2016
DOI: 10.1186/s11556-016-0165-z
|View full text |Cite
|
Sign up to set email alerts
|

Exploring user experience and technology acceptance for a fall prevention system: results from a randomized clinical trial and a living lab

Abstract: BackgroundFalls are common in older adults and can result in serious injuries. Due to demographic changes, falls and related healthcare costs are likely to increase over the next years. Participation and motivation of older adults in fall prevention measures remain a challenge. The iStoppFalls project developed an information and communication technology (ICT)-based system for older adults to use at home in order to reduce common fall risk factors such as impaired balance and muscle weakness. The system aims a… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

4
52
0
6

Year Published

2017
2017
2022
2022

Publication Types

Select...
5
2
1

Relationship

1
7

Authors

Journals

citations
Cited by 72 publications
(62 citation statements)
references
References 28 publications
4
52
0
6
Order By: Relevance
“…An acceptable usability of the Active@Home exergame prototype was evident in the questionnaire ratings with a SUS score of 75/100 after three training sessions as well as at the end of the intervention. This result is in line with previous studies showing that exergames are in general well accepted and usable for older adults, especially when considering their needs [29,35,64]. However, some limitations were evident in the observations of supervisors during training and in the feedback of participants.…”
Section: Usability Of the Exergame Trainingsupporting
confidence: 89%
See 2 more Smart Citations
“…An acceptable usability of the Active@Home exergame prototype was evident in the questionnaire ratings with a SUS score of 75/100 after three training sessions as well as at the end of the intervention. This result is in line with previous studies showing that exergames are in general well accepted and usable for older adults, especially when considering their needs [29,35,64]. However, some limitations were evident in the observations of supervisors during training and in the feedback of participants.…”
Section: Usability Of the Exergame Trainingsupporting
confidence: 89%
“…The System Usability Scale (SUS) includes 10 items rated on a 5-point Likert scale (0 = "strongly disagree" to 4 = "strongly agree") and is a validated and reliable scale for evaluating subjective usability of newly developed devices and systems [63,64]. The sum of all item scores was multiplied with 2.5 and led to the SUS score ranging between 0 to 100, whereas higher scores indicate better usability [63].…”
Section: Questionnairesmentioning
confidence: 99%
See 1 more Smart Citation
“…The only available randomized controlled trial [28] compared exercises at home and at a medical center, focusing on usability, user experience and user acceptance. Other available studies focus on older adults, either with brain injury or with cognitive impairment, living in the community.…”
Section: Discussionmentioning
confidence: 99%
“…Participants assigned to the intervention group showed greater adherence and an improvement in postural sway, step reaction and executive function [56]. purpose-built system, Vaziri and colleagues [59] deployed the System Usability Scale (SUS) [60], the Physical Activity Enjoyment Scale (PACES) [61] and the Dynamic Acceptance Model for the Reevaluation of Technologies (DART) [62], coupled with interviews and observations of participants. The results showed the ISF ICT-based system to have an overall score of 62 out of 100, indicating good usability, with most users enjoying the ISF exergames.…”
Section: Overview Of Exergamesmentioning
confidence: 99%