| Literature DB >> 27293489 |
Daryoush D Vaziri1, Konstantin Aal1, Corinna Ogonowski1, Thomas Von Rekowski1, Michael Kroll2, Hannah R Marston2, Rakel Poveda3, Yves J Gschwind4, Kim Delbaere4, Rainer Wieching1, Volker Wulf1.
Abstract
BACKGROUND: Falls are common in older adults and can result in serious injuries. Due to demographic changes, falls and related healthcare costs are likely to increase over the next years. Participation and motivation of older adults in fall prevention measures remain a challenge. The iStoppFalls project developed an information and communication technology (ICT)-based system for older adults to use at home in order to reduce common fall risk factors such as impaired balance and muscle weakness. The system aims at increasing older adults' motivation to participate in ICT-based fall prevention measures. This article reports on usability, user-experience and user-acceptance aspects affecting the use of the iStoppFalls system by older adults.Entities:
Keywords: Exergames; Fall prevention; Game design; Older adults; Technology acceptance; Usability; User experience
Year: 2016 PMID: 27293489 PMCID: PMC4902990 DOI: 10.1186/s11556-016-0165-z
Source DB: PubMed Journal: Eur Rev Aging Phys Act ISSN: 1813-7253 Impact factor: 3.878
Participants’ characteristics
| Cologne | Valencia | Sydney | Siegen | Overall | |
|---|---|---|---|---|---|
| Participants (n) |
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| Intervention period (months) | 4 | 4 | 4 | 6 | 4 to 6 |
| Mean age (years, SD) | 72.1 ± 3.6 | 71.5 ± 3.8 | 76.5 ± 4.6 | 70.9 ± 3.9 | 72.6 ± 4.0 |
| Female (n, %) | 9 (60) | 13 (65) | 9 (60) | 6 (60) | 37 (61,7) |
n = number of participants, separated for each study center; Intervention period is presented in months, separated for each study center; Mean age is presented in years and standard deviation, separated for each study center; Females are presented with number of females and percentage of females, proportional to the total number of participants
Fig. 3Overall evaluations for exergame and SMM (mean values). The dotted line represents the importance ratings for the acceptance indicators, while the solid line represents the implementation ratings for the acceptance indicators. Importance and implementation of all indicators are evaluated on a 6-point likert scale
Fig. 1Overall System Usability Scale score. The SUS score is located on a scale ranging from 0 to 100. Adjective ratings provide interpretation of the SUS score. The acceptability range indicates whether the evaluated interface of the system is acceptable or not. Quartile ranges illustrate the average SUS score of all SUS studies (average SUS score of all SUS studies lies around 68), meaning that values around the 2nd quartile represent an average result, based on all SUS studies
Fig. 2Overall Physical Activity Enjoyment Scale score. The scale ranges from 0 to 48. PACES scores below 24 are interpreted as lower enjoyment while being physically active. PACES scores above 24 are considered as higher enjoyment while being physically active
Design implications
| No. | Exergames |
|---|---|
| 1 | Exergames should be easy to operate |
| 2 | The used language within the exergames should be easy to comprehend |
| 3 | It should require little learning effort to start using the exergames |
| 4 | It should not require much time effort to use the exergames |
| 5 | The exergames should work without malfunctions and have short loading times |
| 6 | Visualizations and graphical design should be attractive to the target group, especially for the young older adults |
| 7 | Playing the exergames should be fun for the target group |
| 8 | Exergames should provide different difficulty levels |
| Activity trackers | |
| 9 | Activity trackers should be easy to operate |
| 10 | Wearing such devices should be comfortable and convenient with regard to gender specific preferences |
| 11 | The effort required to start using such devices needs to be little |
| 12 | The effort to learn how to use such devices should be little |
| 13 | The design of activity trackers should be attractive to the target group |
| 14 | Activity trackers should provide visualizations for results to enhance user motivation |
Design implications are separated in the categories “exergames” and “activity trackers”. Each design implications has a preceded identification number