ICT4LIFE Final Cnference ICT4Life field wrk - tailred slutins in diverse reginal cntext Ariane Girault, E-Senirs Assciatin 10/22/2018 1
Why a field wrk with users in a research prject? The bjectives f carrying ut a field wrk can be summarised as fllws: demnstrate the feasibility f implementatin f ICT4Life lead field tests and user feedback/validatin validate pilt applicatin and prttype interfaces and issuing reccmmendatins adapt prject results (languages and cultural envirnments) gather cnclusins fr imprving prduct design. 10/22/2018 2
ICT4Life field wrk The interactin with users (e.g. field wrk) has been divided in 3 main phases: Users requirements (M1-M5) Testing (M10-M36) Survey submitted t the target grup (M30) The testing has been divided in 3 phases accrding t the prject timeline: Early tests (M10-M13) Iterative testing phase (M14-M24) Pilt tests (M24-M36) 10/22/2018 3
Early tests Very early stage t test the beginning f the develpment f the slutin: The mbile app, the games n the Smart TV, the sensrs, bracelets and the camera were tested. Wh was invlved?: 11 patients, 4 prfessinals and 3 caregivers Allwed t cllect early feedback: Methdlgy: the interview grid used t get t knw the user was fund t lng. Technlgy: the games n the Smart TV needed sme adjustments, the usability f the app needed t be imprved. Scial acceptance: avid references t patient s disease. 10/22/2018 4
Iterative testing phase Occurred during ne year (secnd year f the prject) Testing specific cmpnent (nt an integrated versin) High number f testers invlved Evlutin f the users feedbacks received by the ICT4Life prject (M10-M24) 10/22/2018 5
Research techniques used t reach that amunt f users A higher invlvement f users has been pssible thanks t the implementatin f cllective tests during the secnd iterative testing phase. Therefre, 3 testing techniques were used t cllect patients, caregivers and health prfessinals feedback: Deep tests: initial interviews, tests with a task list and exit interviews Fcus grups: system intrduced t participants (patients, caregivers and health prfessinals) and cllectin f reactin Cllective testing: nly with the Smart TV games, participants asked t interact with the TV 10/22/2018 6
Key cncepts derived frm the iterative testing phases C-design prcess well accepted by the users. Feeling f usefulness. General cncept f the ICT4Life technlgy well accepted. Adaptatin f ergnmic aspects accrding t users feedback. Usability crrelated with the previus use f ICTs. Usability crrelated with the age f the users. ICT4Life seen as a way t save time by health prfessinals. Clear differences between Alzheimer s and Parkinsn s patients: Parkinsn s: are able t understand and learn hw t use the app Alzheimer s: health prfessinals have sme dubts abut the fact that Alzheimer s patients culd use the app at an intermediate and advanced stage. This will be further tested. Cgnitive games are highly accepted n the Smart TV. 10/22/2018 7
Pilt tests Real envirnment: ICT4Life system is deplyed in 3 cities fllwing 3 identified scenaris. 3 lcatins: Madrid, Pècs and Paris 3 scenaris: implementatin f ICT4Life system in day care centres, rehabilitatin rm (nly in Spain) and at patient s hmes. Integrated versin (PC, Zenith camera, Kinect camera, sensrs, bracelet & Smart TV) 10/22/2018 8
Main results f the field wrk (1/2) High acceptance f the cncept C-design prcess implemented Feeling f usefulness f the users Feeling f safety by wearing the band Mbile App cmplicated t use fr a patient with Alzheimer s withut any previus use f a Smartphne Cgnitive games n the Smart TV are well accepted and perceived useful if played tgether with the patient. 10/22/2018 9
Main results f the field wrk (2/2) Passive behaviur f the patients invlved tward the system enhancing a higher acceptance f the wearable devices. Pint underlined by the respnses t the survey. 10/22/2018 10
Implementatin f the cdesign prcess in ICT4Life 10/22/2018 11
10/22/2018 12
Cnclusins Even thugh the user invlved in the field wrk were cming frm diverse reginal cntexts, the feedback cllected was hmgenus: Users dn t want extra burden. Passive behaviur. They value psitive cameras, bands and sensrs since they d nt t be active, hwever, they value negative the app since they have t be mre active. Caregivers dn t see themselves as users. Mbile App t cmplicated t be used by Alzheimer s patients if n previus use f ICT tls. Cgnitive games well accepted. Better perfrmance f the patients affected by Alzheimer s playing the games when they are nt tired. Feedback cncerning the wrist band quite hetergeneus: can be seen as a duty r can be a mtivatin tl. Sensrs system & Kinect camera well integrated in a daily rutine (nt nticed anymre by the users after a while). 10/22/2018 13
Thank yu very much fr yur attentin Ariane Girault, E-Senirs Assciatin agirault@esenirs.eu 10/22/2018 14