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User Perspectives on Multi-touch Tabletop Therapy

User Perspectives on Multi-touch Tabletop Therapy. Michelle Annett, Fraser Anderson, and Walter Bischof Department of Computing Science University of Alberta, Canada. Stroke rehabilitation. Many people suffer loss of upper motor ability following a stroke

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User Perspectives on Multi-touch Tabletop Therapy

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  1. User Perspectives on Multi-touch Tabletop Therapy Michelle Annett, Fraser Anderson, and Walter Bischof Department of Computing Science University of Alberta, Canada

  2. Stroke rehabilitation • Many people suffer loss of upper motor ability following a stroke • To regain function, therapists encourage repetitive movements to increase muscle strength, coordination, and range of motion • These activities are often monotonous and discouraging, causing patients to neglect their treatment

  3. Technology to the rescue • In recent years, technology has been used to improve stroke rehabilitation • Gamification of repetitive movements to increase engagement • Use of technology allows customization, progress monitoring, and feedback • Previous research shows no intrinsic movement benefits to technology • Power is in enjoyment, customization

  4. Tabletop therapy • Interactive tabletops have several benefits • Direct interaction • Large, 2D interaction space • Ergonomics (supports body weight, allows seated interaction) • Challenges • User’s expectations increase with commercial products • Direct interaction leaves little room for error

  5. Study • 14 healthy subjects (7 male, 18-77 y) • Performed 4 tasks (2 tech, 2 traditional) • Completed questionnaire (Intrinsic Motivation Inventory) • Semi-structured interview

  6. Tasks

  7. Questionnaire responses • Higher interest in technology • Other subjective dimensions similar

  8. Lessons Learned I • People enjoyed: • Interactivity • Animations • Sounds • Feeling of accomplishment, competition with themselves

  9. Lessons Learned II • User Expectations • P13 notes “if you have an iPad you can see that it registers every motion and gesture ... the design of [iPad] games are better” • And P12 is “just so used to playing those iPhone games” • Frustration and Responsiveness • P7was “irritated at how the tabletop wasn’t too responsive” • P8 “felt [they] could handle the physical materials more easily than the digital ones”

  10. Takeaways • Provide immediate feedback on their actions • User-facing aspects cannot be ignored • Patients may already be discouraged by the nature of the activities • Small frustrations can negate many benefits of technology • User expectations will continue to increase • Older users currently not familiar with technology, but this will change, and expectations will be higher

  11. Thanks

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