Usability Study of A Web-Based Platform For Home Motor Rehabilitation
Usability Study of A Web-Based Platform For Home Motor Rehabilitation
fully edited. Content may change prior to final publication. Citation information: DOI
10.1109/ACCESS.2018.2889257, IEEE Access
Date of publication xxxx 00, 0000, date of current version xxxx 00, 0000.
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ABSTRACT In the last years, software applications for medical assistance, including the tele-
rehabilitation, have known a high and continuous presence in the medical area. Guaranteeing the correct use
of these applications induces to incorporate a study of usability in the life cycle of any interactive system.
This paper synthesizes the results obtained from a study of effectiveness, efficiency, and subjective user
satisfaction conducted with ePHoRt. ePHoRt is a Web-Based Platform for Home Motor Rehabilitation.
Thirty nine participants tested the platform. We report empirical results based on subjective usability
perception and self-reported feedback based on The IBM Computer System Usability Questionnaire. The
results suggest that ePHoRt is useful, effective, efficient, easy to use and its interfaces are acceptable.
Overall, the participants are satisfied to use the platform. The main findings of this study shows that the
user guidance is a critical aspect to ensure a good usability of a tele-rehabilitation platform.
INDEX TERMS User centered design, User interfaces, Telemedicine, Tele-rehabilitation, Agile develop-
ment, User experience, User study.
I. INTRODUCTION tion.
The context of ePHoRt rehabilitation is an initiative that
NNOVATION and technological advances represent one
I of the fundamental pillars that lead us to offer products
and services of value to societies that are interested in im-
aims to develop a web-based system for the training and
remote control of rehabilitation in patients after hip replace-
ment surgery [6]. Its intention is to facilitate and improve
proving their quality of life. In the last decade, research on
motor recovery, because patients can perform therapeutic
the use of telemedicine has reported benefits in the control,
movements at any time. The philosophy of the project is
monitoring and evaluation of several clinical conditions [1].
to use low-cost technologies to develop the platform, with
The same phenomenon has been observed in the field of re-
the aim of democratizing its access. ePHoRt incorporates
habilitation, where numerous studies describe the advantages
the Microsoft Kinect as a mechanism for acquisition of
of the use of distance rehabilitation (tele-rehabilitation). Tele-
movements and emotions of patients.
rehabilitation programs have been directed in large numbers
to the treatment of neurological and cardiopulmonary condi- Currently the project is still in its development and ex-
tions [2] [3]. Recent studies have expanded the use of tele- perimentation phase. Guaranteeing the correct use of these
rehabilitation platforms to musculoskeletal disorders [4] and applications induces to incorporate a study of usability in the
orthopedic conditions such as knee arthroplasties [5] and hip life cycle of any interactive system. Usability studies are an
[6]. The results of these studies show the effectiveness of essential and iterative component of technology development
technological platforms providing remote health care in real [8]. We need to meet usability and user experience objectives
time. In [7], the authors review technical and clinical impact while adhering to agile principles of software development.
of the Microsoft Kinect in physical therapy and rehabilita- User involvement has generally positive effects, especially on
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10.1109/ACCESS.2018.2889257, IEEE Access
Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
user satisfaction [9]. Thus, we adopt a User-Centered agile detect and solve usability problems. As a complement, the
Development (UCD) approach [10] to specify and design the summative usability allows to assure the quality of the user
web system required by ePHoRt in a flexible and efficient experience (UX) for a software product in development. For-
manner. mative usability supports decision making during the design
The agile development life cycle centered on the user and development of the product, while summative usability
experience (UX-ADLC) guarantees an evaluation of the sys- is a tool to describe the user experience (UX).
tem interfaces throughout the process [11] results of each Tullis et al. [16] conducted a study to determine the effec-
iteration, including the errors and usability problems found, tiveness of some of the standard questionnaires to measure
will be the entries for the next phase. An agile life cycle the formative usability. The study concludes that the greatest
considering usability and user experience objectives has been effectiveness is found in the questionnaires SUS [17] and
applied in mobile health (mHealth), specifically, in the devel- the IBM Computer System Usability Questionnaire (CSUQ)
opment of a mobile monitoring application for patients with [13].
diabetes [12]. The CSUQ provides a qualitative measure. Its structure
Formative and summative usability tests are methods focuses on studying: (1) the utility, (2) the quality of the
of evaluating software products widely adopted in User- information and (3) the quality of the interface. The utility
Centered Design (UCD) [11]. Summative usability allows in refers to the opinion of users regarding the ease of use,
later phases of the design to assure the quality of the user ex- learning, speed of operation, efficiency in completing tasks
perience (UX) for a software product in development. Agile and subjective feeling. The quality of the information studies
development is a widely accepted and adopted approach to the subjectivity of the user regarding the management of sys-
software development. The focus is on short work periods (or tem errors, the clarity of the information, the intelligibility.
iterations) where usability tests (formative and summative) Likewise, the quality of the interface measures the affective
must be contemplated. This paper synthesizes the results component of the user’s attitude in the use of the system.
obtained from a systematic study of effectiveness, efficiency,
and subjective user satisfaction conducted with ePHoRt. B. SYSTEM USABILITY QUESTIONNAIRE
The remainder of this paper is organized as follows. Next The IBM Computer System Usability Questionnaire (CSUQ)
section reviews some related works in the context of us- [13] is an instrument benefiting from a coefficient alpha
ability studies for tele-rehabilitation systems. Third section exceeding .89, reliability coefficient related to usability. This
introduces the functionalities of the ePHoRt platform. In instrument allows to measure users’ satisfaction with the
the fourth section, the usability study is presented. Next, usability of computer systems. In other words, the answers
the results are presented and discussed. The sixth section provided by participants to this questionnaire demonstrate
concludes the paper and discusses some future work. a high correlation with the usability of the system being
evaluated. Specifically, it consists of nineteen empirically-
II. RELATED WORK validated 7-point Likert scale questions (1=strongly dis-
In this section, we start with a review on usability, next we agree, 2=largely disagree, 3=disagree, 4=neutral, 5=agree,
focus on the IBM Computer System Usability Questionnaire 6=largely agree, 7=strongly agree) distributed into 4 sections.
(CSUQ) [13], and finally, we present an overview of previous The 7-point rating scales allow three levels of either positive
works on usability studies focusing on tele-rehabilitation or negative ratings. The most common way to estimate the
systems. reliability of these types of scales is with coefficient alpha
[18]. Coefficient alpha can range from 0 (no reliability) to 1
A. USABILITY (perfect reliability).
The ISO standard 9241-11 [14] provides a framework for Table 1 shows the questions of the IBM CSUQ grouped
understanding the concept of usability and applying it to by the system usefulness section (SYSUSE: Questions 1
situations where people use interactive systems, and other through 8), the information quality section (INFOQUAL:
types of systems (including built environments), and products Questions 9 through 15), the interface quality section (IN-
(including industrial and consumer products) and services TERQUAL: Questions from 16 through 18) and the satisfac-
(including technical and personal services). The official ISO tion section (OVERALL: Questions 19).
9241-11 definition of usability is the extent to which a prod-
uct can be used by specified users to achieve specified goals C. USABILITY STUDIES FOR TELE-REHABILITATION
with effectiveness, efficiency and satisfaction in a specified SYSTEMS
context of use [14]. Usability studies have a potential impact on the development
Usability evaluation can be formative or summative [15]. of e-healt systems. The potential for e-health to improve
Kieffer et al. [11] state that formative and summative usabil- healthcare is partially dependent on its ease of use [19].
ity tests are methods of evaluating software products widely Academics and industrial studies have been conducted to
adopted in User-Centered Design (UCD). Formative usability evaluate the usability in e-healt systems. [19] present a sys-
is an iterative method of vital testing and refinement in the tematic review to identify psychometrically tested question-
early stages of the design process. This method helps to naires that measure usability of e-health tools, and to appraise
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Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
their generalizability, attributes coverage, and quality. The back Questionnaire (SFQ) [25], a usability questionnaire
main usability attributes found during the revisions were: documenting their enjoyment, and perception of success and
learnability, efficiency, and satisfaction. Likewise, Quality control while using the system. The Borg scale [26] was used
appraisal showed that face/content and construct validity to rate their perceived effort while playing the games. In
were the most frequent types of validity assessed. addition to these subjective ratings, game performance scores
In this section, we will focus on presenting some of the were tabulated.
relevant works in the field of usability perception in tele- In [27], an assessment methodology for home-based tel-
rehabilitation systems. erehabilitation system for post-stroke arm rehabilitation was
In [20], authors highlights that high levels of usability evaluated. The usability study of the ArmAssist system was
resides in the substantial quality-of-life, which could result performed using written questionnaires. Questionnaire feed-
from acceptance of tele-rehabilitation systems. The implica- bak was collected via a series of structured interviews and 7
tion is that very high levels of system usability are essen- point Likert-based evaluation questions measuring the level
tial to clear the path to acceptance of new behaviors and of agreement.
attitudes. [21] present a usability study to evaluate patients’ [28] present the rehabilitation visualization system and
rehabilitation-evolution and shows that the system is usable the results of a randomized controlled study in which we
for both patients and professionals. The authors conclude that investigated the usability and feasibility of the system in
ease of use is one of the advantages of the tele-rehabilitation the home. It work have employed the principles of of user-
system. centered design throughout the phases of the development
A usability study of a Virtual Rehabilitation System De- of the system. The study was performed through the System
signed to Demonstrate, Instruct and Monitor a Therapeu- Usability Scale or SUS questionnaire [17] as a self reported
tic Exercise Program was presented in [22]. The usability measure of perceived usability of the rehabilitation visualiza-
evaluation was performed into two distinct evaluation stages tion system. The study also explore some additional metrics
and certain system modifications were undertaken prior to such as quality of life and improved knee function that are
the second stage. Firstly, the authors conducted an expert meaningful to the patients and health professionals.
walkthrough to identify initial usability problems, to find [29] present the feasibility and user acceptance of using a
defects or omissions in the system, to collect suggestion on telerehabilitation system called KiReS [30] in a real scenario,
how to improve the system, and to consider alterations to the with patients attending repeated rehabilitation sessions after
system. Secondly, User evaluation was conducted by using they had a Total Hip Replacement (THR). The study used
VRUSE, a computerised usability questionnaire designed a Likert scale questionnaire to assess the patient’s subjec-
specifically for the evaluation of virtual reality applications tive perceptions at the end of each exercise session. The
[23]. questionnaire consisted of 13 questions about the session
In [24], authors present the development, validation and with five possible answers from 1 (strongly disagree) to 5
usability testing of a low-cost, markerless full body tracking (strongly agree). The questions were divided in 3 categories:
virtual reality system designed to provide remote rehabilita- the system; the experience of the user; and the interface.
tion of the upper extremity in patients who have had a stroke. The questionnaire also asked about the participant’s prior
Eight patients with stroke participated in the study. Outcomes knowledge about telerehabilitation and asked for any sugges-
included participant responses to the 5-point Short Feed- tions regarding the system. The evaluation yielded positive
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Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
2169-3536 (c) 2018 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/redistribution requires IEEE permission. See
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Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
FIGURE 3. The exercise instructions user interface. FIGURE 5. Messaging user interface.
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Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
7 6 5 4 3 6 5
FIGURE 6. PC experience versus browser ability (columns 5, 6 and 7) faceted FIGURE 8. Computer Game (CG) experience versus Kinect experience
by age (x-axis) and gender (y-axis). faceted by age (x-axis) and gender(y-axis).
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7 6 5 4 1
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Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
2169-3536 (c) 2018 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/redistribution requires IEEE permission. See
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Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
Response 1 2 3 4 5 6 7
41 6 6 7 6 7 7 7 7 3 7 7 7 7 7 5 6 4 5 5
40 6 6 7 7 7 7 7 7 2 7 7 7 6 7 7 7 5 7 7
39 5 6 5 5 3 4 6 5 4 5 4 6 6 6 6 3 4 5 6
38 7 7 7 7 7 7 7 7 5 6 5 7 6 6 6 6 6 7 7
37 4 5 7 5 5 5 6 6 6 5 7 6 5 5 4 7 6 5 5
36 6 5 5 5 6 6 5 6 6 5 5 5 5 5 6 6 5 5 6
35 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
34 6 7 7 6 7 7 7 7 5 6 7 7 7 7 7 6 6 7 7
33 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 6 7 7
31 4 4 5 4 4 4 4 4 4 4 4 5 5 5 4 4 4 4 4
30 6 6 7 6 6 7 6 7 6 7 6 6 6 6 7 6 7 6 6
29 6 6 6 6 6 6 5 6 4 4 5 6 6 5 6 5 5 5 6
28 5 5 6 5 6 4 6 5 3 4 5 6 5 4 6 5 4 4 5
27 6 5 6 6 6 5 6 5 5 5 5 5 6 6 5 5 6 5 6
26 6 5 6 6 4 4 5 5 5 5 5 5 6 6 5 4 5 5 4
25 6 6 6 6 6 6 4 5 3 5 5 5 5 5 6 5 3 6 6
Individual
24 6 6 5 5 5 5 5 5 2 3 4 2 3 3 6 6 5 6 6
23 5 5 6 6 6 6 6 5 4 4 5 6 5 5 6 6 6 6 5
22 6 6 6 6 7 6 6 6 6 6 6 6 6 5 6 7 7 7 6
21 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
20 6 6 6 6 6 6 5 5 6 5 5 5 5 5 5 5 5 5 5
19 6 6 5 5 5 5 5 6 3 3 4 5 5 5 5 5 6 6 6
18 5 5 6 5 6 5 6 6 6 6 5 7 7 5 5 6 6 6 6
17 7 7 7 7 6 6 7 6 6 5 5 6 7 7 6 4 4 6 5
16 6 6 4 6 4 6 6 5 1 6 4 6 6 6 6 5 6 3 6
15 6 6 4 4 4 5 4 4 4 6 5 5 5 5 5 4 4 4 6
14 7 7 7 7 7 7 7 6 6 6 6 7 6 7 7 7 7 7 7
13 6 6 7 5 6 7 5 6 6 4 6 4 6 4 6 2 3 4 5
12 4 6 3 3 3 4 6 4 4 5 5 5 6 6 7 6 5 5 5
11 6 6 7 7 7 6 6 6 5 5 4 6 6 6 7 6 5 6 6
10 5 5 5 5 6 6 6 5 5 6 6 5 5 5 6 6 6 6 5
9 6 6 6 6 6 5 6 6 5 5 5 5 6 6 5 5 5 5 5
8 4 6 6 6 6 6 6 5 4 4 6 6 6 6 6 6 6 6 6
7 6 6 6 4 5 5 4 4 4 4 4 3 3 4 6 6 6 4 4
5 5 5 5 6 6 6 6 6 3 4 4 6 6 5 6 5 6 6 6
4 7 7 7 6 6 6 7 6 7 7 6 7 5 7 7 4 5 6 7
3 6 6 6 6 6 6 6 6 6 6 5 5 5 5 5 6 5 4 5
2 7 6 7 6 6 7 7 6 5 6 7 7 6 6 6 7 6 7 6
1 5 6 6 6 6 6 6 6 6 5 5 5 5 6 6 6 6 6 5
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
Q
Q
Question
FIGURE 15. Individual results of the IBM CSUQ measures for the 39 participants
0 25 50 75 100
Percentage
FIGURE 16. Results from the IBM CSUQ
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Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
VI. CONCLUSION
INTERQUAL and OVERALL. Jittering is used for a better We presented the results obtained from a study of effective-
visualization of the answers for each category. ness, efficiency, and subjective user satisfaction conducted
Figure 17, also provides the minimum value score given with the Web-Based platform for Home Motor Rehabilitation
by the participants in each category, as well as the category (ePHoRt).
mean. A confidence interval for the mean is depicted for each The work done is a contribution for the development of
category. No significant difference was observed between telemedicine platforms, context in which the usability factor
categories (p-value=0.184), indicating a similar positive per- is vital for the success of medical or therapeutic treatments of
ception for all CSUQ questionnaire categories. patients. Web-based platforms for home rehabilitation are of
Fig 18 depicts the correlation between the mean responses interest not only for patients and their families, but also for
of the IBM CSUQ categories. The higher correlation for public health, since the use of technology saves infrastructure
OVERALL is with the SYSUSE category (corr=0.63). That costs. In this context, studies like this one are necessary to
is the positive overall perception is associated with a positive guarantee the quality of the service provided to the patient.
response of the participants for the SYSUSE questions (Q1 The magnitude of the System Usability measure obtained
to Q8). This can also be observed in Fig 16 where the appre- for this study show a good usability of the platform. Par-
ciation for the aforementioned questions is highly positive ticipants reported a positive attitude of the tool against the
(agree and strongly agree). The correlation between INFOE- difficulty to solve errors when they occur. This work en-
QUAL and SYSUSE is the higher between the categories ables us to identify specific usability aspects that should
(corr=0.75), indicating that the more comprehensible is the be implemented to ensure an efficient user experience of
system information the more friendly and productive is the patients interacting with a tele-rehabilitation platform. The
system for the user. main finding of our study is that the error feedback should
be as detailed as possible. The usability test shows that a
B. REDESIGN OF THE USER INTERFACES lack of or an ambiguous user feedback can be a great barrier
This section presents the new interface for the exercise’s exe- in the acceptance of the platform. To confirm this outcome,
cution (see Fig. 19). The changes of this interface were done future work will consist of (i) conducting tests to measure
based on the results and the suggestion of the participants. In the performance (e.g. time, efficiency. . . ) of patients when
order to improve the user interface to make more friendly, we using the platform, and (ii) carrying out accessibility and
included a rectangle area for helping patients positioning in cognitive tests (e.g. mental workload). As a final thought, we
the field of vision of the Kinect and for allowing them a well are convinced that research efforts in the combined area of
recovery of the limb mobility. tele-medicine and usability are fundamental to incorporate
The graphical-based feedback includes green and red color new mechanisms of patient-computer interaction, such as
to describe how well the patient performed the movement. natural user interfaces and machine-learning based chatbots.
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1.00 : 1 (2.6%)
2.00 : 2 (5.1%)
mean (sd) : 4.92 (1.4) 3.00 : 2 (5.1%)
18 P19_Prefer_learning_PC_software min < med < max : 1 < 5 < 7 4.00 : 8 (20.5%) 39 (100%) 0 (0%)
_by_myself [integer] IQR (CV) : 2 (0.28) 5.00 : 10 (25.6%)
6.00 : 13 (33.3%)
7.00 : 3 (7.7%)
19 P20_Tele- 1. No 39 (100.0%) 39 (100%) 0 (0%)
rehabilitation_system_use [factor]
20 P21_TR_system_use_how_long All NA’s 0 (0%) 39 (100%)
[logical]
21 P22_TR_system_use_hours_per_day All NA’s 0 (0%) 39 (100%)
[logical]
22 P23_TR_experience_rate [logical] All NA’s 0 (0%) 39 (100%)
23 P24_TR_work_ability [logical] All NA’s 0 (0%) 39 (100%)
1. No 5 (12.8%)
24 P25_Computer_game_use [factor] 39 (100%) 0 (0%)
2. Yes 34 (87.2%)
1. 5 (12.8%)
2. 1 to 2 years 4 (10.3%)
3. 3 to 4 years 5 (12.8%)
4. 5 to 6 years 2 (5.1%)
25 P26_CG_use_how_long [factor] 39 (100%) 0 (0%)
5. 7 to 8 years 2 (5.1%)
6. 9 to 10 years 5 (12.8%)
7. Less than 1 year 3 (7.7%)
8. Over 10 years 13 (33.3%)
1. 5 (12.8%)
2. 1 to 2 hours 11 (28.2%)
3. 3 to 4 hours 11 (28.2%)
26 P27_CG_use_hours_per_day [fac- 39 (100%) 0 (0%)
4. 5 to 6 hours 3 (7.7%)
tor]
5. 7 to 8 hours 2 (5.1%)
6. Less than 1 hour 7 (17.9%)
1.00 : 1 (2.9%)
mean (sd) : 5.74 (1.19) 4.00 : 2 (5.9%)
27 P28_CG_experience_rate [integer] min < med < max : 1 < 6 < 7 5.00 : 8 (23.5%) 34 (87.18%) 5 (12.82%)
IQR (CV) : 1 (0.21) 6.00 : 15 (44.1%)
7.00 : 8 (23.5%)
1.00 : 1 (2.9%)
mean (sd) : 5.47 (1.28) 4.00 : 6 (17.6%)
28 P29_CG_use_ability [integer] min < med < max : 1 < 6 < 7 5.00 : 8 (23.5%) 34 (87.18%) 5 (12.82%)
IQR (CV) : 1 (0.23) 6.00 : 12 (35.3%)
7.00 : 7 (20.6%)
1. No 21 (53.8%)
29 P30_Kinect_Device_use [factor] 39 (100%) 0 (0%)
2. Yes 18 (46.2%)
1. 21 (53.8%)
2. 1 to 2 years 3 (7.7%)
3. 3 to 4 years 5 (12.8%)
30 P31_KD_use_how_long [factor] 39 (100%) 0 (0%)
4. 5 to 6 years 1 (2.6%)
5. Less than 1 year 8 (20.5%)
6. Over 10 years 1 (2.6%)
1. 21 (53.8%)
2. 1 to 2 hours 6 (15.4%)
31 P32_KD_use_hours_per_day [fac- 3. 3 to 4 hours 1 (2.6%) 39 (100%) 0 (0%)
tor] 4. 5 to 6 hours 1 (2.6%)
5. Less than 1 hour 10 (25.6%)
3.00 : 1 (5.6%)
mean (sd) : 5.22 (0.88) 4.00 : 1 (5.6%)
32 P33_KD_use_experience_rate [in- min < med < max : 3 < 5 < 7 5.00 : 10 (55.6%) 18 (46.15%) 21 (53.85%)
teger] IQR (CV) : 1 (0.17) 6.00 : 5 (27.8%)
7.00 : 1 (5.6%)
3.00 : 1 (5.6%)
mean (sd) : 5.11 (0.9) 4.00 : 2 (11.1%)
33 P34_KD_work_ability [integer] min < med < max : 3 < 5 < 7 5.00 : 10 (55.6%) 18 (46.15%) 21 (53.85%)
IQR (CV) : 0.75 (0.18) 6.00 : 4 (22.2%)
7.00 : 1 (5.6%)
1. No 27 (69.2%)
34 P35_GUI_use [factor] 39 (100%) 0 (0%)
2. Yes 12 (30.8%)
VOLUME 4, 2016 13
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This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI
10.1109/ACCESS.2018.2889257, IEEE Access
Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
1. 27 (69.2%)
2. Enable Viacam 1 (2.6%)
3. jugar 1 (2.6%)
4. wii 2 (5.1%)
35 P36_GUI_which [factor] 39 (100%) 0 (0%)
5. Wii 5 (12.8%)
6. Wii, PlayStation Move 1 (2.6%)
7. Wii, PS Camera 1 (2.6%)
8. wii, ps4, nintendo 1 (2.6%)
1. 27 (69.2%)
2. 1 to 2 years 1 (2.6%)
36 P37_GUI_use_how_long [factor] 39 (100%) 0 (0%)
3. 3 to 4 years 3 (7.7%)
4. Less than 1 year 8 (20.5%)
1. 27 (69.2%)
2. 1 to 2 hours 2 (5.1%)
37 P38_GUI_use_hours_per_day [fac- 39 (100%) 0 (0%)
3. 3 to 4 hours 1 (2.6%)
tor]
4. Less than 1 hour 9 (23.1%)
1.00 : 1 (8.3%)
mean (sd) : 5.25 (1.54) 4.00 : 1 (8.3%)
38 P39_GUI_experience_rate min < med < max : 1 < 6 < 7 5.00 : 3 (25.0%) 12 (30.77%) 27 (69.23%)
[integer] IQR (CV) : 1 (0.29) 6.00 : 6 (50.0%)
7.00 : 1 (8.3%)
1.00 : 1 (8.3%)
mean (sd) : 5.33 (1.5)
4.00 : 1 (8.3%)
39 P40_GUI_use_ability [integer] min < med < max : 1 < 6 < 6 12 (30.77%) 27 (69.23%)
5.00 : 1 (8.3%)
IQR (CV) : 0.25 (0.28)
6.00 : 9 (75.0%)
14 VOLUME 4, 2016
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VOLUME 4, 2016
TABLE 3. Summary of ranking variables
Mean Std.Dev Min Q1 Median Q3 Max MAD IQR CV Skewness SE.Skewness Kurtosis N.Valid Pct.Valid
P11_PC_experience 5.85 0.99 3.00 5.00 6.00 7.00 7.00 1.48 1.50 5.92 -0.82 0.38 0.28 39.00 100.00
P12_PC_work_ability 5.97 0.87 4.00 5.00 6.00 7.00 7.00 1.48 2.00 6.84 -0.41 0.38 -0.72 39.00 100.00
P13_Learn_software_ability 5.18 1.25 1.00 5.00 5.00 6.00 7.00 1.48 1.00 4.13 -1.11 0.38 1.88 39.00 100.00
P14_Browser_ability 6.21 0.57 5.00 6.00 6.00 7.00 7.00 0.00 1.00 10.88 0.01 0.38 -0.39 39.00 100.00
P15_Discuss_software_strengths_weaknesses 5.10 1.02 3.00 4.00 5.00 6.00 7.00 1.48 1.50 5.00 -0.34 0.38 -0.56 39.00 100.00
P16_PC_self_learning 5.33 1.15 2.00 5.00 6.00 6.00 7.00 1.48 1.00 4.62 -0.85 0.38 0.36 39.00 100.00
P17_Solve_PC_problem_different_manners 5.54 1.07 2.00 5.00 6.00 6.00 7.00 0.00 1.00 5.17 -1.03 0.38 1.16 39.00 100.00
P18_Not_needing_PC_best_way_use 4.62 1.44 2.00 4.00 4.00 6.00 7.00 1.48 2.00 3.20 -0.10 0.38 -0.83 39.00 100.00
P19_Prefer_learning_PC_software_by_myself 4.92 1.40 1.00 4.00 5.00 6.00 7.00 1.48 2.00 3.51 -0.82 0.38 0.24 39.00 100.00
Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
P28_CG_experience_rate 5.74 1.19 1.00 5.00 6.00 6.00 7.00 1.48 1.00 4.83 -1.81 0.40 5.01 34.00 87.18
P29_CG_use_ability 5.47 1.28 1.00 5.00 6.00 6.00 7.00 1.48 1.00 4.26 -1.14 0.40 2.04 34.00 87.18
P33_KD_use_experience_rate 5.22 0.88 3.00 5.00 5.00 6.00 7.00 0.00 1.00 5.95 -0.41 0.54 0.59 18.00 46.15
10.1109/ACCESS.2018.2889257, IEEE Access
P34_KD_work_ability 5.11 0.90 3.00 5.00 5.00 6.00 7.00 0.00 0.75 5.68 -0.20 0.54 0.23 18.00 46.15
P39_GUI_experience_rate 5.25 1.54 1.00 5.00 6.00 6.00 7.00 0.74 1.00 3.40 -1.60 0.64 1.98 12.00 30.77
P40_GUI_use_ability 5.33 1.50 1.00 5.50 6.00 6.00 6.00 0.00 0.25 3.56 -2.01 0.64 2.93 12.00 30.77
15
2169-3536 (c) 2018 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/redistribution requires IEEE permission. See
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI
10.1109/ACCESS.2018.2889257, IEEE Access
Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
16 VOLUME 4, 2016
2169-3536 (c) 2018 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/redistribution requires IEEE permission. See
http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI
10.1109/ACCESS.2018.2889257, IEEE Access
Pérez Medina et al.: Usability study of a Web-Based Platform for Home Motor Rehabilitation
VOLUME 4, 2016 17
2169-3536 (c) 2018 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/redistribution requires IEEE permission. See
http://www.ieee.org/publications_standards/publications/rights/index.html for more information.