S. Howes, D. Charles, K. Pedlow, Iseult M. Wilson, Dominic E. Holmes, S. McDonough
{"title":"User-centred design of an active computer gaming system for strength and balance exercises for older adults","authors":"S. Howes, D. Charles, K. Pedlow, Iseult M. Wilson, Dominic E. Holmes, S. McDonough","doi":"10.1108/JET-12-2018-0057","DOIUrl":null,"url":null,"abstract":"\nPurpose\nActive 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.\n\n\nDesign/methodology/approach\nThis 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.\n\n\nFindings\nService 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.\n\n\nResearch limitations/implications\nThe sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system.\n\n\nPractical implications\nFindings 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.\n\n\nOriginality/value\nThere is limited information on the usability and acceptability VR headsets in this population.\n","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":1.7000,"publicationDate":"2019-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-12-2018-0057","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Enabling Technologies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/JET-12-2018-0057","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"REHABILITATION","Score":null,"Total":0}
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.
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.