Real-Time Digitized Visual Feedback in Exercise Therapy for Lower Extremity Functional Deficits: Qualitative Study of Usability Factors During Prototype Testing (Preprint)

Think aloud protocol
DOI: 10.2196/preprints.51771 Publication Date: 2024-12-10T22:01:02Z
ABSTRACT
<sec> <title>BACKGROUND</title> Osteoarthritis is one of the most common degenerative diseases musculoskeletal system and can ultimately lead to need for surgery, such as total knee or hip arthroplasty. Functional movement deficits be a prognostic factor osteoarthritis in lower extremities. Thus, training physiological patterns may help treatment functional deficits. Motivation exercise frequently utmost importance promoted by using digital real-time feedback. </sec> <title>OBJECTIVE</title> This qualitative study aims gather user recommendations prototype feedback visualizations exercise-feedback called homeSETT The provides participants while performing exercises that focus on deficits, lateral trunk lean, pelvic drop, valgus thrust. findings this should optimize visualizations. main research questions were how patients, physiotherapists, physicians evaluate presented, current state selected exercises, what improvements variations would recommended. <title>METHODS</title> Testing took place at laboratory 3D optoelectronic analysis system. Data usability factors acquired thinking aloud method during semistructured interviews after testing. Transcribed audio recordings well scribing logs examined content analysis. <title>RESULTS</title> analyzed from 9 participants, comprising 2 (22%) physicians, 5 (56%) physiotherapists. mean age was 45 (SD 9) years work experience among participating physiotherapists 22 5) years. Each participant tested 11 different combinations. Overall, results indicated enjoyed believed they could used therapeutic settings. Participants appreciated simplicity, clarity, self-explanatory nature While quickly familiarized themselves, some struggled recognize goals connect their movements. Recommendations improvement included optimizing color schemes, sensitivity, difficulty adjustments. Adding instructional information game design elements, repetition counting reward systems, deemed useful. limitations small sample size use performance sole modality. <title>CONCLUSIONS</title> positively perceived considered applicable therapy Insights gathered improving scheme, recognizability implementation additional gamification elements emphasized. Future will based system’s efficacy eligible patient populations.
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