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User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study
BACKGROUND: Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as they can lead to negative behaviors, such as anxiety, fatigue, and even cybers...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7439148/ https://www.ncbi.nlm.nih.gov/pubmed/32755894 http://dx.doi.org/10.2196/17565 |
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author | Andrade Ferreira, Luis Duarte Ferreira, Henrique Cavaco, Sofia Cameirão, Mónica i Badia, Sergi Bermúdez |
author_facet | Andrade Ferreira, Luis Duarte Ferreira, Henrique Cavaco, Sofia Cameirão, Mónica i Badia, Sergi Bermúdez |
author_sort | Andrade Ferreira, Luis Duarte |
collection | PubMed |
description | BACKGROUND: Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as they can lead to negative behaviors, such as anxiety, fatigue, and even cybersickness. OBJECTIVE: This study aims to evaluate how patients with dementia interact and accept 5 out-of-the-shelf technologies while completing 10 virtual reality tasks. METHODS: A total of 12 participants diagnosed with dementia (mean age 75.08 [SD 8.07] years, mean Mini-Mental State Examination score 17.33 [SD 5.79], and mean schooling 5.55 [SD 3.30]) at a health care center in Portugal were invited to participate in this study. A within-subject experimental design was used to allow all participants to interact with all technologies, such as HTC VIVE, head-mounted display (HMD), tablet, mouse, augmented reality (AR), leap motion (LM), and a combination of HMD with LM. Participants’ performance was quantified through behavioral and verbal responses, which were captured through video recordings and written notes. RESULTS: The findings of this study revealed that the user experience using technology was dependent on the patient profile; the patients had a better user experience when they use technologies with direct interaction configuration as opposed to indirect interaction configuration in terms of assistance required (P=.01) and comprehension (P=.01); the participants did not trigger any emotional responses when using any of the technologies; the participants’ performance was task-dependent; the most cost-effective technology was the mouse, whereas the least cost-effective was AR; and all the technologies, except for one (HMD with LM), were not exposed to external hazards. CONCLUSIONS: Most participants were able to perform tasks using out-of-the-shelf technologies. However, there is no perfect technology, as they are not explicitly designed to address the needs and skills of people with dementia. Here, we propose a set of guidelines that aim to help health professionals and engineers maximize user experience when using such technologies for the population with dementia. |
format | Online Article Text |
id | pubmed-7439148 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-74391482020-08-31 User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study Andrade Ferreira, Luis Duarte Ferreira, Henrique Cavaco, Sofia Cameirão, Mónica i Badia, Sergi Bermúdez JMIR Serious Games Original Paper BACKGROUND: Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as they can lead to negative behaviors, such as anxiety, fatigue, and even cybersickness. OBJECTIVE: This study aims to evaluate how patients with dementia interact and accept 5 out-of-the-shelf technologies while completing 10 virtual reality tasks. METHODS: A total of 12 participants diagnosed with dementia (mean age 75.08 [SD 8.07] years, mean Mini-Mental State Examination score 17.33 [SD 5.79], and mean schooling 5.55 [SD 3.30]) at a health care center in Portugal were invited to participate in this study. A within-subject experimental design was used to allow all participants to interact with all technologies, such as HTC VIVE, head-mounted display (HMD), tablet, mouse, augmented reality (AR), leap motion (LM), and a combination of HMD with LM. Participants’ performance was quantified through behavioral and verbal responses, which were captured through video recordings and written notes. RESULTS: The findings of this study revealed that the user experience using technology was dependent on the patient profile; the patients had a better user experience when they use technologies with direct interaction configuration as opposed to indirect interaction configuration in terms of assistance required (P=.01) and comprehension (P=.01); the participants did not trigger any emotional responses when using any of the technologies; the participants’ performance was task-dependent; the most cost-effective technology was the mouse, whereas the least cost-effective was AR; and all the technologies, except for one (HMD with LM), were not exposed to external hazards. CONCLUSIONS: Most participants were able to perform tasks using out-of-the-shelf technologies. However, there is no perfect technology, as they are not explicitly designed to address the needs and skills of people with dementia. Here, we propose a set of guidelines that aim to help health professionals and engineers maximize user experience when using such technologies for the population with dementia. JMIR Publications 2020-08-05 /pmc/articles/PMC7439148/ /pubmed/32755894 http://dx.doi.org/10.2196/17565 Text en ©Luis Duarte Andrade Ferreira, Henrique Ferreira, Sofia Cavaco, Mónica Cameirão, Sergi Bermúdez i Badia. Originally published in JMIR Serious Games (http://games.jmir.org), 05.08.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Andrade Ferreira, Luis Duarte Ferreira, Henrique Cavaco, Sofia Cameirão, Mónica i Badia, Sergi Bermúdez User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study |
title | User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study |
title_full | User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study |
title_fullStr | User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study |
title_full_unstemmed | User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study |
title_short | User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study |
title_sort | user experience of interactive technologies for people with dementia: comparative observational study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7439148/ https://www.ncbi.nlm.nih.gov/pubmed/32755894 http://dx.doi.org/10.2196/17565 |
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