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User-Centered Demand Analysis for a Virtual Reality Pelvic Floor Rehabilitation System: Cross-Sectional Study Using

Bing Liu1, Xijun Chen1, Rui Yang2

  • 1Beijing Obstetrics and Gynecology Hospital, Capital Medical University, Beijing Maternal and Child Health Care Hospital, Beijing 100006, China.

Healthcare (Basel, Switzerland)
|June 12, 2026
PubMed
Summary

Patients want a virtual reality (VR) pelvic floor rehabilitation system with game features. Key demands include personalization and clear exercise guidance to improve motivation and adherence in pelvic floor muscle training (PFMT).

Keywords:
Kano modelpelvic floorserious gamesuser demand analysisvirtual reality

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Area of Science:

  • Rehabilitation technology
  • Human-computer interaction
  • Gamification in healthcare

Background:

  • Home-based pelvic floor muscle training (PFMT) often suffers from poor adherence and monotony, impacting rehabilitation outcomes.
  • Virtual reality (VR) serious games offer potential solutions to enhance motivation and precision in PFMT.
  • Understanding user demands is crucial for developing effective VR pelvic floor rehabilitation systems.

Purpose of the Study:

  • To explore user demands for a VR pelvic floor rehabilitation training system incorporating game-based features.
  • To identify core demand attributes using the Kano model and an optimized mixed-method classification.
  • To guide the user-centered design of serious game-oriented VR pelvic floor rehabilitation systems.

Main Methods:

  • A Kano model-based questionnaire was developed and administered to patients undergoing PFMT.
  • The survey assessed 20 demand items across system operation, exercise guidance, personalization, device use, and interaction.
  • Traditional and optimized mixed-method Kano classifications were employed to analyze user preferences and calculate satisfaction/dissatisfaction indices.

Main Results:

  • Out of 112 participants, 20 demand items were classified: 7 attractive, 5 one-dimensional, 6 must-be, and 2 indifferent.
  • Personalization demands were mostly attractive, while exercise guidance demands were must-be or one-dimensional.
  • Satisfaction Index (SI) ranged from 0.27 to 0.64, and Dissatisfaction Index (DSI) from 0.34 to 0.71, with 9 mixed attributes identified.

Conclusions:

  • Patients show a willingness to adopt game-based VR systems for PFMT, highlighting diverse functional and motivational needs.
  • Integrating immersive, personalized, and gamified features in VR systems may improve user engagement and training adherence.
  • The study provides evidence-based guidance for designing user-centered VR pelvic floor rehabilitation systems, though clinical effectiveness requires further study.