User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study

被引:13
作者
Andrade Ferreira, Luis Duarte [1 ,2 ]
Ferreira, Henrique [2 ,3 ]
Cavaco, Sofia [1 ]
Cameirao, Monica [1 ,2 ,3 ]
Badia, Sergi Bermudez, I [1 ,2 ,3 ]
机构
[1] Univ Nova Lisboa, Fac Ciencias & Tecnol, Dep Informat, NOVA LINCS, Campus Caparica, P-2829516 Lisbon, Portugal
[2] Univ Madeira, Madeira Interact Technol Inst, Funchal, Portugal
[3] Univ Madeira, Fac Ciencias Exatas & Engn, Funchal, Portugal
关键词
dementia; technology; interaction; psychomotor performance; equipment safety; costs and cost analysis; user-computer interface; ALZHEIMERS-DISEASE; VIDEO GAME; OLDER; ADULTS; INFORMATION; CHILDREN;
D O I
10.2196/17565
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
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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页数:22
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