Published at : 17 May 2024
Volume : IJtech
Vol 15, No 3 (2024)
DOI : https://doi.org/10.14716/ijtech.v15i3.6118
Jorn Ockerman | Department of Rehabilitation Sciences, Ghent University, 9000 Ghent, Belgium |
Johanna Renny Octavia | 1. Department of Industrial Engineering, Parahyangan Catholic University, Bandung 40141, Indonesia, 2. Research group for Media, Innovation, and Communication Technologies, Ghent University, 9000 Ghen |
Jamil Joundi | Research group for Media, Innovation, and Communication Technologies, Ghent University, 9000 Ghent, Belgium |
Arno Penders | Creative Therapy, Derbystraat 361, 9000 Ghent, Belgium |
Lynn Bar-On | Department of Rehabilitation Sciences, Ghent University, 9000 Ghent, Belgium |
Jelle Saldien | 1. Product Development, Faculty of Design Sciences, University of Antwerp, Mutsaardstraat 31, 2000 Antwerpen, Belgium, 2. Imec-mict-ugent, Department of Industrial Systems Engineering and Product Desi |
Maintaining high levels of patient motivation and enjoyment
during physical rehabilitation is crucial for achieving optimum therapy
outcomes. However, the prolonged and repetitive nature of postural control
rehabilitation in children with Developmental Coordination Disorder (DCD) often
leads to a rapid decrease in motivation levels. Digital therapy devices and
exergames offer valuable solutions to this problem by providing therapists with
the ability to incorporate objective outcome measures into their practice.
Adjustable Tangible User Interfaces (TUI) are ideal for implementing digital
innovation into physiotherapy clinical settings. Therefore, this study aimed to
discuss the development rationale and iterative co-creation process of Matti, a
pressure-sensitive, adaptable TUI for rehabilitation purposes. A structured
overview of TUI requirements within a clinical setting was provided for future
developers. The results showed that the Matti device can be used as a viable
tool for exergaming rehabilitation. Future investigations on the measurement
capabilities are required to enable the reliable adoption of objective outcome
measures. The impact of TUI and gamified postural control assessment on patients’
motivation and therapy outcomes should also be evaluated.
Digital Health; Exergames; Rehabilitation; Tangible User Interface
Mobility is an
integral part of the level of independence for an
individual, playing a crucial role in the perceived Quality of
Life (Whulanza
and Kusrini, 2023; World Health Organisation, 2013). Central to mobility is the ability
to maintain balance, a fundamental
prerequisite for self-reliance. Approximately
1 in 20 children aged between
3 and 17, experience
problems with ‘dizziness’ or ‘imbalance’ (Li et al., 2016).
However, only
32.8% of these children
received a medical
diagnosis comprising
neurological disorders, ear infections, head/neck injury or concussion, and DCD. Among these conditions, DCD also referred to
as dyspraxia, is a developmental disorder characterized by an
impairment of motor coordination,
significantly impacting both academic and daily activities (Blank et al.,
Physical
therapy (PT) acts as the cornerstone in rehabilitating illnesses,
injuries, and conditions that limit mobility
and functionality (O’Sullivan, Schmitz, and Fulk,
2014). This type
of intervention often requires patients to perform repetitive training exercises over an extended period to
regain or improve certain functions (de Sousa et al., 2018; Maharaj and Lallie,
2016). Exercise regimes often demand considerable effort and patient cooperation (Hagger and Chatzisarantis,
2007). Motivation is a significant factor that helps
maintain the necessary levels of therapy compliance in children (Tatla et al.,
2013). Recent studies showed that highly motivated patients
show optimum therapy
outcomes (Meyns
et al., 2017). Therefore, it is essential to ensure the maintenance of motivation
during the rehabilitation process.
Using interactive systems as a
training platform has been considered to maintain and enhance motivation during
rehabilitation. Many interactive systems have been developed to support various
rehabilitation programs. Some of these systems specifically focus on improving or maintaining motivation
during the rehabilitation process. Examples
of such interactive solutions include serious games
(Bonnechère,
2018), virtual reality applications (Neto et al. 2019),
interactive collaborative environments (Hudák et al., 2020),
and Tangible
User Interface (TUI) (Salazar-Cardona et al., 2023).
Developing new systems based on the TUI approach is considered promising since
the devices are more intuitive and accessible for patients with a low level of
technology experience (Marshall, Rogers, and Hornecker, 2007).
The implementation of video games
in a clinical or rehabilitation setting has also been widely explored. The
gaming aspects incorporated in rehabilitation have been shown to imbibe enjoyment in the patient while also maintaining higher levels of engagement during exercise regimes by providing
feedback on performance (Colombo et al., 2007).
For example,
exergames, which receive input directly from the movement of players, have experienced a considerable rise in interest from the
scientific community and physical therapists (Aufheimer et al., 2023;
Tobaigy et al., 2018). Previous studies evaluating the effects
of rehabilitation interventions using
commercially available exergames showed
modest but positive outcomes, supporting
supplementary integration
in clinical practice (Bonnechère et al., 2016).
According to therapists, the main disadvantage
to the general implementation of these tools is the lack of adjustability (Bonnechère et
al., 2018).
Serious exergames, which are
designed with another primary goal than mere entertainment (Magista, Dorra, and Pean, 2018),
offer therapists the requisite
level of control. Due to the
increase of various types of sensors developed for gaming purposes, engineers
and game designers have been able to create specific tools for physical
rehabilitation. Collaboration between the groups could also improve the
attitudes of clinical professionals toward the concept of serious games.
Based on the innovative approach to fostering balance and coordination skills, Matti was developed as a TUI, providing engaging and motivating therapy for patients. Matti acts as a training platform by offering the user an interactive surface that provides specific therapeutic exercises in the form of exergames. This study describes the effort to explore the potential of Matti as a TUI and exergame device within the physical rehabilitation practice. The initial and iterative co-design process with different stakeholders including therapists, patients, game developers, and engineers, as well as the implementation of the device (as a Minimum Viable Product/MVP) among DCD children was explored. Finally, the iterations used to develop Matti into a Minimum Marketable Product (MMP) were discussed.
Matti: A Tangible User Interface for Supporting Motor
Rehabilitation
Using a user-centered design approach, an
interactive gaming mat was
developed as a
tangible interface that can support motor rehabilitation. This interactive
surface, named Matti, was initially conceptualized as a training platform for
children with DCD. The development was initiated
through a collaboration with the Department of Physical Therapy and
Rehabilitation of Ghent University (Belgium). Based on the experience in
rehabilitating children with DCD, patients were observed to have challenges in performing certain motor activities due
to a lack of postural and motor control. Furthermore, frustration levels could quickly rise due to excessive
exercise repetitions and the slow improvements of perceived
skills. Therefore, the proposal
to develop a new
exergame specifically aimed at DCD children to improve balance and increase
motivation was presented.
2.1.
Matti 0.1: Prototype (Minimum
Viable Product)
To materialize the idea, Matti 0.1 was developed as a Minimum Viable Product (MVP) through an iterative design process engaging physiotherapists and DCD children (Joundi et al., 2019). Figure 1 shows the overall system of Matti 0.1, which consists of 2 main parts, namely the hardware and software. The hardware is an interactive mat used to play exergames similar to the therapy exercises. Meanwhile, the software runs the exergames personalized by the physiotherapists to meet the needs of the patients.
Figure 1 Overall system concept of Matti
0.1.
Application of the Matti system commenced with the physiotherapist defining the therapy exercises (exergames) according to the rehabilitation needs of the patient. Visual feedback is provided on a separate screen while the patient interacts with the mat to play a game. After playing exergames on Matti, the game results are communicated to both the physiotherapist and the patient. By monitoring these results and analyzing the rehabilitation progress, the physiotherapist can adjust the exercises according to the predetermined therapeutic goals.
2.1.1. Hardware and Software
The
setup of a therapy session with the Matti system requires only 2 hardware elements, namely a
TV/desktop screen and an interactive gaming mat. The TV/desktop is connected to a computer or laptop, while the interactive gaming mat is also connected to
the laptop running the Matti software on the offline Creative Therapy platform
application. Furthermore,
the screen is used to visualize
the exergames the patient has to play. The physiotherapist uses a laptop or
computer to adjust the settings
of the game and visualize the results. The interactive gaming mat, using a
15 x 15 matrix of pressure sensors and integrated RGB LED lights, has 2 main functions such as to obtain input from the movements of the patient and to provide visual feedback. This relationship of input (pressure
sensors) and output (LED lights) gives Matti the potential to function as a TUI, specifically an interactive surface. Figure 2 shows Matti hardware parts, including a desktop screen,
laptop, and mat.
Figure
2 Hardware parts of the Matti
0.1 system
The goal of Matti is to motivate the patients to perform therapy exercises while playing enjoyable and challenging games. The physiotherapists can use the software through the laptop to select relevant exergames. An example of the developed exergame was the Octopus game, as shown in Figure 3. It is a simple maze game in which the player (i.e., the patient) needs to follow a predefined path presented on the screen. The goal is to move the octopus from the top to the bottom of the screen while remaining on the dark blue line. To achieve this, the patient has to step on one of the 5 squares on the mat with the LEDs. The movement on the squares corresponds to the directional command, guiding the octopus along the designated path.
Figure
3 The Octopus game as part of
the Matti 0.1 software
The challenge of exergames needs to be balanced with the motor skills of the patients. To address this, the development of the games within Matti was based on the Flow Theory (Csikszentmihalyi and Larson, 2014; Csikszentmihalyi, 2009). Figure 4 shows how lower motor skills in DCD children require personalized adjustments to the challenge of a specific exergame. The initial game state proved too challenging for a child with DCD (Challenge of game 1), potentially leading to frustration or anxiety in the player/patient. By modifying certain settings or parameters of a specific exergame, a new game state (Challenge of game 2) is created, striking a balance conducive for the patient to enter the 'Flow state.'
Figure
4 Personalised challenge
adjustments for children with DCD based on Flow Theory.
The
user evaluation sessions and interviews, described in another study (Dujardin, 2019),
resulted in an extensive list of necessary features required for the practical application of this type of TUI across a wide range of clinical populations. These
features are categorized into 5
distinct categories, namely general, ease of
use, feedback, and adjustability requirements. A complete list of necessary
features is listed in Table 1.
Table 1 Overview
of TUI requirements in a clinical setting.
Aspects
|
Requirements
|
General |
Construction
of exergames according to ICF framework |
Multifunctional
use of TUI (exergaming, motor analysis, etc.) | |
Accurate
measurements | |
Low
cost | |
Tracking
and visualizing the progression of a patient | |
Safe
to use | |
Ease
of Use |
Water-
and stain-repellent material |
Efficient
storage and transport solution | |
Intuitive
system (‘Plug and play’) | |
Fully
adjustable exergames | |
Software
platform accessible through different devices | |
Feedback |
Visual
feedback for both therapist and user on TUI |
Optional
use of external display during exercises | |
Adjustability |
Exergames
are playable in various positions and with external tools (weights, rubber
bands, etc.) |
Both
adjustable and pre-made settings available for exergames | |
Usable
on both horizontal and vertical surfaces | |
Specific
Population |
Stable,
flat, and fixed surface (e.g., elderly population) |
Variable
degrees of cognitive involvement (e.g.,
pediatrics, elderly, intellectual disability, etc.) | |
Variable
degrees of intensity and load (e.g., sports) |
2.2.
Matti 1.0: Minimum Marketable
Product (MMP)
Due to the nature of the
co-creation process, all observed and reported issues and suggestions were
implemented before bringing Matti to market. More exergames were developed, and
motor analysis features were introduced.
2.2.1. Hardware
and Software
To decrease the reported and perceived slowdown within the system, an innovative sensor-input method was developed in close collaboration with the manufacturers of the pressure-sensitive elements (SensingTex) and experts from Ghent University, as shown in Figure 5a. The pressure-sensitive grid was expanded to include 56x56 pressure sensors over a 1.20 m² surface. Additionally, the integrated LEDs were expanded to an 18x18 grid (Dujardin, 2019).
Figure
5 (a) Technical drawing Matti
1.0; (b) Matti setup with External Screen
All external electronics were relocated to one side of the
surface and covered by an elongated hard-plastic cover (Figure 5b), which can
withstand direct vertical impact. This was done to increase the longevity of the hardware and make sure patients could exercise safely. The hardened bar also enables the user to quickly roll up the device, thereby enhancing
transportation without harming any of the
integrated sensors and LEDs. To enable real-time communication between the
Matti devices and the online Creative Therapy platform, state-of-the-art
software solutions were developed in-house.
Figure
6 Matti 1.0 Device Platform
2.2.2. Adjustable Exergames
The overall lack of exergames was a vital drawback for both patients and therapists. Furthermore, different patient populations require various kinds of motor exercises. In order to provide both therapist and patient with the necessary flexibility, the initial exergames were tweaked or altered, while 6 new adjustable exergames were introduced to the platform, as shown in Figure 7. These new games could train and stimulate static and dynamic balance, agility, motor coordination, weight/postural shift, range of motion of upper and lower limbs, as well as cognitive and executive functions. Exercise and performance variability are enabled through the ability to adjust almost every setting, including duration, active area, and required input duration. Additionally, all exergames can be played from various body positions, such as standing and planking.
Figure
7 Adjustable Exergames in Matti
1.0
Since commercial
videogames are an ever-evolving visual medium, therapeutic exergames need to have a certain visual appeal to entice children
who regularly partake in modern video gaming. A
collaboration was set up to develop a brand new exergame following both
state-of-the-art game design principles and clinically relevant insights from
practitioners. Through an iterative process, the game ‘Netsurfer’ was developed, as shown in Figure 8. This exergame requires the player to
alter the position of the bipedal stance for the avatar to pass unhindered
through various gateways. The enhanced graphics of this game also acted as a
relevant benchmark to gauge the performance of both Matti and the Unity engine
on the online platform.
Figure
8 A Screenshot of the Exergame
Netsurfer
2.2.3. Motor Analysis Tools
Assessing motor abilities and the general status of the patients is essential for evidence-based rehabilitation.
However, studies show that measurement practices among
physiotherapists are often inadequate (Jette et al., 2009). Factors such as time constraints and lack
of expertise are frequently cited as
significant contributing barriers. Most performance-based motor assessment tools require therapists to
multitask, focussing on the guidelines and the correct registration of
quantitative and qualitative variables. Digital tools present a viable solution to address these challenges. In the first complete version of Matti, 4 simple analysis tools
were integrated, enabling real-time measurement and visualization of surface contact and Center of Pressure (COP). The tools can accurately determine unipedal stance times and
the number of repetitions during stationary stepping and jumping exercises.
2.2.4. Future Development
In line with the development process of
the Matti device, any future development will incorporate input from all relevant stakeholders. Currently,
a new study project is
in process to
evaluate the limits of the measuring and analysis capabilities of the device
and adjoined platform. This project comprises both in vitro and in vivo
testing, with the latter being performed using healthy individuals and
participants suffering from various conditions affecting motor skills.
Implementing technology in a clinical setting
depends on multiple factors. These include adaptability, complexity,
compatibility with existing work practices, and product cost of healthcare providers (Ross et al., 2016). Specifically, the
recommended requirements for a TUI in the clinical rehabilitation setting, obtained through
structured interviews with physiotherapists in various fields, further show the
multifactorial approach necessary to develop useful devices (Dujardin, 2019). The Matti 1.0 system (MMP) appears
to meet most
of these requirements, making it a viable TUI within the field of
rehabilitation therapy.
The results obtained by Dujardin (2019) show the absolute necessity for
continuous interaction between the different stakeholders within both medical
(therapists, patients, etc.) and industrial fields (software, hardware, game
developers, UI/UX designers, etc.). According to Bonnechère et al.
(2016), collaboration between these 2 groups could
lead to
digital exergaming tools, significantly improving therapy outcomes due
to higher adaptability and relevancy to clinical practice. The engagement of key stakeholders in the
earliest possible phases of the implementation is vital to the overall process (Ross et al., 2016). The importance of current monitoring, evaluation,
and adaptation of systems was noted. In the case of Matti, while
the
hardware configuration is relatively fixed, the device’s control
through an
external software platform enables iteration, evaluation, and adjustment
of both
the exergames and overall functionality. Through a shared
software-based platform, users maintain continuous
communication with developers, ensuring that updates to the system are
automatically implemented.
It might also be necessary to
investigate how the needs and requirements for different populations vary. For example, when playing
similar exergames on Matti 0.1, senior users experienced more difficulty with
their exercises than DCD children (Octavia
et al., 2023). Due to the multiple specializations within the
field of rehabilitation sciences, namely neurological, pediatric,
geriatric, and sports, a device designed for use in clinical
practice should be able to cater to the various populations inherent in these
specializations (Dujardin,
2019; Surjandari and Zagloel, 2017). A high-performance athlete could require
high-intensity, variable, and complex reaction-based workouts, while a patient
with an intellectual disability might only need
straightforward repetitive exercises. Therefore, it is essential to develop fully customizable
exergames through an intuitive and accessible interface that does not require
any advanced computing knowledge. By connecting users and developers through a
shared software-based platform, an iterative co-creation process
can serve as a foundation for future development towards various
populations.
The TUI discussed in this study shows some limitations. A general requirement of a
TUI in a clinical setting is the multifunctionality of the system. In the case
of Matti, the device could act as an exergaming platform and a motor analysis
tool. This would enable it to increase and maintain both the motivation of
the user and
the evidence-based practices of the therapist (through objective
movement data). However, the added value of the Matti system on both aspects of
the therapeutic process remains to be shown.
The cost of the device might also impact
its applicability in various contexts. While the overall cost of the device
might be significantly lower than most high-tech, immobile devices such as
posturography instruments, gait analysis set-ups, or force plates, Matti is
currently unable to provide the same levels of accuracy. The
Matti system needs to deliver clinically relevant, reliable, and valid motor
analysis results to support the evidence-based decision process of the
therapist and ensure proper follow-up of the patient. Given the lack of
measurement practices of physiotherapists (Braun et al., 2015; Jette et al., 2009), affordable and efficient digital measuring tools
have become indispensable in the arsenal of clinical practitioners. Since a very limited
number of clinical physiotherapists encounter these types of complicated
devices in daily practice, Matti could serve as an approachable and
affordable measurement instrument for clinicians. Though the final version of the
device
already includes 4 motor analysis tools, future studies should assess the
psychometric properties of these tools in both healthy and pathological groups.
The interactive nature of the TUI
prompts future
investigations to evaluate the influence of gamified or interactive
motor tests on test performance results.
The relatively high production cost of the Matti
device hinders the adoption among physiotherapists
working in low to middle-income countries. Low-cost prototyping devices such as Makey Makey, which were
also used in the earliest stages of TUI development, could offer accessible
and customizable alternatives (Lin
and Chang, 2014). These devices enable the creation of rudimentary exergames
similar to those discussed in this study.
In conclusion, by
adhering to most of the requirements of TUI in the rehabilitation setting, the pressure-sensitive
exergaming Matti device appears
to be a promising tool for patient engagement in a clinical environment.
Furthermore, since an iterative co-creation process was implemented in every
stage of development, the device quickly adapted to the demands and necessities of various clinical
populations. Future research is required to assess the
effects of the adaptable exergames on short- and long-term patient motivation. The psychometric properties of all
implemented motor analysis tools should
also be investigated thoroughly before using the device as a diagnostic instrument. TUI in rehabilitation also provided new insights into the effect of
digitized (or gamified) motor skill assessments on test performance results.
This
research was partially funded by the Baekeland mandate HBC.2020.2294 granted in
2020 by Flanders Innovation and Entrepreneurship (VLAIO).
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