3.8 Article

An augmented reality interface to control a collaborative robot in rehab: A preliminary usability evaluation

Journal

FRONTIERS IN DIGITAL HEALTH
Volume 5, Issue -, Pages -

Publisher

FRONTIERS MEDIA SA
DOI: 10.3389/fdgth.2023.1078511

Keywords

augmented realitiy; collaborative robot; user experence; upper-limb rehabilitation; serious games; system usability scale (SUS); user experience questionnaire (UEQ); flow short scale (FSS)

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Human emotions are valuable in human-computer interaction, and the use of emotional triggers can influence user acceptance. This study proposes a collaborative robot and augmented reality system for rehabilitation, incorporating gamification to enhance the rehabilitation experience. User surveys and expert evaluations show positive usability and user experience, encouraging further development of the system.
Human emotions can be seen as a valuable variable to explore in Human-Computer Interaction for effective, efficient, and satisfying interface development. The inclusion of appropriate emotional triggers in the design of interactive systems can play a decisive role in users' acceptance or rejection. It is well known that the major problem in motor rehabilitation is the high dropout rate resulting from the frustrated expectations given the typical slow recovery process and consequent lack of motivation to endure. This work proposes grouping a collaborative robot with one specific augmented reality equipment to create a rehabilitation system where some gamification levels might be added to provide a better and more motivating experience to patients. Such a system, as a whole, is customizable to adapt to each patient's needs on the rehabilitation exercises. By transforming a tedious exercise into a game, we expect to create an additional layer of enjoyment that can help in triggering positive emotions and stimulate users to continue the rehabilitation process. A pre-prototype was developed to validate this system's usability, and a cross-sectional study using a non-probabilistic sample of 31 individuals is presented and discussed. This study included the application of three standard questionnaires on usability and user experience. The analyses of these questionnaires show that the majority of the users found the system easy and enjoyable. The system was also analysed by a rehabilitation expert who gave a positive output regarding its usefulness, and positive impact on its use in the upper-limb rehabilitation processes. These results clearly encourage further development of the proposed system.

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