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从构思到数字解决方案在促进老年人身体和认知训练方面的实际应用场景。

From ideation to real context of use of a digital solution to promote physical and cognitive training for older adults.

作者信息

Martins Ana Isabel, Diehl Ceci, Silva Telmo, Almeida Ana Margarida, Santinha Gonçalo, Ribeiro Óscar, Rocha Nelson P, Silva Anabela G

机构信息

Center for Health Technology and Services Research (CINTESIS@RISE), School of Health Sciences, University of Aveiro, Aveiro, Portugal.

Department of Communication and Art, Digital Media and Interaction Research Centre (DigiMedia), University of Aveiro, Aveiro, Portugal.

出版信息

Sci Rep. 2025 Jan 13;15(1):1867. doi: 10.1038/s41598-024-83534-w.

Abstract

This study describes the process of designing and developing the user interface of a digital solution aiming to promote physical and cognitive training (DanceMove) and testing for its usability by community-dwelling older adults. This study is subdivided into four phases: (i) concept and ideation, (ii) design and development of the prototype, (iii) testing of the functional mock-ups, and (iv) testing of the prototype in the laboratory and in the real context of use. Through the different phases of the study technological and healthcare professionals and users were involved. The testing of the prototype included a usability assessment at the laboratory with 14 older adults and a four-week feasibility assessment with five older adults using the digital solution at their homes. The results indicated that the digital solution was well-suited for older adults, with high levels of acceptance, self-reported usability, and satisfaction. The four-week usage evaluation demonstrated that using the digital solution at home was feasible, had good levels of usability and acceptance, and was found to be pleasant by older adults using it at home. The study shows the design and prototyping process that enabled the development of DanceMove, a digital solution tailored to the needs and expectations of end users. The high usability, acceptance, and feasibility indicate that DanceMove can be used at home, for promoting physical and cognitive training.

摘要

本研究描述了一款旨在促进身体和认知训练的数字解决方案(DanceMove)的用户界面设计与开发过程,以及对其在社区居住的老年人中的可用性进行测试的过程。本研究分为四个阶段:(i)概念与构思,(ii)原型的设计与开发,(iii)功能模型测试,以及(iv)在实验室和实际使用环境中对原型进行测试。在研究的不同阶段,技术和医疗保健专业人员以及用户都参与其中。对原型的测试包括在实验室对14名老年人进行可用性评估,以及对5名老年人在家中使用该数字解决方案进行为期四周的可行性评估。结果表明,该数字解决方案非常适合老年人,具有较高的接受度、自我报告的可用性和满意度。为期四周的使用评估表明,在家中使用该数字解决方案是可行的,具有良好的可用性和接受度,并且在家中使用它的老年人认为它很有趣。该研究展示了DanceMove的设计和原型制作过程,这是一款根据最终用户的需求和期望量身定制的数字解决方案。高可用性、接受度和可行性表明,DanceMove可在家中用于促进身体和认知训练。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e624/11730972/da407800c094/41598_2024_83534_Fig1_HTML.jpg

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