Healthcare and Usability in Senior- Centred Design.
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1 Healthcare and Usability in Senior- Centred Design
2 Usability laboratory: A physical space, reserved for usability and usercentered design experiments
3 A typical configuration Control room Staff room Corridor
4 The laboratory in use Cameras and microphones in the ceiling Laboratory area Control room
5 Equipment Moveable cameras! in ceiling! Wireless microphone! Wireless spy-camera! (for eyeglasses)! Fixed microphones! Mirroring of PCs and! handheld devices!! Storing system!
6 Fall detection model and service
7 Background Aging and fall risk! Aged > 60 by 2050 : Double (22%)! Fall related injuries:! 35% > 65 : One or more fall a year! 45% > 80 : One or more fall a year! (UN World population ageing 2009)! (Rosenberg et al., 2010, Jung et al., 2009)!
8 Background Aging population: Aged 60 and older set to double (more than 22%) of overall population! Exergame: Video games controlled by physical movements! Outcome: Decrease depression, Increase physical function and balance!! (Rosenberg et al., 2010, Jung et al., 2009, Schoene et al, 2013)! Generally exergames are not designed for Seniors!
9 Background Young area of research: Exergames RCTs! ( Randomized Controlled Trial)! effect of exergames! User Experience (UX): the extent to which the product can be used by the specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (ISO 9241)! Shema et. al., 2014!
10 Background Exergames and training! Seniors can benefit most from exergames (Peng 2011)!! Decrease depression, Increase physical function and balance! (Rosenberg et al., 2010, Jung et al., 2009, Schoene et al, 2013)!
11 Assessing Seniors User Experience (UX) of Exergames for Balance Training Ather Nawaz, Nina Skjæret, Kristine Ystmark, Jorunn, L. Helbostad, Beatrix Vereijken, Dag Svanæs Norwegian University of Science and Technology (NTNU), Norway! Nawaz, A., Skjæret, N., Ystmark, K, Helbostad., JL,, Vereijken, B, Svanæs, D (2014). Assessing Seniors User Experience (UX) of Exergames for Balance Training. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational (pp ). ACM. (Helsinki, October, 26-30! Download:
12 Aim Aassess seniors UX of balance training exergames and identify different factors that affect their intention to use exergames.!
13 Assessed Exergames Dance Dance Revolution ( modified)! SilverFit s the Mole! YourShape LightRace!
14 Method Particpants N = 14 (9 Females, 5 males)! Age = ( ) years Range (65-85) years! No Severe health problem or Cognitive disability!
15 Method Procedure
16
17 Method Data collection Card- Ranking System Usability Scale (SUS) Semi-structure interviews
18 !! Results Exergames usability ANOVA p = 0.007!
19 !! Results Card - Ranking p= 0.26!
20 !! Results Important factors of user experience TAM Constructs Performance Expectancy Related Issues + improve balance and keep in shape + cognitive challenge + music Effort Expectancy + game narrative - perform correct movements Social Influence + No social influence Facilitating Conditions - Small space
21 ! Results Important factors of user experience! Emergent Constructs Related Issues Social Experience Safety + Playing with grandchildren + Playing with seniors + Playing alone + Not concerned (Healthy seniors) Setup - Support to setup exergame system Progression + Progression through game difficulty Localization - Language
22 ! Conclusion! Senior-centred exergame demonstrate better usability and acceptability! Relating game narrative to real life! Local language interface for seniors! Need to provide feedback for correct movements!
23 ! Validity of Study! Participants relatively healthy; recruited from exercise classes for seniors! Fairly high familiarity with technology! Only 3 games were tested! No explicit constructs to measure intrinsic motivations!
24 Designing Simplified Exergame for Muscle and Balance Training in Seniors: A Concept of Out in Nature Ather Nawaz, Mathilde Waerstad, Kine Omholt, Jorunn L. Helbostad, Beatrix Vereijken, Nina Skjaeret and Lill Kristiansen!!! Norwegian University of Science and Technology (NTNU), Norway!! Nawaz, A., Waerstad, M., Omholt, K., Helbostad, JL., Vereijken, B., Skjaeret, N., and Kristiansen, L (2014). Designing Simplified Exergame for Muscle and Balance Training in Seniors: A Concept of Out in Nature. Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare: :ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering).(Oldenburg, Germany, May 20)! Download:
25 Aim Design a new and simplified exergame concept for senior citizens, which focuses on physical activity in general, and balance and muscle strength in particular.!
26 Method Workshop: Requirement gathering through existing exergames! Requirement Analysis! User-centred Design 5! 1! 2! Design/prototype! Evaluate Prototype! 4! 3! (ISO , 2010)!
27 Method User-centred Design 1! 5! 2! 4! 3!
28 Evaluation Qualitative assessment of observations! Coding of interviews and feedback! Game flow model!
29 Workshop 1 7 participants! Both multi-player and singleplayer! Four commercial games: 1, 2) Kinect Sports Season Two: tennis and skiing, 3) Fruit Ninja, 4) Your Shape Fitness Evolved 2012: Aging with Grace! Questionnaire, observation, and group discussion!
30 Workshop 1 - Results Information Display: Simple, very simple! Clear Outcome: Why are we doing this! Progress and Learning: Are we doing it right?! Appropriate Music! Suggestions: Real-life activities: wood chopping, picking apples, walk in nature, biathlon!
31 Implementation of Prototype Game concept: Out in nature! Prototype: Look and feel! Type: High fidelity!
32 «Out in nature»
33 «Out in nature» a) Jump from rock to rock b) walk over the log lying across the path! c) duck under the branch d) get over the lake by rowing boat! e) balance on the log to get over river f) walk on the rock laying on the path!
34 Workshop 2 Same participants! Evaluation Computer and Projector! Paper prototypes! +ve -ve Familier environment Quizzes/Cognitive challenge Simple interface No wizard Clear goals Alternative expression of Muscle group
35 Conclusion Focus on Senior-centred design! Need to design with clear outcome (i.e., muscle group training)! Display limited information! Progress and learning!
36 ! User Experience (UX) of the Fall Risk Assessment Tool (FRAT-up) Ather Nawaz, Jorunn, L. Helbostad, Lorenzo Chiari, Federico Chesani and Luca Cattelani! Norwegian University of Science and Technology (NTNU), Norway! University of Bologna, Bologna, Italy! Nawaz, A., Helbostad, J., Chiari, L., Chesani, F and Cattelani, L (2015). User Experience (UX) of the Fall Risk Assessment Tool (FRAT-up). In the 28th IEEE International Symposium on Computer-Based Medical Systems (CBMS) Sao Carlos, June, 22-25). [DOI]!
37 Aim Assess usability and User Experience (UX) of fall risk assessment tool (FRAT-up) for use in clinical practice! Avilable online :
38 Method Particpants Physiotherapists and physicians! N = 8 ( 7 Females, 1 male)! Age: 42 years (SD )! Working experience with elderly: 13.5 years! Addressing fall risk issue: 9.7 years!!
39 Evaluation User Experience Questionnaire (UEQ) (Attractiveness, Efficiency, Perspicuity, Dependability, Stimulation, Novelty ) Focus group, and Qualitative feedback!
40 ! Results UX of FRAT-up tool!
41 !! Results UX of FRAT-up tool- Relative to Benchmarking Benchmarking data:
42 ! Results Qualitative themes! Usefulness of tool for nurses! Integration with patient journal! Localization and Scaling Simplification! Training!!
43 ! Conclusion! Novel approach! Addional source of information ( and not primary source)! Local healthcare vocbolary! Merging with patient journal!
44 !! Thank you Ather Nawaz, PhD!
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