MedPath

Digital training solutions in elderly people: a functional model usability study

Not Applicable
Conditions
Primary end-user group: Healthy volunteers aged 65 and above with sufficient cardiovascular fitness, as defined by normal values in the Everyday Fitness Test (EFT) and the ability to speak and comprehend GermanSecondary end-user group: Aged 21 and above and employed at the Reha Zentrum Münster as sports scientist, training therapist or physiotherapists/occupational therapists with a focus on sports/training therapy
Registration Number
DRKS00029211
Lead Sponsor
VASCage GmbH - Research Centre on Vascular Ageing and Stroke
Brief Summary

Both quantitative and qualitative data covering usability, training experience, acceptance, and comfort were collected supporting the identified key topics: Primary end-users enjoy playing and immersing themselves in the games as both identified by the PACES-16 scores and qualitative themes. They demand an increase in difficulty and a variety in games providing stronger physical and mental challenges (see BORG-CR10 and PAAS values, as well as qualitative themes). They ask for clear instructions and goals from the programme, feedback on their own performance during the game and a tracking of their own development. Additionally, game design, handling, and the securing system were investigated. Consequently, the harness system is evaluated negatively by the primary end-users: They feel restricted in moving freely and thus, completing the tasks. Experiences from primary end-users are supported by observations from secondary end-users (therapists): Usability scores are above average. The therapists think that more variety in the activities, a higher level of difficulty in the minigames, individual goal settings and the possibility of comparison with previous game results and other players renders participation even more attractive. The usability of the safety harness is rated as easy and quick to adjust. The harness feels secure, comfortable and fitting. However, rebound effects and noise are disturbing. Important information on and barriers to the further development of the ExerG functional model could be deduced. The system can be applied to a rehabilitative setting, but this still requires adjustments and a stronger functional orientation.

Detailed Description

Not available

Recruitment & Eligibility

Status
Complete
Sex
All
Target Recruitment
27
Inclusion Criteria

Primary end-user group
- Healthy volunteers aged 65 and above
- Sufficient cardiovascular fitness, as defined by normal values in the Everyday Fitness Test (EFT)
- Ability to speak and comprehend German

Secondary end-user group
- Aged 21 and above
- Sports scientist, training therapist or physiotherapists/occupational therapists with a focus on sports/training therapy employed at the Reha Zentrum Münster (RZM)

Exclusion Criteria

Primary end-user group
- Cognitive impairment as defined by a Mini Mental State Examination (MMSE)14,54 score of = 24
- Known cybersickness
- Uncorrected visual impairment which impairs the person’s ability to interact with the game
- Neurological, cardiorespiratory, psychiatric, or orthopaedic impairments which reduce the person’s capability to follow the instructions or to play the game
- Height of <160 cm or >200 cm according to harness specifications
- Weight >120 kg according to the specifications of the securing system

Study & Design

Study Type
interventional
Study Design
Not specified
Primary Outcome Measures
NameTimeMethod
- usability, training experience, acceptance and comfort in handling of the ExerG functional model <br>- Adapting the functional model (hard- and software) concerning the game design, handling, and the securing system
Secondary Outcome Measures
NameTimeMethod
- Collecting usability information on and barriers to the further development of the ExerG functional model
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