Appl Clin Inform 2020; 11(05): 873-881
DOI: 10.1055/s-0040-1721399
Research Article

Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring

Kavita Radhakrishnan
1   School of Nursing, The University of Texas, Austin, Texas, United States
,
Christine Julien
2   Department of Electrical and Computer Engineering, Cockrell School of Engineering, The University of Texas, Austin, Texas, United States
,
Matthew O'Hair
3   Owner and Game Developer, Good Life Games, Inc., Austin, Texas, United States
,
Thomas Baranowski
4   Distinguished Emeritus Professor Pediatrics, Baylor College of Medicine, Houston, Texas, United States
,
Grace Lee
2   Department of Electrical and Computer Engineering, Cockrell School of Engineering, The University of Texas, Austin, Texas, United States
,
Catherine Allen
1   School of Nursing, The University of Texas, Austin, Texas, United States
,
Atami Sagna
1   School of Nursing, The University of Texas, Austin, Texas, United States
,
Edison Thomaz
2   Department of Electrical and Computer Engineering, Cockrell School of Engineering, The University of Texas, Austin, Texas, United States
,
Miyong Kim
1   School of Nursing, The University of Texas, Austin, Texas, United States
› Author Affiliations
Funding Research reported here was supported by the National Institute of Nursing Research of the National Institutes of Health under award number: R21NR018229. The content is the sole responsibility of the authors and does not necessarily represent the official views of the National Institutes of Health.

Abstract

Background Poor self-management of heart failure (HF) has contributed to poor health outcomes. Sensor-controlled digital games (SCDGs) integrates data from behavior-tracking sensors to trigger progress, rewards, content, and positive feedback in a digital game to motivate real-time behaviors.

Objectives To assess the usability of an SCDG prototype over a week of game-playing among 10 older adults with HF in their homes.

Methods During initial play, participants' SCDG experiences were observed in their homes using a checklist based on the seven-item Serious Game User Evaluator (SeGUE) instrument. After a week of game-playing, participants completed a survey guided by the Intrinsic Motivation Inventory, to provide their perceptions of the SCDG's usability. Qualitative analysis via semistructured interview-derived themes on experiences playing the SCDG, perceptions regarding engaging with the SCDG, and any usability issues encountered.

Results Ten HF participants (50% women and 50% White) played the SCDG for an average of 6 out of 7 days. Nine found the SCDG to be interesting, satisfying, and easy to play. The average step count over a week was 4,117 steps (range: 967–9,892). Average adherence with weight monitoring was 5.9 days in a week. Qualitative analysis yielded outcomes regarding attitudes toward SCDG, and barriers and facilitators that influenced participants' engagement with the SCDG.

Conclusion To the best of the authors' knowledge, this usability and feasibility study is the first to report an SCDG designed to improve HF self-management behaviors of older adults in their homes. Future research should consider several issues, such as user profiles, prior game-playing experiences, and network conditions most suitable for connected health interventions for older adults living in the community.

Protection of Human and Animal Subjects

The study was performed in compliance with the World Medical Association Declaration of Helsinki on Ethical Principles for Medical Research Involving Human Subjects, and was reviewed by The University of Texas at Austin Institutional Review Board.




Publication History

Received: 08 June 2020

Accepted: 26 October 2020

Article published online:
30 December 2020

© 2020. Thieme. All rights reserved.

Georg Thieme Verlag KG
Rüdigerstraße 14, 70469 Stuttgart, Germany

 
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