On the Effect of Previous Technological Experience on the Usability of a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders
- 383 Downloads
We present and discuss our findings on the identified causes for the differences of the results of two usability studies on the borrowed use of Gesture Therapy, a virtual rehabilitation tool for the cognitive stimulation and physical activation of elders. The studies focused on usability aspects including perceived usefulness, ease of use, intention of use and user experience. In the first study, we used self-report techniques to gather data, and found that previous technological experience had a significant effect on the perceived anxiety of elders; while on the second study, we used indirect observation techniques to gather data, and found that previous technological experience had a significant effect on the perceived enjoyment of elders. After a further analysis of the video recordings of the playing sessions, we identified that elders developed two different approaches to their using the application (explore-and-learn and score-and-compete), which could be related to their previous technological experience, and explain the identified differences. We observed that in the presence of problems, the response of participants was different depending on the adopted behavior. Based on this evidence, we distilled a set of preliminary guidelines to foster or inhibit certain behaviors and outcomes related to the effect of previous experience that were observed during our evaluation studies of virtual tools for the cognitive stimulation and physical activation of the elderly.
KeywordsPrevious technological experience Cognitive stimulation Physical activation User experience Evaluation
- 4.Fontecha, J., Hervás, R., Bravo, J., & Navarro, F. J. (2013). A Mobile and Ubiquitous Approach for Supporting Frailty Assessment in Elderly People. Journal of medical Internet research, 15(9).Google Scholar
- 7.Tárraga, L., Boada, M., Modinos, G., Espinosa, A., Diego, S., Morera, A., and Becker, J. T., A randomised pilot study to assess the efficacy of an interactive, multimedia tool of cognitive stimulation in Alzheimer’s disease. Journal of Neurology, Neurosurgery & Psychiatry 77(10):1116–1121, 2006.CrossRefGoogle Scholar
- 8.Gamberini, L., Raya, M. A., Barresi, G., Fabregat, M., Ibanez, F., and Prontu, L., Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project. PsychNology Journal 4(3):285–308, 2006.Google Scholar
- 10.Saposnik, G., Mamdani, M., Bayley, M., Thorpe, K. E., Hall, J., Cohen, L. G., and Teasell, R., Effectiveness of Virtual Reality Exercises in STroke Rehabilitation (EVREST): rationale, design, and protocol of a pilot randomized clinical trial assessing the Wii gaming system. International Journal of Stroke 5(1):47–51, 2010.CrossRefPubMedGoogle Scholar
- 11.Buiza, C., Gonzalez, M. F., Facal, D., Martinez, V., Diaz, U., Etxaniz, A., … & Yanguas, J. (2009). Efficacy of cognitive training experiences in the elderly: Can technology help?. In Universal Access in Human-Computer Interaction. Addressing Diversity (pp. 324–333). Springer Berlin Heidelberg.Google Scholar
- 18.Morán, A. L., Orihuela-Espina, F., Meza-Kubo, V., Grimaldo, A. I., Ramírez-Fernández, C., García-Canseco, E., … & Sucar, L. E. (2013). Borrowing a virtual rehabilitation tool for the physical activation and cognitive stimulation of elders. In Human Computer Interaction (pp. 95–102). Springer International Publishing.Google Scholar
- 19.Morán, A. L., Meza, V., Ramírez-Fernández, C., Grimaldo, A. I., García-Canseco, E., Orihuela-Espina, F., & Sucar, L. E. (2014). Revisiting the User Experience of a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders. In Ambient Assisted Living and Daily Activities(pp. 203–210). Springer International Publishing.Google Scholar
- 20.Sucar, L. E., Luis, R., Leder, R., Hernández, J., & Sánchez, I. (2010, August). Gesture therapy: a vision-based system for upper extremity stroke rehabilitation. In Engineering in Medicine and Biology Society (EMBC), 2010 Annual International Conference of the IEEE (pp. 3690–3693). IEEE.Google Scholar
- 21.Sucar, L. E., Orihuela-Espina, F., Velazquez, R. L., Reinkensmeyer, D. J., Leder, R., and Hernández-Franco, J., Gesture therapy: An upper limb virtual reality-based motor rehabilitation platform. Neural Systems and Rehabilitation Engineering, IEEE Transactions on 22(3):634–643, 2014. doi: 10.1109/TNSRE.2013.2293673.CrossRefGoogle Scholar
- 22.Sucar, L. E., Leder, R.; Hernández, J.; Sánchez, I.; Azcarate, G., (2009). Clinical evaluation of a low-cost alternative for stroke rehabilitation. In IEEE 11th International Conference on Rehabilitation Robotics (ICORR), Kyoto, Japan, June 23–26, pp. 863–866. doi: 10.1109/ICORR.2009.5209526.
- 23.Orihuela-Espina F., Álvarez-Cardenas P., Palafox L., Sánchez-Villavicencio I., Morán A.L., Hérnandez-Franco J. and Sucar L. (2013). New Developments in the Gesture Therapy Platform - Past, Present and Future of our Research. In Proceedings of the International Congress on Neurotechnology, Electronics and Informatics, ISBN 978-989-8565-80-8, pages 106–113. doi: 10.5220/0004663801060113.
- 24.Avila-Sansores, S., Orihuela-Espina, F., Enrique-Sucar, L. (2012). Patient Tailored Virtual Rehabilitation. In International Conference on NeuroRehabilitation (ICNR’2012), Converging Clinical and Engineering Research on Neurorehabilitation, vol. 1, pp. 879–883, Springer, Berlin (2013). doi: 10.1007/978-3-642-34546-3_143.
- 25.García-Martínez, S., Orihuela-Espina, F., Sucar, L.E., Morán, A.L., Hernández-Franco, J. (2015). A Design Framework for Arcade-Type Games for the Upper-Limb Rehabilitation, In International Conference on Virtual Rehabilitation (ICVR) (Mariano Alcañiz, Emily A. Keshner, eds.), pgs. 8. Valencia, Spain, June 9–12, 2015.Google Scholar
- 26.Orihuela-Espina, F., Fernandez del Castillo, I., Palafox, L., Pasaye, E., Sánchez-Villavicencio, I., Leder, R., Franco, J. H., and Sucar, L. E., Neural reorganization accompanying upper limb motor rehabilitation from stroke with virtual reality-based gesture therapy. Topics in stroke rehabilitation 20(3):197–209, 2013.CrossRefPubMedGoogle Scholar
- 29.Arhippainen, L., & Tähti, M. (2003). Empirical evaluation of user experience in two adaptive mobile application prototypes. In Proceedings of the 2nd international conference on mobile and ubiquitous multimedia (pp. 27–34).Google Scholar
- 30.O’brien, M. A., Rogers, W. A., and Fisk, A. D., Understanding age and technology experience differences in use of prior knowledge for everyday technology interactions. ACM Transactions on Accessible Computing (TACCESS) 4(2):9, 2012.Google Scholar
- 31.Vygotsky, L. (1978). Interaction between learning and development. In Mind and Society. Cambridge, MA: Harvard University Press, pp. 79–91. Reprinted in Readings on the Development of Children. Gauvain, M. and Cole, M. (eds.), 1997, W. H. Freeman and Company. New York.Google Scholar