| Literature DB >> 35270607 |
Antonio Martinez-Millana1,2, Henriette Michalsen2,3, Valter Berg2, Audny Anke2,3, Santiago Gil Martinez4, Miroslav Muzny2,3, Juan Carlos Torrado Vidal5, Javier Gomez6, Vicente Traver1, Letizia Jaccheri5, Gunnar Hartvigsen2.
Abstract
People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The development process involved the application of user-centered design principles to customize the system for this group. The system was pilot-tested in an institutional house involving six end-users (intervention group) and demonstrated/self-tested to relatives of persons with ID and staff (supervision group). A System Usability Scale and open-ended interview in the supervision group were used to assess the user acceptance and perceived usefulness. Results indicate that the users with an intellectual disability enjoyed using the system, and that respondents believed it was a useful tool to promote physical activity for the users at the institution. The results of this study provide valuable information on beneficial technological interventions to promote regular physical activity for individuals with intellectual disabilities.Entities:
Keywords: exergames; gamification; intellectual disability; mHealth; physical activity
Mesh:
Year: 2022 PMID: 35270607 PMCID: PMC8909948 DOI: 10.3390/ijerph19052914
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Description of the use cases of the system.
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| Persona | Per is a 17-year-old adolescent with Down syndrome who lives with his parents. |
| Preferences | Per is not very fond of being active and would instead like to lay on the couch watching Mr. Bean on his iPad. When it is summer and the weather is beautiful, Per likes to go biking with a three-wheel bike in the park, but when it is winter or the weather is bad, this is no fun. |
| Abilities | Per knows how to find the Mr. Bean video clips on YouTube, as he has been using this application for a long time. |
| Objectives | Per’s parents would like him to be more active even when it is winter or the weather is bad, so they have obtained the system and installed the app on the iPad. |
| Strategy | To start Per using the app, his parents had to spend some time with Per convincing him that it was a good idea, but now Per is using the bike in 10 min sessions three days a week. The system helps Per to achieve 30 min of the 150 min activity per week that is recommended by the health authorities. While Per uses the system, he likes to watch Mr. Bean and SpongeBob episodes. |
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| Persona | Line is an 18-year-old adolescent that has autism and moderate intellectual disability and lives at a community residence for people with disabilities. |
| Preferences | In summer, Line often enjoys trips outside with her bike, but in the winter, biking outside is not recommended for her. |
| Abilities | The community residence that she lives in has the system, and Line uses this equipment a few times a week but she gets soon bored. She often gets confused about using gamification for practicing and fears interacting with other peers through social media. |
| Objectives | Staff in the community residence want Line to exercise during winter, and perform sessions of at least 30 min. |
| Strategy | While Line cycles on the system, she enjoys watching videos from family trips that she has been on and listening to her favorite song, which makes her feel comfortable and safe. |
Key design requirements of the system tailored for persons with mild ID.
| Requirement | Motivation | Criterion |
|---|---|---|
| The system should show progression in activity visually | Use of simple and plain visual elements for showing adequate progress and achievements | Real-time feedback on the development of physical activity with indicators related to duration and intensity |
| Use symbols and icons to describe navigation and actions | Few persons with mild ID are capable of reading and interpreting long texts | Ability to read should not be a requirement to use the system |
| Use homogeneous metaphors and animations | Predictability makes users feel comfortable and enjoy the experience | Navigation menus and elements for guiding exercise should be coherent and repetitive |
| The system shall play videos or music for the entertainment of the user | Individuals with ID often like to hear a song or to watch a specific movie or TV show repeatedly | A user should be able to play multimedia of his or her choice while doing physical activity |
| The system should have a way of setting the goal activity time and showing users the progression towards achieving this time | Persons with ID and their relatives feel motivated when rewards are given upon achievement of goals | A user should be able to set a goal time to achieve and see how far he or she has come towards this goal |
| The system shall not require special competence in the technology used to set up the system. | Relatives and professionals in day-care centers are rarely experts in the use of technology | A user should be able to set up the system without having special abilities in technology |
Figure 1Proposed methodology for the definition of requirements, implementation of the exergame, and user testing.
Figure 2Exergame system based on static bicycle.
Figure 3Screenshot of the app main menu (in Norwegian) and an example of a ride in the city center.
Figure 4SUS scores for each testing user (blue) and the scatter of response variability (black) for the supervision group.