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User-centred design of an active computer gaming system for strength and balance exercises for older adults

User-centred design of an active computer gaming system for strength and balance exercises for... Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults.Design/methodology/approachThis paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults.FindingsService users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usability and acceptability of the system, with a strong preference for the screen display.Research limitations/implicationsThe sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system.Practical implicationsFindings from user testing were used to modify the ACG system. This paper identified that future research could explore the influence of repeated use on the usability and acceptability of ACG in older adults.Originality/valueThere is limited information on the usability and acceptability VR headsets in this population. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Journal of Enabling Technologies Emerald Publishing

User-centred design of an active computer gaming system for strength and balance exercises for older adults

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Publisher
Emerald Publishing
Copyright
© Emerald Publishing Limited
ISSN
2398-6263
DOI
10.1108/jet-12-2018-0057
Publisher site
See Article on Publisher Site

Abstract

Active computer gaming (ACG) is a way for older people to participate in strength and balance exercise. Involving older adults in the development of a bespoke ACG system may optimise its usability and acceptability. The purpose of this paper is to employ user-centred design to develop an ACG system to deliver strength and balance exercises, and to explore its safety, usability and acceptability in older adults.Design/methodology/approachThis paper describes user involvement from an early stage, and its influence on the development of the system to deliver strength and balance exercise suitable for display on a flat screen or using an Oculus Rift virtual reality (VR) headset. It describes user testing of this ACG system in older adults.FindingsService users were involved at two points in the development process. Their feedback was used to modify the ACG system prior to user testing of a prototype of the ACG system by n=9 older adults. Results indicated the safety, usability and acceptability of the system, with a strong preference for the screen display.Research limitations/implicationsThe sample size for user testing was small; however, it is considered to have provided sufficient information to inform the further development of the system.Practical implicationsFindings from user testing were used to modify the ACG system. This paper identified that future research could explore the influence of repeated use on the usability and acceptability of ACG in older adults.Originality/valueThere is limited information on the usability and acceptability VR headsets in this population.

Journal

Journal of Enabling TechnologiesEmerald Publishing

Published: Aug 19, 2019

Keywords: User involvement; Usability; Virtual reality; Exergaming; Falls prevention; Strength and balance exercise

References