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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.
Afiliação
  • Andrade Ferreira LD; NOVA LINCS, Dep de Informática, Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Lisboa, Portugal.
  • Ferreira H; Madeira Interactive Technologies Institute, Universidade Madeira, Funchal, Portugal.
  • Cavaco S; Madeira Interactive Technologies Institute, Universidade Madeira, Funchal, Portugal.
  • Cameirão M; Faculdade de Ciências Exatas e da Engenharia, Universidade da Madeira, Funchal, Portugal.
  • I Badia SB; NOVA LINCS, Dep de Informática, Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Lisboa, Portugal.
JMIR Serious Games ; 8(3): e17565, 2020 Aug 05.
Article em En | MEDLINE | ID: mdl-32755894
ABSTRACT

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.
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Texto completo: 1 Base de dados: MEDLINE Tipo de estudo: Guideline / Observational_studies Idioma: En Revista: JMIR Serious Games Ano de publicação: 2020 Tipo de documento: Article País de afiliação: Portugal

Texto completo: 1 Base de dados: MEDLINE Tipo de estudo: Guideline / Observational_studies Idioma: En Revista: JMIR Serious Games Ano de publicação: 2020 Tipo de documento: Article País de afiliação: Portugal