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Healthcare and Usability in Senior-Centred Design
www.athernawaz.com!
Usability laboratory: A physical space, reserved for usability and user-centered design experiments
A typical configuration
Corridor
Control room
Corridor Staff room
The laboratory in use
Cameras and microphones in the ceiling
Laboratory area Control room
Equipment
Moveable cameras !in ceiling!
Wireless spy-camera!(for eyeglasses)!
Wireless microphone!
Fixed microphones! “Mirroring” of PCs and!handheld devices!
!
Storing system!
Fall detection model and service
Background
Aged > 60 by 2050 : Double (22%)! (UN World population ageing 2009) !
Fall related injuries:!35% > 65 : One or more fall a year !45% > 80 : One or more fall a year !
(Rosenberg et al., 2010, Jung et al., 2009) !
Aging and fall risk !
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!
Background
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)!
Young area of research: Exergames RCTs !
( Randomized Controlled Trial)!
Shema et. al., 2014 !
effect of exergames!
!
Decrease depression, Increase physical function and balance ! (Rosenberg et al., 2010, Jung et al.,
2009, Schoene et al, 2013) !
Background Exergames and training!
Seniors can benefit most from ‘exergames (Peng 2011) !
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. 578-587). ACM. (Helsinki, October, 26-30 !Download: http://goo.gl/4AC0wE !
Aim
Aassess seniors´ UX of balance training exergames and identify different factors that affect their intention to use exergames. !
Assessed Exergames
Dance Dance Revolution ( modified)!
SilverFit´s the Mole!YourShape LightRace!
Method Particpants
N = 14 (9 Females, 5 males) !
Age = (73 + 5.7) years Range (65 - 85) years !
No Severe health problem or Cognitive disability !
Method Procedure
Method
System Usability Scale (SUS)
Card- Ranking
Semi-structure interviews
Data collection
Results Exergames usability !!
ANOVA p = 0.007 !
Results Card - Ranking !!
p= 0.26 !
Results Important factors of user experience !! TAM Constructs Related Issues
Performance Expectancy + 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
Results Important factors of user experience !! Emergent Constructs Related Issues
Social Experience + Playing with grandchildren + Playing with seniors + Playing alone
Safety + Not concerned (Healthy seniors)
Setup - Support to setup exergame system
Progression + Progression through game difficulty
Localization - Language
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 !
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 !
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: 309-312. :ICST (Institute for Computer
Sciences, Social-Informatics and Telecommunications Engineering).(Oldenburg, Germany, May 20) !Download: http://goo.gl/6dKrl5!
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.!
Method Workshop: Requirement gathering through existing exergames !
Requirement Analysis !
Design/prototype!
Evaluate Prototype !
User-centred Design
1!
2!
3!
4!
5!
(ISO 9241-210, 2010) !
Method User-centred Design
1!
2!
3!
4!
5!
Evaluation
• Qualitative assessment of observations !
• Coding of interviews and feedback!
• Game flow model !
Workshop 1
• 7 participants !
• Both multi-player and single-player !
• 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!
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 !
Implementation of Prototype
Game concept: Out in nature!
Prototype: Look and feel!
Type: High fidelity !
«Out in nature»
«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 !
Workshop 2 • Same participants!
• Computer and Projector !
• Paper prototypes!
Evaluation
+ve -ve
Familier environment
Quizzes/Cognitive challenge
Simple interface No wizard
Clear goals Alternative
expression of Muscle group
Conclusion
• Focus on Senior-centred design!
• Need to design with clear outcome (i.e., muscle group training)!
• Display limited information !
• Progress and learning!
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] !
Aim Assess usability and User Experience (UX) of fall risk assessment tool (FRAT-up) for use in clinical practice!
Avilable online : www.Ffrat.farseeingresearch.eu!
Method Particpants
• Physiotherapists and physicians !
• N = 8 ( 7 Females, 1 male)!
• Age: 42 years (SD + 10.1) !
• Working experience with elderly: 13.5 years !
• Addressing fall risk issue: 9.7 years!
!
Evaluation • User Experience Questionnaire (UEQ) (Attractiveness, Efficiency,
Perspicuity, Dependability, Stimulation, Novelty )
• Focus group, and Qualitative feedback !
Results UX of FRAT-up tool !!
Results UX of FRAT-up tool- Relative to Benchmarking !!
Benchmarking data: http://www.ueq-online.org/!
Results Qualitative themes !!
• Usefulness of tool for nurses!
• Integration with patient journal !
• Localization and Scaling Simplification !
• Training !
!
Conclusion !!
• Novel approach!
• Addional source of information ( and not primary source) !
• Local healthcare vocbolary !
• Merging with patient journal !