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Medical Device Based on a Virtual Reality-Based Upper Limb Rehabilitation Software: Usability Evaluation Through

Seojin Hong1, Hyun Choi2, Hyosun Kweon1

  • 1Department of Clinical Research Rehabilitation, National Rehabilitation Center, 58 Samgaksan-ro, Gangbuk-gu, Seoul, 01022, Republic of Korea, 82 02-901-1904.

JMIR Formative Research
|April 1, 2025
PubMed
Summary

This study evaluated virtual reality (VR) upper-limb rehabilitation software usability for occupational therapists. Findings highlight needs for interface enhancements and clearer manuals to improve user satisfaction.

Keywords:
VRcognitive walkthroughformative evaluationlimb rehabilitationmedical deviceoccupational therapyqualitativequantitativerehabilitationrisk factorsoftwaretherapistupper limbusabilityusability testinguser safetyvirtual realityvirtual reality-based upper limb rehabilitation software

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Area of Science:

  • Rehabilitation Technology
  • Human-Computer Interaction
  • Clinical Usability Engineering

Background:

  • Virtual reality (VR) is increasingly used in rehabilitation therapy.
  • VR-based upper-limb rehabilitation software requires usability evaluations for effectiveness.
  • User satisfaction and identification of usability issues are critical for VR software adoption.

Purpose of the Study:

  • Evaluate the usability of VR-based upper-limb rehabilitation software.
  • Identify usability challenges from the perspective of occupational therapists.
  • Provide insights to enhance user satisfaction with VR rehabilitation tools.

Main Methods:

  • Usability testing conducted with 6 occupational therapists.
  • Employed cognitive walkthroughs and surveys for data collection.
  • Simulated clinical scenarios to assess software operation and user feedback.

Main Results:

  • Identified areas for improvement: graphical user interface (GUI), natural user interface (NUI), and user manuals.
  • Average ease-of-use score for the user interface was 1.58 (1=very easy, 5=very difficult).
  • Qualitative insights revealed specific user difficulties and their root causes.

Conclusions:

  • Focusing on occupational therapists' needs is key to improving VR rehabilitation software usability.
  • Recommendations include GUI enhancements, NUI refinements, and improved user documentation.
  • Future research should address software refinement and clinical efficacy for maximized therapeutic potential.