<p>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.</p>

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

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

摘要

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.