scholarly journals Capturing feedback from user sub-groups in user-centered design: A protocol integrating key user characteristics in usability testing of digital support for seniors’ fall preventive physical activity (Preprint)

10.2196/20061 ◽  
2020 ◽  
Author(s):  
Åsa Revenäs ◽  
Ann-Christin Johansson ◽  
Maria Ehn
2020 ◽  
Author(s):  
Charlene H Chu ◽  
Renée K Biss ◽  
Lara Cooper ◽  
Amanda My Linh Quan ◽  
Henrique Matulis

BACKGROUND Older adults (OAs) residing in long-term care (LTC) homes are often unable to engage in adequate amounts of physical activity because of multiple comorbidities, including frailty and severe cognitive impairments. This level of physical inactivity is associated with declines in cognitive and functional abilities and can be further compounded by social isolation. Exergaming, defined as a combination of exercise and gaming, has the potential to engage OAs in exercise and encourage social interaction. However, previously used systems such as the Nintendo Wii are no longer commercially available, and the physical design of other exergames is not suitable for OAs (ie, fall risks, accessibility issues, and games geared toward a younger population) with diverse physical and cognitive impairments. OBJECTIVE This study aims to design and develop a novel, user-centered, evidence-based exergaming system for use among OAs in LTC homes. In addition, we aim to identify facilitators and barriers to the implementation of our exergaming intervention, the MouvMat, into LTC homes according to staff input. METHODS This study used a user-centered design (UCD) process that consisted of 4 rounds of usability testing. The exergame was developed and finalized based on existing evidence, end user and stakeholder input, and user testing. Semistructured interviews and standardized and validated scales were used iteratively to evaluate the acceptability, usability, and physical activity enjoyment of the MouvMat. RESULTS A total of 28 participants, 13 LTC residents, and 15 staff and family members participated in the UCD process for over 18 months to design and develop the novel exergaming intervention, the MouvMat. The iterative use of validated scales (System Usability Scale, 8-item Physical Activity Enjoyment Scale, and modified Treatment Evaluation Inventory) indicated an upward trend in the acceptability, usability, and enjoyment scores of MouvMat over 4 rounds of usability testing, suggesting that identified areas for refinement and improvement were appropriately addressed by the team. A qualitative analysis of semistructured interview data found that residents enjoyed engaging with the prototype and appreciated the opportunity to increase their PA. In addition, staff and stakeholders were drawn to MouvMat’s ability to increase residents’ autonomous PA. The intended and perceived benefits of MouvMat use, that is, improved physical and cognitive health, were the most common facilitators of its use identified by study participants. CONCLUSIONS This study was successful in applying UCD to collaborate with LTC residents, despite the high number of physical and sensory impairments that this population experiences. By following a UCD process, an exergaming intervention that meets diverse requirements (ie, hardware design features and motivation) and considers environmental barriers and residents’ physical and cognitive needs was developed. The effectiveness of MouvMat in improving physical and cognitive abilities should be explored in future multisite randomized controlled trials. CLINICALTRIAL


2018 ◽  
Vol 18 (1) ◽  
Author(s):  
Arielle M. Fisher ◽  
Timothy M. Mtonga ◽  
Jeremy U. Espino ◽  
Lauren J. Jonkman ◽  
Sharon E. Connor ◽  
...  

Author(s):  
Eric A. Smith ◽  
George Gray

A large-volume infusion pump is a medical device with a big job: infuse patients with life-sustaining fluids and medications at a known and controlled rate. And, do it safely. Because infusions are frequently administered therapies, the opportunity for use error–induced adverse events is amplified. To develop a safer infusion pump, Ivenix, Inc., committed to a comprehensive usability engineering effort that included over 400 hours of usability testing. As a result, the pump’s design includes risk controls for mitigating potential use errors not available on today’s pumps. The resulting product was the winner of the 2019 Stanley Caplan User-Centered Design Award.


2013 ◽  
Vol 59 (2) ◽  
pp. 99-110 ◽  
Author(s):  
Claudia Zickler ◽  
Sebastian Halder ◽  
Sonja C. Kleih ◽  
Cornelia Herbert ◽  
Andrea Kübler

Author(s):  
Rebecca Green ◽  
Amanda Buckley ◽  
Bradley Scott

Results are presented from the ED LaunchPoint design project, which received honorable mention for the 2013 Stanley H. Caplan User-Centered Product Design Award. This redesign focused on patients’ progression through their emergency department visits, emphasizing time-sensitive phases for increasing clinical safety. User observation, iterative user-centered design, and usability testing placed users at the core of this project. Close collaboration allowed for the identification of optimal work flows and the creation of a design tailored to users’ needs.


Teknika ◽  
2017 ◽  
Vol 5 (1) ◽  
pp. 10-23
Author(s):  
Michael Agustav ◽  
Kathryn Widhiyanti ◽  
Edwin Meinardi Trianto

Seiring perkembangan zaman dimana perdagangan bebas Asia Pasifik mulai sering terjadi, maka penduduk Indonesia perlu mempelajari bahasa lain selain bahasa Indonesia. Bahasa Jepang perlu dipelajari karena mulai banyak investor asing dari negara Jepang di Indonesia. Oleh sebab itu dibuat aplikasi sederhana untuk membantu proses pembelajaran bahasa Jepang untuk pemula menggunakan metode User Centered Design. Dalam metode User Centered Design pada pembuatan aplikasi pembelajaran aplikasi pembelajaran bahasa Jepang untuk pemula ini dilakukan dengan membuat prototype pertama berupa hand-sketches prototype, kemudian dibuat prototype kedua berupa realisasi dari hasil handsketches, dan yang terakhir dibuat prototype ketiga berupa dynamic design prototype. Dari ketiga jenis prototype juga dilengkapi dengan evaluasi terhadap pengguna dan dilakukan perbaikan. Kemudian untuk pengujian telah dilakukan dua kali pengujian menggunakan metode dari usability testing yaitu completing a transaction dan evaluating the impact of subtle changes. Hasil dari kedua pengujian itu telah dianalisa dan dihitung, berdasarkan hasil analisa tersebut disimpulkan bahwa pada pengujian completing a transaction mendapatkan hasil 92,3% menunjukkan bahwa pengguna telah memahami fitur dan fungsi dari tombol yang telah disediakan pada aplikasi pembelajaran bahasa Jepang yang telah dibuat dan pada hasil pengujian evaluating the impact of subtle changes mendapatkan hasil 100% hasil tersebut menunjukkan bahwa pengguna telah dapat mempelajari bahasa Jepang dengan menggunakan aplikasi pembelajaran bahasa Jepang yang dibuat.


2014 ◽  
Vol 05 (04) ◽  
pp. 958-970 ◽  
Author(s):  
M. Jordan ◽  
J. Quitoriano ◽  
C.A. Ciro ◽  
J.W. Mold ◽  
Z. J. Nagykaldi

SummaryObjectives: Various computerized health risk appraisals (HRAs) are available, but few of them assess health-related quality of life (HRQoL) in a goal-directed framework. This study describes the user-centered development and usability testing of an innovative HRQoL module that extends a validated HRA tool in primary care settings.Methods: Systematic user-centered design, usability testing, and qualitative methods were used to develop the HRQoL module in primary care practices. Twenty two patients and 5 clinicians participated in two rounds of interactive technology think-out-loud sessions (TOLs) and semi-structured interviews (SSIs) to iteratively develop a four-step, computerized process that collects information on patient goals for meaningful life activities and current level of disability and presents a personalized and prioritized list of preventive recommendations linked to online resources.Results: Analysis of TOLs and SSIs generated 5 categories and 11 sub-categories related to facilitators and barriers to usability and human-technology interaction. The categories included: Understanding the Purpose, Usability, Perceived Value, Literacy, and Participant Motivation. Some categories were inter-connected. The technology was continually and iteratively improved between sessions until saturation of positive feedback was achieved in 4 categories (addressing motivation will require more research). Usability of all screen units of the module was improved substantially. Clinician feedback emphasized the importance of the module’s ability to translate the patient-centered HRQoL Report into actionable items for clinicians to facilitate shared decision-making. Complete integration of the HRQoL module into the existing HRA will require further development and testing.Conclusions: Systematic application of user-centered design and human factors principles in technology development and testing may significantly improve the usability and clinical value of health information systems. This more sophisticated approach helped us translate complex clinical concepts, goal-setting steps, and decision-support processes into an accepted and value-added technology.Citation: Nagykaldi ZJ; Jordan M; Quitoriano J; Ciro CA; Mold JW. User-centered design and usability testing of an innovative health-related quality of life module. Appl Clin Inf 2014; 5: 958–970http://dx.doi.org/10.4338/ACI-2014-08-RA-0067


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