背景:数字健康技术有可能改善老年人的健康状况,尤其是那些从中风中康复的人。然而,开发这些技术面临挑战,例如数据缺勤(老年人的观点在研究和开发中往往代表性不足)和技术沙文主义(认为只有先进的技术才是解决健康问题的灵丹妙药),这阻碍了他们的有效性。
目的:在本研究中,我们的目标是通过开发与文化相关的运动游戏集成的可穿戴手套来解决这些挑战,以激励老年人锻炼和,对于那些从中风中康复的人来说,坚持康复。
方法:我们对19名老年人进行了适度的可用性研究,其中11人(58%)有卒中病史.我们的参与者使用与exergames集成的可穿戴手套进行了30分钟的游戏,其次是定量调查和深入访谈。我们使用描述性分析来比较有中风史的人和没有中风史的人对系统可用性量表的反应。此外,我们使用自下而上的主题分析对定性访谈进行了分析,以确定与使用可穿戴手套进行康复和锻炼的动机和障碍相关的关键主题.
结果:我们的研究产生了一些关键见解。首先,使运动游戏令人兴奋和具有挑战性可以提高运动和康复动机,但它也可能有回旋镖效应,如果游戏非常具有挑战性,参与者可能会失去动力。第二,可穿戴手套的舒适性和易用性对老年人很重要,不管他们的中风史。第三,对于有中风史的老年人,可穿戴手套的功能和目的对于帮助他们进行特定的锻炼动作很重要。
结论:我们的发现强调了为有效使用数字技术提供背景支持的重要性。特别是对于从中风中恢复的老年人。除了技术和可用性因素,应考虑游戏化和社会支持(来自职业治疗师或护理人员)等其他背景因素,以提供解决健康问题的综合方法。克服数据缺勤和技术沙文主义,重要的是开发适合服务不足社区需求的数字健康技术。我们的研究为数字健康技术的发展提供了宝贵的见解,这些技术可以激励老年人从中风恢复到运动并坚持康复。
BACKGROUND: Digital health technologies have the potential to improve health outcomes for older adults, especially for those recovering from stroke. However, there are challenges to developing these technologies, such as data absenteeism (where older adults\' views are often underrepresented in research and development) and technology chauvinism (the belief that sophisticated technology alone is the panacea to addressing health problems), which hinder their effectiveness.
OBJECTIVE: In this study, we aimed to address these challenges by developing a wearable glove integrated with culturally relevant
exergames to motivate older adults to exercise and, for those recovering from stroke, to adhere to rehabilitation.
METHODS: We conducted a moderated usability study with 19 older adults, of which 11 (58%) had a history of stroke. Our participants engaged in a 30-minute gameplay session with the wearable glove integrated with
exergames, followed by a quantitative survey and an in-depth interview. We used descriptive analysis to compare responses to the System Usability Scale between those who had a history of stroke and those who did not. In addition, we analyzed the qualitative interviews using a bottom-up thematic analysis to identify key themes related to the motivations and barriers regarding the use of wearable gloves for rehabilitation and exercise.
RESULTS: Our study generated several key insights. First, making the
exergames exciting and challenging could improve exercise and rehabilitation motivation, but it could also have a boomerang effect, where participants may become demotivated if the games were very challenging. Second, the comfort and ease of use of the wearable gloves were important for older adults, regardless of their stroke history. Third, for older adults with a history of stroke, the functionality and purpose of the wearable glove were important in helping them with specific exercise movements.
CONCLUSIONS: Our findings highlight the importance of providing contextual support for the effective use of digital technologies, particularly for older adults recovering from stroke. In addition to technology and usability factors, other contextual factors such as gamification and social support (from occupational therapists or caregivers) should be considered to provide a comprehensive approach to addressing health problems. To overcome data absenteeism and technology chauvinism, it is important to develop digital health technologies that are tailored to the needs of underserved communities. Our study provides valuable insights for the development of digital health technologies that can motivate older adults recovering from stroke to exercise and adhere to rehabilitation.