Accepted for/Published in: JMIR Serious Games
Date Submitted: Apr 28, 2022
Date Accepted: Oct 24, 2022
Development of a Novel Home-Based Exergame with On-body Feedback: A Usability Study
ABSTRACT
Background:
With more than 1.4 billion (~1 in 4) adults worldwide classed as physically inactive, physical inactivity is a public health crisis leading to an increasing risk of cardiometabolic diseases. The COVID pandemic adds to physical inactivity, thereby enhancing the problem. Motivating and engaging training strategies are needed to tackle this public health crisis. Exergames, games controlled by active (whole) body movements, are potentially attractive and effective training tools. The ExerCube (by Sphery Ltd) has been developed as a physically immersive and adaptive functional fitness game. The development of a simpler, home-based version of the ExerCube could increase accessibility, reduce barriers to exercise, and provide an attractive solution to improve physical and cognitive health.
Objective:
The aim of this study was threefold: 1) To develop a usable home-based exergame system, 2) to evaluate the usability and training experience of the home-based exergame and its early stage on-body feedback system, and 3) to identify avenues for further user-centred design iterations of the system.
Methods:
Fifteen healthy participants (age: 25±3 y) completed two visits consisting of four 5-minute exergame sessions. In each session, the on-body feedback system provided a different feedback modality to the participant (auditory, haptic, and/or visual feedback). Following the second visit, participants completed a range of assessments, including system usability scale (SUS), physical activity enjoyment scale (PACES), flow short scale (FSS), immersive experience questionnaire (IEQ), and rating of perceived exertions (RPEs) both physically and cognitively. Participants also answered questions regarding the on-body feedback system and completed a semi-structured interview.
Results:
Usability was rated as acceptable, with a SUS score of 70.5±11.6. Questionnaires revealed medium to high values for training experience (FSS: 5.3±1.4; PACES: 5.3±1.4; IEQ: 145.2±23.7). Physical (4.8±1.6) and cognitive (3.9±1.5) RPEs were moderate. Interviews about the on-body feedback system revealed that the majority of participants liked the haptic feedback and the combination of haptic and auditory the best. Participants enjoyed the distinct perceptibility, processing, and integration in the exergame setting of this feedback variation, and its supportive and motivating effect. The visual feedback was perceived less positively by participants but was still classified as “potentially” helpful when considering further iterations. The auditory feedback was rated well but highlighted an area for further improvement. Participants enjoyed the training experience and described it as motivating, interactive, immersive, something new, fun, interesting, self-explanatory, as well as physically and cognitively challenging. Moreover, 67% of the participants could imagine exercising at home and continuing to play the exergame in the future.
Conclusions:
The home-based exergame and its early stage on-body feedback system were rated as usable and an enjoyable training experience by a young, healthy population. Promising avenues emerged for future design iterations.
Citation
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