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1.
JMIR Form Res ; 7: e48055, 2023 Dec 18.
Artigo em Inglês | MEDLINE | ID: mdl-38109191

RESUMO

BACKGROUND: Rehabilitation, or "prehabilitation," is essential in preparing for and recovering from knee replacement surgery. The recent demand for these services has surpassed available resources, a situation further strained by the COVID-19 pandemic, which has led to a pivot toward digital solutions such as web- or app-based videos and wearables. These solutions, however, face challenges with user engagement, calibration requirements, and skin contact issues. This study evaluated the practicality of a low-contact, gamified device designed to assist with prehabilitation exercises. OBJECTIVE: The study aimed to assess the practicality and user-friendliness of a newly designed physiotherapy device (Slider) that enables exercise monitoring without the need for direct contact with the skin. METHODS: A total of 17 patients awaiting knee replacement surgery at a UK National Health Service (NHS) hospital participated in this study. They used the device over a 2-week period and subsequently provided feedback through a usability and acceptability questionnaire. RESULTS: The study was completed by all participants, with a majority (13/17, 76%) finding the device intuitive and easy to use. The majority of patients were satisfied with the device's ability to meet their presurgery physiotherapy requirements (16/17, 94%) and expressed a willingness to continue using it (17/17, 100%). No safety issues or adverse effects were reported by the participants. CONCLUSIONS: The results indicate that the device was found to be a feasible option for patients to conduct presurgery physiotherapy exercises independently, away from a clinical setting. Further research involving a larger and more diverse group of participants is recommended to validate these findings more robustly.

2.
JMIR Form Res ; 7: e42172, 2023 Jan 27.
Artigo em Inglês | MEDLINE | ID: mdl-36705962

RESUMO

BACKGROUND: Loneliness is a significant well-being issue that affects older adults. Existing, commonly used social connection platforms do not contain facilities to break the cognitive cycle of loneliness, and loneliness interventions implemented without due processes could have detrimental effects on well-being. There is also a lack of digital technology designed with older adults. OBJECTIVE: We aimed to iteratively design a user-centered smartphone app that can address loneliness in older adults. The aim of this study was to investigate the loneliness-related psychological processes that our conceptual smartphone app promotes. We also identified the emergent needs and concerns that older adults raised regarding the potential benefits and detriments of the app. METHODS: We used technology probes to elicit older adults' reflections on the concept of using the app in 2 studies as follows: concept focus groups (n=33) and concept interviews (n=10). We then conducted a prototype trial with 1 week of use and follow-up interviews (n=12). RESULTS: Thematic analysis explored the experiences and emergent challenges of our app through the design process. This led to the development of 4 themes as follows occurring in all 3 qualitative data sets: reflection on a digital social map is reassuring; app features encourage socializing; the risk of compounding loneliness; and individuals feel more control with mutual, socially beneficial activities. CONCLUSIONS: Smartphone apps have the potential to increase older adults' awareness of the richness of their social connections, which may support loneliness reduction. Our qualitative approach to app design enabled the inclusion of older adults' experiences in technology design. Thus, we conclude that the older adults in our study most desired functionalities that can support mutual activities and maintain or find new connections rather than enable them to share an emotional state. They were wary of the app replacing their preferred in-person social interaction. Participants also raised concerns about making the user aware of the lack of support in their social network and wanted specific means of addressing their needs. Further user-centered design work could identify how the app can support mutual activities and socializing.

3.
Sensors (Basel) ; 22(19)2022 Oct 02.
Artigo em Inglês | MEDLINE | ID: mdl-36236586

RESUMO

Activity recognition using wearable sensors has become essential for a variety of applications. Tri-axial accelerometers are the most widely used sensor for activity recognition. Although various features have been used to capture patterns and classify the accelerometer signals to recognise activities, there is no consensus on the best features to choose. Reducing the number of features can reduce the computational cost and complexity and enhance the performance of the classifiers. This paper identifies the signal features that have significant discriminative power between different human activities. It also investigates the effect of sensor placement location, the sampling frequency, and activity complexity on the selected features. A comprehensive list of 193 signal features has been extracted from accelerometer signals of four publicly available datasets, including features that have never been used before for activity recognition. Feature significance was measured using the Joint Mutual Information Maximisation (JMIM) method. Common significant features among all the datasets were identified. The results show that the sensor placement location does not significantly affect recognition performance, nor does it affect the significant sub-set of features. The results also showed that with high sampling frequency, features related to signal repeatability and regularity show high discriminative power.


Assuntos
Acelerometria , Atividades Humanas , Acelerometria/métodos , Algoritmos , Humanos
4.
JMIR Hum Factors ; 9(2): e34606, 2022 Apr 27.
Artigo em Inglês | MEDLINE | ID: mdl-35475781

RESUMO

BACKGROUND: The global population is aging, leading to shifts in health care needs. In addition to developing technology to support physical health, there is an increasing recognition of the need to consider how technology can support emotional health. This raises the question of how to design devices that older adults can interact with to log their emotions. OBJECTIVE: We designed and developed 2 novel tangible devices, inspired by existing paper-based scales of emotions. The findings from a field trial of these devices with older adults are reported. METHODS: Using interviews, field deployment, and fixed logging tasks, we assessed the developed devices. RESULTS: Our results demonstrate that the tangible devices provided data comparable with standardized psychological scales of emotion. The participants developed their own patterns of use around the devices, and their experience of using the devices uncovered a variety of design considerations. We discuss the difficulty of customizing devices for specific user needs while logging data comparable to psychological scales of emotion. We also highlight the value of reflecting on sparse emotional data. CONCLUSIONS: Our work demonstrates the potential for tangible emotional logging devices. It also supports further research on whether such devices can support the emotional health of older adults by encouraging reflection of their emotional state.

5.
Comput Hum Behav Rep ; 6: 100179, 2022 May.
Artigo em Inglês | MEDLINE | ID: mdl-35233473

RESUMO

The COVID-19 pandemic is worsening loneliness for many older people through the challenges it poses in engaging with their social worlds. Digital technology has been offered as a potential aid, however, many popular digital tools have not been designed to address the needs of older adults during times of limited contact. We propose that the Social Identity Model of Identity Change (SIMIC) could be a foundation for digital loneliness interventions. While SIMIC is a well-established approach for maintaining wellbeing during life transitions, it has not been rigorously applied to digital interventions. There are known challenges to integrating psychological theory in the design of digital technology to enable efficacy, technology acceptance, and continued use. The interdisciplinary field of Human Computer Interaction has a history of drawing on models originating from psychology to improve the design of digital technology and to design technologies in an appropriate manner. Drawing on key lessons from this literature, we consolidate research and design guidelines for multidisciplinary research applying psychological theory such as SIMIC to digital social interventions for loneliness.

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