluators undertook think-aloud sessions. Qualitative data was analysed thematically and mapped against heuristics.

Results: Ten participants with SCI (C5-L1; three females) with a mean age of 51 ± 9 years took part. The App received positive ratings on e-loyalty (mean scores, 5.6 ± 1.51 to 6.10 ± 0.99 across items) and user experience (4.3 ± 1.03 to 5.93 ± 0.78) from participants with SCI. A novel heuristics principle was developed to explore "accessibility and inclusion" usability issues. Thematic analysis captured patterned meanings across tasks and heuristics including "Navigating with autonomy" (e.g., challenges with interface clarity and understanding terminology), "Language and representation" (e.g., simplifying using inclusive language and icons), and "Seeing progress not noise" (e.g., physical activity notifications that encouraged self-competition without external pressure).

Conclusions: This study demonstrates the value of a mixed-methods approach to usability and heuristic evaluation for identifying effective, accessible and inclusive tailoring of physical activity Apps universally and for wheelchair users specifically. These findings can inform refinements to the MvBii app and provide broader insights for designing inclusive and effective mobile health Apps across diverse populations.

目的:对轮椅使用者的可用性考虑仍未充分探索。本研究评估了智能手机应用程序(MvBii)用于监测脊髓损伤(SCI)手动轮椅使用者的身体活动和久坐行为的可用性要求。材料与方法:采用混合方法设计。患有SCI的手动轮椅使用者完成了系统可用性量表、电子忠诚度和用户体验问卷、思考会议和基于场景的研讨会。六名设计和研究评估人员进行了有声思考会议。对定性数据进行主题分析,并对启发式进行映射。结果:10例脊髓损伤患者(C5-L1), 3例女性,平均年龄51±9岁。该应用程序在电子忠诚度(各项目平均得分为5.6±1.51至6.10±0.99)和用户体验(4.3±1.03至5.93±0.78)方面获得了积极的评价。开发了一种新的启发式原则来探索“可访问性和包容性”可用性问题。主题分析捕获了任务和启发的模式意义,包括“自主导航”(例如,界面清晰度和理解术语的挑战),“语言和表示”(例如,简化使用包容性语言和图标),以及“看到进展而不是噪音”(例如,鼓励自我竞争的体育活动通知,没有外部压力)。结论:本研究证明了一种混合方法的可用性和启发式评估的价值,这种方法可以识别有效的、可访问的、包容的、普遍的、针对轮椅使用者的体育活动应用程序。这些发现可以为MvBii应用程序的改进提供信息,并为设计面向不同人群的包容性和有效的移动健康应用程序提供更广泛的见解。
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引用次数: 0
The relationship between welfare technology experience and engagement in everyday activities. 福利技术体验与日常活动参与的关系。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-16 DOI: 10.1080/17483107.2026.2630124
William Son Galanza, Sofi Fristedt, Nebojsa Malesevic, Steven M Schmidt

Purpose: Welfare technology (WT) intends to promote engagement in everyday activities and the well-being of older adults at risk of developing or already having impairments. However, its effectiveness depends on how older adults experience and interact with WT. In this study, we aimed to investigate the relationship between various forms of WT user experience (perceived usability, perceived control, perceived value, perceived vulnerability) and engagement in everyday activities among older adults.

Materials and methods: Data were collected through a nationwide survey questionnaire and analysed using descriptive statistics and structural equation modelling.

Results: WT user experience accounts for a 54% variance in engagement in everyday activities, with the significance of these relationships varying across different forms of WT user experience. Our results indicate that perceived value and perceived control within the WT experience are significant predictors of engagement in everyday activities among older adults, with perceived value showing a substantial positive effect and perceived control demonstrating a significant negative association. Perceived usability and perceived vulnerability appear to have no significant effect.

Conclusion: Our findings challenge the common assumption in WT that greater perceived control leads to better integration into the everyday lives of older adults. Instead, our results indicate that higher levels of perceived control may not always facilitate engagement in everyday activities and may even hinder it. Furthermore, perceived value in WT experience is the most influential driver of engagement in everyday activities among older adults, emphasising the importance of positive attitudes and alignment of WT with independence and safety.

目的:福利技术(WT)旨在促进参与日常活动和老年人的福祉发展或已经有损伤的风险。然而,它的有效性取决于老年人如何体验和互动WT。在本研究中,我们旨在调查各种形式的WT用户体验(感知可用性、感知控制、感知价值、感知脆弱性)与老年人日常活动参与度之间的关系。材料与方法:通过全国问卷调查收集数据,采用描述性统计和结构方程模型进行分析。结果:WT用户体验在日常活动参与度中占54%的差异,这些关系的重要性在不同形式的WT用户体验中有所不同。我们的研究结果表明,WT体验中的感知价值和感知控制是老年人日常活动参与的重要预测因子,感知价值显示出显著的正影响,感知控制显示出显著的负相关。感知可用性和感知脆弱性似乎没有显著影响。结论:我们的研究结果挑战了WT的普遍假设,即更好的感知控制导致老年人更好地融入日常生活。相反,我们的研究结果表明,较高水平的感知控制可能并不总是促进日常活动的参与,甚至可能阻碍它。此外,WT体验的感知价值是老年人参与日常活动的最具影响力的驱动因素,强调了积极态度的重要性,以及WT与独立性和安全性的一致性。
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引用次数: 0
A preliminary study investigating a language intervention for people with aphasia comparing human versus AAC-generated speech feedback. 一项初步研究调查了失语症患者的语言干预,比较了人类与aac生成的语音反馈。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-16 DOI: 10.1080/17483107.2026.2626464
Szu-Han Kay Chen, Katya Hill, Malcolm R McNeil, Erh-Hsuan Wang, Leming Zhou

Purpose: This study compared the effects of live human speech feedback (HSF) with synthesised speech feedback (SSF) for word learning in people with aphasia (PWA).

Materials and methods: Four PWA participated in a speech feedback treatment designed to enhance word production and other language functions. The intervention spanned 24 sessions over 8 weeks. Overall language behaviours were evaluated pre- and post-interventions using the Western Aphasia Battery-Revised (WAB-R), the Story Retelling Procedure (SRP), and participant-reported satisfaction.

Results: Three participants exhibited improvements in word naming and overall language performance under both types of speech feedback. The fourth participant did not improve in word naming enough to reach the threshold to switch to the second condition. Some aspects of WAB-R improved in all participants. SRP improved in all participants, meeting the criteria for "detectable" improvement in two participants. All participants expressed satisfaction with the intervention and gave high ratings for perceived effectiveness and usability.

Conclusion: These findings provide preliminary support for the use of HSF and SSF to enhance language performance for PWA and support the use of tailored AAC to individual needs.

目的:本研究比较了人工语音反馈(HSF)和人工语音反馈(SSF)对失语症(PWA)患者单词学习的影响。材料和方法:四名PWA参与了一项旨在增强单词生成和其他语言功能的语音反馈治疗。干预为期8周,共24个疗程。总体语言行为在干预前和干预后分别用西方失语量表(WAB-R)、故事复述程序(SRP)和参与者报告的满意度进行评估。结果:三名参与者在两种类型的语音反馈下都表现出单词命名和整体语言表现的改善。第四名参与者在单词命名方面的进步不足以达到切换到第二种情况的门槛。所有参与者的WAB-R的某些方面都有所改善。所有参与者的SRP都有所改善,其中两名参与者达到了“可检测”改善的标准。所有参与者都对干预表示满意,并对感知到的有效性和可用性给予了很高的评价。结论:这些发现为使用HSF和SSF来提高PWA的语言表现提供了初步支持,并支持根据个人需求使用量身定制的AAC。
{"title":"A preliminary study investigating a language intervention for people with aphasia comparing human <i>versus</i> AAC-generated speech feedback.","authors":"Szu-Han Kay Chen, Katya Hill, Malcolm R McNeil, Erh-Hsuan Wang, Leming Zhou","doi":"10.1080/17483107.2026.2626464","DOIUrl":"https://doi.org/10.1080/17483107.2026.2626464","url":null,"abstract":"<p><strong>Purpose: </strong>This study compared the effects of live human speech feedback (HSF) with synthesised speech feedback (SSF) for word learning in people with aphasia (PWA).</p><p><strong>Materials and methods: </strong>Four PWA participated in a speech feedback treatment designed to enhance word production and other language functions. The intervention spanned 24 sessions over 8 weeks. Overall language behaviours were evaluated pre- and post-interventions using the Western Aphasia Battery-Revised (WAB-R), the Story Retelling Procedure (SRP), and participant-reported satisfaction.</p><p><strong>Results: </strong>Three participants exhibited improvements in word naming and overall language performance under both types of speech feedback. The fourth participant did not improve in word naming enough to reach the threshold to switch to the second condition. Some aspects of WAB-R improved in all participants. SRP improved in all participants, meeting the criteria for \"detectable\" improvement in two participants. All participants expressed satisfaction with the intervention and gave high ratings for perceived effectiveness and usability.</p><p><strong>Conclusion: </strong>These findings provide preliminary support for the use of HSF and SSF to enhance language performance for PWA and support the use of tailored AAC to individual needs.</p>","PeriodicalId":47806,"journal":{"name":"Disability and Rehabilitation-Assistive Technology","volume":" ","pages":"1-17"},"PeriodicalIF":2.2,"publicationDate":"2026-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146203336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Feasibility and safety of mixed reality treadmill walking in older adults: a pilot and feasibility trial. 老年人混合现实跑步机步行的可行性和安全性:试点和可行性试验。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-16 DOI: 10.1080/17483107.2026.2626848
Kyoji Sugiyama, Masataka Kataoka, Akira Iwata, Yumi Higuchi, Ryosuke Saga, Mitsuhiko Ikebuchi, Shinji Takahashi, Hiroaki Nakamura

Purpose: Virtual reality (VR) treadmill walking has been recognised for its potential to enhance enjoyment and motivation, although safety concerns limit its use in older adults. Mixed reality (MR), by integrating virtual elements with the real environment, may reduce these risks while maintaining motivational benefits. This pilot and feasibility trial examined the practicality of implementing MR treadmill walking in healthy older adults to determine readiness for a definitive randomised controlled trial.

Materials and methods: Forty-two community-dwelling older adults (mean age, 73.7 years; 30 men) were randomised to treadmill walking with MR (MR+) or without MR (MR-). Each participant performed a 10-min self-paced treadmill walking task. Feasibility outcomes included recruitment, retention, adherence, safety (Simulator Sickness Questionnaire [SSQ]), enjoyment (Physical Activity Enjoyment Scale [PACES]), and exercise intensity (percentage of heart rate reserve [%HRR]).

Results: All 42 participants consented and completed the treadmill session and follow-up assessments (recruitment, retention, and adherence, 100%). No adverse events or falls occurred. SSQ scores indicated negligible simulator sickness, confirming good tolerability, and PACES scores were significantly higher in MR+ than in MR- (110.7 ± 15.4 versus 96.7 ± 15.7; mean difference=13.95, 95% confidence interval 4.25 to 23.64; p = 0.006). %HRR values reflected moderate exercise intensity in both groups. All prespecified feasibility thresholds were achieved.

Conclusions: MR treadmill walking was found to be safe, tolerable, and enjoyable for older adults, meeting key feasibility criteria and providing a solid basis for progression to a definitive randomised controlled trial to establish clinical efficacy and broader applicability in geriatric rehabilitation.

目的:虚拟现实(VR)跑步机行走被认为具有增强乐趣和动力的潜力,尽管安全问题限制了它在老年人中的使用。混合现实(MR)通过将虚拟元素与真实环境相结合,可以在保持激励效益的同时降低这些风险。这项试点和可行性试验检验了在健康老年人中实施磁共振踏车行走的实用性,以确定是否准备好进行最终的随机对照试验。材料和方法:42名居住在社区的老年人(平均年龄73.7岁;30名男性)随机分为有MR (MR+)和无MR (MR-)两组。每个参与者都要完成一项10分钟的跑步机步行任务。可行性结果包括招募、保留、坚持、安全性(模拟疾病问卷[SSQ])、享受(体育活动享受量表[PACES])和运动强度(心率储备百分比[%HRR])。结果:所有42名参与者都同意并完成了跑步机训练和随访评估(招募、保留和坚持,100%)。无不良事件或跌倒发生。SSQ评分显示可以忽略模拟器眩晕,证实了良好的耐受性,MR+组的PACES评分显著高于MR-组(110.7±15.4比96.7±15.7;平均差值=13.95,95%可信区间4.25 ~ 23.64;p = 0.006)。%HRR值反映了两组的中等运动强度。所有预先设定的可行性阈值均已达到。结论:MR跑步机行走对老年人来说是安全、耐受和愉快的,符合关键的可行性标准,并为一项明确的随机对照试验的进展提供了坚实的基础,以确定临床疗效和在老年康复中的广泛适用性。
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引用次数: 0
Digital companions on the learning journey: exploring technological solutions for students with learning disabilities. 学习旅途上的数字伙伴:为有学习障碍的学生探索技术解决方案。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-14 DOI: 10.1080/17483107.2026.2631061
Aydın Bulut

Purpose: The present study aims to systematically analyse the extant academic literature on the use of technology in learning difficulties, with a view to revealing conceptual structures, thematic clusters, and the developmental trajectory of the field. The objective of this study is to offer a comprehensive overview that will support future research, policy-making, and inclusive educational practices.

Method: A systematic thematic analysis was conducted on peer-reviewed journal articles published between 1992 and June 2025. The study adhered to the PRISMA guidelines and employed data from Web of Science and Scopus. Bibliometric tools (Bibliometrix) were utilised to extract and visualise data, identify thematic trends, and map collaboration networks.

Results: The findings indicate a growing academic interest in technology-assisted interventions for students with learning difficulties, particularly in the period following 2010. The key themes that emerged included assistive technologies, digital tools, and personalised learning systems. A strong correlation was demonstrated between central concepts such as "learning disabilities", "assistive technology", and "instruction". The analysis also highlighted the dominance of institutions from the Global North and the relative underrepresentation of culturally diverse and adult learner-focused studies.

Conclusion: The utilisation of technological tools has been demonstrated to have a substantial impact on the academic, cognitive and socio-emotional development of individuals with learning difficulties. However, an analysis of the extant literature reveals geographical imbalances, theoretical fragmentation, and a lack of inclusivity. The present study offers strategic insights for the development of culturally sensitive, interdisciplinary, and globally collaborative research agendas.

目的:本研究旨在系统分析现有关于技术在学习困难中的应用的学术文献,以期揭示该领域的概念结构、主题集群和发展轨迹。本研究的目的是提供一个全面的概述,以支持未来的研究、政策制定和包容性教育实践。方法:对1992年至2025年6月间发表的同行评议期刊文章进行系统的专题分析。本研究遵循PRISMA指南,采用Web of Science和Scopus的数据。文献计量工具(Bibliometrix)被用于提取和可视化数据,确定主题趋势,绘制协作网络。结果:研究结果表明,学术界对学习困难学生的技术辅助干预越来越感兴趣,特别是在2010年之后。出现的关键主题包括辅助技术、数字工具和个性化学习系统。研究表明,“学习障碍”、“辅助技术”和“指导”等核心概念之间存在很强的相关性。该分析还强调了全球北方机构的主导地位,以及文化多样性和以成人学习者为中心的研究的相对代表性不足。结论:技术工具的使用已被证明对学习困难个体的学术、认知和社会情感发展有重大影响。然而,对现有文献的分析揭示了地域不平衡、理论碎片化和缺乏包容性。本研究为文化敏感、跨学科和全球合作研究议程的发展提供了战略见解。
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引用次数: 0
Mobility assistive product abandonment and associated factors in Amhara regional state, Ethiopia: a multi centre study. 移动辅助产品放弃和相关因素在阿姆哈拉地区国家,埃塞俄比亚:一个多中心的研究。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-13 DOI: 10.1080/17483107.2026.2624718
Yisak Girma Guadie, Zelalem Dessalegn Demeke, Heather Aldersey

Purpose: While assistive products can significantly enhance the lives of individuals with disabilities, many users discontinue their use. Although several reasons for this discontinuation have been documented in developed countries, the extent and underlying causes in low-resource countries remain poorly understood, where the consequences may be more severe. This study assessed the prevalence and factors contributing to the abandonment of mobility assistive products in Ethiopia.

Methods: An institution-based cross-sectional study was conducted at Bahir Dar and Dessie Physical Rehabilitation Centres in the Amhara region between December 20, 2023, and March 20, 2024. Systematic random sampling was used, and data was analysed using descriptive statistics and bivariate and multivariable logistic regression to identify predictor factors.

Results: Of 424 invited participants, 371 responded (87.5% response rate). Four types of mobility assistive products (crutches, lower limb prostheses, lower limb orthoses and manual wheelchair) were included, and the abandonment rate was 36.4% (95% CI: 31.5-41.5). Significant predictors included being male (AOR: 2.86, 95% CI: 1.39-5.87), wheelchair use (AOR: 2.40, 95% CI: 1.16-4.96), lack of client participation in device selection (AOR: 9.35, 95% CI: 4.47-19.53), and device unfitness for the environment (AOR: 8.44, 95% CI: 4.54-14.67).

Conclusions: The high abandonment rate in Amhara region, Ethiopia emphasises the importance of tailoring mobility assistive products to individual users rather than providing generic options.

目的:虽然辅助产品可以显著改善残疾人的生活,但许多用户停止了使用。虽然在发达国家已经记录了这种停止的几个原因,但在资源匮乏的国家,其程度和根本原因仍然知之甚少,在这些国家,后果可能更为严重。本研究评估的流行率和因素,有助于放弃行动辅助产品在埃塞俄比亚。方法:2023年12月20日至2024年3月20日,在阿姆哈拉地区的Bahir Dar和Dessie物理康复中心进行了一项基于机构的横断面研究。采用系统随机抽样,采用描述性统计、双变量和多变量logistic回归对数据进行分析,确定预测因素。结果:在受邀的424名参与者中,有371人回复,回复率为87.5%。包括4种行动辅助用品(拐杖、下肢义肢、下肢矫形器和手动轮椅),放弃率为36.4% (95% CI: 31.5 ~ 41.5)。重要的预测因素包括男性(AOR: 2.86, 95% CI: 1.39-5.87)、轮椅使用(AOR: 2.40, 95% CI: 1.16-4.96)、患者缺乏对设备选择的参与(AOR: 9.35, 95% CI: 4.47-19.53)和设备不适合环境(AOR: 8.44, 95% CI: 4.54-14.67)。结论:埃塞俄比亚阿姆哈拉地区的高弃用率强调了为个人用户量身定制行动辅助产品的重要性,而不是提供通用选择。
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引用次数: 0
Development of a novel front wheel attachment for manual wheelchairs to improve outdoor mobility. 开发一种新的前轮附件的手动轮椅,以提高户外机动性。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-13 DOI: 10.1080/17483107.2026.2626471
Jaimie Borisoff, James J Laskin

Purpose: Manual wheelchairs promote a level of independence and autonomy. However, due to the short wheelbase and small front casters, wheelchairs perform poorly when used on grass, sand, and uneven/rough surfaces like trails and damaged paved surfaces. At a minimum, these surfaces provide a rough ride, at worst they may cause tips, falls and injuries. Current front wheel attachment products exist that use a relatively large single front wheel to lift the casters off the ground, providing a longer wheelbase. Generally, these products work very well to improve outdoor wheeling. However, these solutions have some drawbacks, including: a cumbersome attachment process and an increased wheelchair footprint. The novel SWIVL provides similar outdoor wheeling experiences, but addresses these drawbacks with a retractable stowage capability that easily transitions a manual wheelchair between outdoor and indoor wheeling configurations.

MethodsA three-phase development process was followed within a commercialisation incubator program which provided the opportunity for intensive engagement with various stakeholders.ResultsThe first two phases focused on the creation of proof-of-concept prototypes. Phase three was performed under standardised design controls. This iterative process was enhanced by weekly meetings with the incubator staff and stakeholders, and included a formal focus group.ConclusionsGuidance and data collected throughout this process was thoughtful, insightful and facilitated the design of the SWIVL device towards a market ready product.

目的:手动轮椅促进一定程度的独立性和自主性。然而,由于较短的轴距和小的前脚轮,轮椅在草地,沙滩和不平整/粗糙的表面(如小径和损坏的铺装表面)上使用时表现不佳。至少,这些表面提供了一个粗糙的骑行,在最坏的情况下,他们可能会导致摔倒和受伤。目前的前轮附件产品使用相对较大的单个前轮将脚轮抬离地面,从而提供更长的轴距。一般来说,这些产品的工作非常好,以改善户外车轮。然而,这些解决方案有一些缺点,包括:一个繁琐的连接过程和增加轮椅的足迹。新型SWIVL™提供了类似的户外轮式体验,但解决了这些缺点,它具有可伸缩的装载能力,可以轻松地在室外和室内轮式配置之间切换手动轮椅。方法在商业化孵化器项目中遵循了三个阶段的开发过程,该项目提供了与各利益相关者密切接触的机会。前两个阶段侧重于概念验证原型的创建。第三阶段在标准化设计控制下进行。这个迭代过程通过每周与孵化器员工和利益相关者的会议得到加强,并包括一个正式的焦点小组。在整个过程中收集的指导和数据是深思熟虑的,有洞察力的,并促进了SWIVL™设备的设计,使其成为市场就绪的产品。
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Disability and Rehabilitation-Assistive Technology
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