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User experience of interactive technologies for people with dementia: comparative observational study

dc.contributor.authorFerreira, Luis Duarte Andrade
dc.contributor.authorFerreira, Henrique
dc.contributor.authorCavaco, Sofia
dc.contributor.authorCameirão, Mónica
dc.contributor.authorBermúdez i Badia, Sergi
dc.date.accessioned2022-07-20T11:19:35Z
dc.date.available2022-07-20T11:19:35Z
dc.date.issued2020
dc.description.abstractBackground: 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.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationFerreira, L. D. A., Ferreira, H., Cavaco, S., Cameirão, M., & Bermúdez i Badia, S. (2020). User experience of interactive technologies for people with dementia: comparative observational study. JMIR serious games, 8(3), e17565.pt_PT
dc.identifier.doi10.2196/17565pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.13/4432
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherJMIR Publicationspt_PT
dc.relationNOVA Laboratory for Computer Science and Informatics
dc.relationLaboratory for Robotics and Engineering Systems
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectDementiapt_PT
dc.subjectTechnologypt_PT
dc.subjectInteractionpt_PT
dc.subjectPsychomotor performancept_PT
dc.subjectEquipment safetypt_PT
dc.subjectCosts and cost analysispt_PT
dc.subjectUser-computer interfacept_PT
dc.subject.pt_PT
dc.subjectFaculdade de Ciências Exatas e da Engenhariapt_PT
dc.titleUser experience of interactive technologies for people with dementia: comparative observational studypt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.awardTitleNOVA Laboratory for Computer Science and Informatics
oaire.awardTitleLaboratory for Robotics and Engineering Systems
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UID%2FCEC%2F04516%2F2019/PT
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/5665-PICT/CMUP-ERI%2FTIC%2F0033%2F2014/PT
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UID%2FEEA%2F50009%2F2019/PT
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/3599-PPCDT/PTDC%2FCCI-COM%2F30990%2F2017/PT
oaire.citation.issue3pt_PT
oaire.citation.startPagee17565pt_PT
oaire.citation.titleJMIR Serious Gamespt_PT
oaire.citation.volume8pt_PT
oaire.fundingStream6817 - DCRRNI ID
oaire.fundingStream5665-PICT
oaire.fundingStream6817 - DCRRNI ID
oaire.fundingStream3599-PPCDT
person.familyNameAndrade Ferreira
person.familyNameCameirão
person.familyNameBermúdez i Badia
person.givenNameLuis Duarte
person.givenNameMónica
person.givenNameSergi
person.identifier239789
person.identifier.ciencia-id0A12-4F21-0CC2
person.identifier.ciencia-idCA17-5E88-2B37
person.identifier.orcid0000-0001-9840-5767
person.identifier.orcid0000-0002-5352-0128
person.identifier.orcid0000-0003-4452-0414
person.identifier.ridC-8675-2018
person.identifier.ridC-8681-2018
person.identifier.scopus-author-id21740694600
person.identifier.scopus-author-id6506360007
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.nameFundação para a Ciência e a Tecnologia
project.funder.nameFundação para a Ciência e a Tecnologia
project.funder.nameFundação para a Ciência e a Tecnologia
project.funder.nameFundação para a Ciência e a Tecnologia
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
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