Dienst van SURF
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BACKGROUND: For older adults, physical activity is vital for maintaining their health and ability to live independently. Home-based programs can help them achieve the recommended exercise frequency. An application for a tablet computer was developed to support older adults in following a personal training program. It featured goal setting, tailoring, progress tracking, and remote feedback.OBJECTIVE: In line with the Medical Research Council Framework, which prescribes thorough testing before evaluating the efficacy with a randomized controlled trial, the aim of this study was to assess the usability of a tablet-based app that was designed to support older adults in doing exercises at home.METHODS: A total of 15 older adults, age ranging from 69 to 99 years old, participated in a usability study that utilized a mixed-methods approach. In a laboratory setting, novice users were asked to complete a series of tasks while verbalizing their ongoing thoughts. The tasks ranged from looking up information about exercises and executing them to tailoring a weekly exercise schedule. Performance errors and time-on-task were calculated as proxies of effective and efficient usage. Overall satisfaction was assessed with a posttest interview. All responses were analyzed independently by 2 researchers.RESULTS: The participants spent 13-85 seconds time-on-task. Moreover, 79% (11/14)-100% (14/14) participants completed the basic tasks with either no help or after having received 1 hint. For expert tasks, they needed a few more hints. During the posttest interview, the participants made 3 times more positive remarks about the app than negative remarks.CONCLUSIONS: The app that was developed to support older adults in doing exercises at home is usable by the target audience. First-time users were able to perform basic tasks in an effective and efficient manner. In general, they were satisfied with the app. Tasks that were associated with behavior execution and evaluation were performed with ease. Complex tasks such as tailoring a personal training schedule needed more effort. Learning effects, usefulness, and long-term satisfaction will be investigated through longitudinal follow-up studies.
Background: In the past years, a mobile health (mHealth) app called the Dutch Talking Touch Screen Questionnaire (DTTSQ) was developed in The Netherlands. The aim of development was to enable Dutch physical therapy patients to autonomously complete a health-related questionnaire regardless of their level of literacy and digital skills. Objective: The aim of this study was to evaluate the usability (defined as the effectiveness, efficiency, and satisfaction) of the prototype of the DTTSQ for Dutch physical therapy patients with diverse levels of experience in using mobile technology. Methods: The qualitative Three-Step Test-Interview method, including both think-aloud and retrospective probing techniques, was used to gain insight into the usability of the DTTSQ. A total of 24 physical therapy patients were included. The interview data were analyzed using a thematic content analysis approach aimed at analyzing the accuracy and completeness with which participants completed the questionnaire (effectiveness), the time it took the participants to complete the questionnaire (efficiency), and the extent to which the participants were satisfied with the ease of use of the questionnaire (satisfaction). The problems encountered by the participants in this study were given a severity rating that was used to provide a rough estimate of the need for additional usability efforts. Results: All participants within this study were very satisfied with the ease of use of the DTTSQ. Overall, 9 participants stated that the usability of the app exceeded their expectations. The group of 4 average-/high-experienced participants encountered only 1 problem in total, whereas the 11 little-experienced participants encountered an average of 2 problems per person and the 9 inexperienced participants an average of 3 problems per person. A total of 13 different kind of problems were found during this study. Of these problems, 4 need to be addressed before the DTTSQ will be released because they have the potential to negatively influence future usage of the tool. The other 9 problems were less likely to influence future usage of the tool substantially. Conclusions: The usability of the DTTSQ needs to be improved before it can be released. No problems were found with satisfaction or efficiency during the usability test. The effectiveness needs to be improved by (1) making it easier to navigate through screens without the possibility of accidentally skipping one, (2) enabling the possibility to insert an answer by tapping on the text underneath a photograph instead of just touching the photograph itself, and (3) making it easier to correct wrong answers. This study shows the importance of including less skilled participants in a usability study when striving for inclusive design and the importance of measuring not just satisfaction but also efficiency and effectiveness during such studies.
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De Digitale Universiteit (DU) performed a quickscan to determine the usability of the IMS Question and TestInteroperability (QTI) specification as a format to store questions and tests developed for and by the consortium. The original report is available in Dutch from the website of De Digitale Universiteit and an unofficial English translation of that report can be downloaded. In October 2003, Canvas Learning Ltd., developers of the Canvas Canvas Learning Author and Canvas Learning Player responded to the Quickscan by sending their Canvas Flash player which could also render the test questions developed for the Quickscan. The Canvas Learning Player hadn't been tested as part of the original Quickscan because none of the partners within De Digitale Universiteit was using the application at that time. This addendum contains a short overview of the results of the tests for the Flash player as it was provided by Canvas Learning Ltd. All tests have been conducted by the author of the quickscan using the original test set. The set and the player used can be downloaded as a SCORM compliant package.
Movebite aims to combat the issue of sedentary behavior prevalent among office workers. A recent report of the Nederlandse Sportraad reveal a concerning trend of increased sitting time among Dutch employees, leading to a myriad of musculoskeletal discomforts and significant health costs for employers due to increased sick leave. Recognizing the critical importance of addressing prolonged sitting in the workplace, Movebite has developed an innovative concept leveraging cutting-edge technology to provide a solution. The Movebite app seamlessly integrates into workplace platforms such as Microsoft Teams and Slack, offering a user-friendly interface to incorporate movement into their daily routines. Through scalable AI coaching and real-time movement feedback, Movebite assists individuals in scheduling and implementing active micro-breaks throughout the workday, thereby mitigating the adverse effects of sedentary behavior. In collaboration with the Avans research group Equal Chance on Healthy Choices, Movebite conducts user-centered testing to refine its offerings and ensure maximum efficacy. This includes testing initiatives at sports events, where the diverse crowd provides invaluable feedback to fine-tune the app's features and user experience. The testing process encompasses both quantitative and qualitative approaches based on the Health Belief Model. Through digital questionnaires, Movebite aims to gauge users' perceptions of sitting as a health threat and the potential benefits of using the app to alleviate associated risks. Additionally, semi-structured interviews delve deeper into user experiences, providing qualitative insights into the app's usability, look, and feel. By this, Movebite aims to not only understand the factors influencing adoption but also to tailor its interventions effectively. Ultimately, the goal is to create an environment encouraging individuals to embrace physical activity in small, manageable increments, thereby fostering long-term engagement promoting overall well-being.Through continuous innovation and collaboration with research partners, Movebite remains committed to empowering individuals to lead healthier, more active lifestyles, one micro-break at a time.
In een tijd waarin het vertrouwen van de samenleving in de rechtsstaat afneemt, is het meer dan ooit van belang dat de rechtspraak haar maatschappelijke relevantie vergroot door inclusief, toegankelijk en begrijpelijk te zijn voor iedereen. Zeker nu belangrijke vonnissen steeds vaker hun weg naar het nieuws vinden (denk aan de toeslagenaffaire, de avondklok en strafrechtprocessen rond criminelen als Taghi). Begrijpelijke vonnissen kunnen immers bijdragen aan het verhogen van bewustzijn onder burgers van norm-afwijkend gedrag en mogelijk een preventieve werking hebben. Het begrijpelijk en daarmee toegankelijk maken van de rechtspraak concentreert zich tot nu toe op onderzoek naar de tekstuele kenmerken van vonnissen. Om een antwoord te kunnen bieden op problemen rond de toegang tot recht, is echter een multidisciplinaire en innovatieve (mensgerichte) aanpak nodig die verder kijkt dan naar alleen tekstuele kenmerken. Legal design houdt zich bezig met het waarborgen van de toegang tot recht vanuit het perspectief van burgers en hun rechtsbehoeften. Daarom moet – naast begrijpelijke taal – ook naar de visuele communicatie binnen een vonnis worden gekeken. Visualisaties leiden immers tot een sneller en beter begrip van complexe informatie en kunnen daarom de begrijpelijkheid van een vonnis vergroten. Met dit exploratieve en iteratieve onderzoek wordt middels creatieve sessies en usability testing toegewerkt naar een prototype van een louter tekstueel vonnis (in begrijpelijke taal) en een prototype waarbij ook een visuele vormgeving is aangebracht. Van deze beide prototypes wordt de begrijpelijkheid kwantitatief gemeten door deze bij deelnemers van verschillende opleidingsniveaus te testen op tekstbegrip en responstijd. Zo kan worden vastgesteld of de visuele vormgeving van een vonnis voor de verschillende groepen deelnemers een significante meerwaarde heeft als het gaat om de begrijpelijkheid ervan, ten opzichte van een vonnis in alleen maar begrijpelijke taal.
Eén van de lastige opgaven voor de sportfysiotherapeut die sporters na een voorste kruisband reconstructie revalideert, is om de patiënt zo snel mogelijk, maar zonder kans op nieuw letsel, terug op het sportveld te krijgen. Er bestaan geen eenduidige criteria op basis waarvan de sportfysiotherapeut de sporter goed kan adviseren of het veilig is het sporten te hervatten of dat er nog verder gerevalideerd moet worden. Het RAAK-mkb onderzoeksproject ‘Vaste Grond voor Knikkende Knieën’ heeft zich gericht op het verbeteren van de kwaliteit van de sportfysiotherapie door het ontwikkelen van een protocol voor sporthervatting na traumatische knieblessures (gericht op revalidatie na een voorste kruisbandreconstructie). Het uiteindelijke doel van het project was voor de praktijk bruikbare criteria te ontwikkelen waarmee (sport) fysiotherapeuten revalidatiedoelen kunnen vaststellen en geblesseerde sporters gericht kunnen adviseren over sporthervatting. Hierbij is een prototype online tool ontwikkelt die gebruikt kan worden door sportfysiotherapeuten in het werkveld als hulpmiddel voor sporthervatting bij revalidatie na een voorste kruisbandreconstructie. Om het prototype verder door te ontwikkelen tot een applicatie die online beschikbaar kan worden gesteld aan alle sportfysiotherapeuten, bijvoorbeeld als online tool op de website van relevante beroepsorganisaties, is het wenselijk de gebruiksvriendelijkheid en toepasbaarheid van deze online tool en calculator verder inzichtelijk te maken en te optimaliseren. Dit kan gedaan worden door middel van zogenoemde field trials gericht op usability testing in de context van de eindgebruiker (de sportfysiotherapeut). Bij deze usability testing zal éénmaal een groep 6 sportfysiotherapeuten deelnemen aan een testronde, waarbij de verbeterpunten worden doorgevoerd in het prototype. Door uitvoering van deze Top-up kan de geoptimaliseerde tool daadwerkelijk online komen en wordt het bereik en de betrokkenheid van de beroepspraktijk vergroot: ieder (sport)fysiotherapeut kan de tool gaan gebruiken in het werkveld als hulpmiddel voor sporthervatting bij revalidatie na een voorste kruisbandreconstructie.