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Accepted for/Published in: JMIR Serious Games

Date Submitted: Dec 20, 2019
Date Accepted: Jun 9, 2020

The final, peer-reviewed published version of this preprint can be found here:

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

Andrade Ferreira LD, Ferreira H, Cavaco S, Cameirão M, i Badia SB

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

JMIR Serious Games 2020;8(3):e17565

DOI: 10.2196/17565

PMID: 32755894

PMCID: 7439148

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

  • Luis Duarte Andrade Ferreira; 
  • Henrique Ferreira; 
  • Sofia Cavaco; 
  • Mónica Cameirão; 
  • Sergi Bermúdez i Badia

ABSTRACT

Background:

Serious games are used as complementary approaches to stimulate dementia patients. However, many of the serious games use “out-of-the-shelf” technology that may not always be suitable for such population as they can lead to negative behaviors such as anxiety, fatigue and even cybersickness.

Objective:

We performed a study with dementia patients to evaluate how they interact and accept five “out-of-the-shelf” technologies while completing ten virtual reality tasks.

Methods:

We invited twelve participants with dementia at a health care center in Portugal. A within-subject experimental design was used so that all participants could interact with all technologies such as HTC-VIVE, Head Mounted Display, Tablet, Mouse, Augmented Reality, Leap Motion and a combination of Head Mounted Display with Leap Motion. We quantified participants' performance through behavioral and verbal responses, which were captured through video recordings and written notes.

Results:

Findings revealed that (1) task performance using technology is dependent of patient profile, (2) patients had better task performance when using technologies with direct interaction configuration as oppose to indirect interaction configuration, (3) participants did not trigger any emotional responses when using any of the technologies, (4) participants performance is task-dependent, (5) the technology that is most cost-effective is the Head Mounted Display, while the least cost-effective is Augmented Reality and (6) all technologies, except for one (Head Mounted Display with Leap Motion), 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 specifically designed to address the needs and skills of people with dementia. To enhance the user experience, we propose a set of guidelines that aim to help health professionals and engineers maximize task performance when using such technologies for the dementia population.


 Citation

Please cite as:

Andrade Ferreira LD, Ferreira H, Cavaco S, Cameirão M, i Badia SB

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

JMIR Serious Games 2020;8(3):e17565

DOI: 10.2196/17565

PMID: 32755894

PMCID: 7439148

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