1. Introduction
A cerebrovascular accident, also known as stroke, refers to the alterations in blood supply to the brain that cause the loss of brain function. In general, stroke is related to intracranial or extra cranial vascular pathologies such as atherosclerosis or embolism [
1].
Stroke is considered the sixth cause of disability worldwide, the third in developing countries [
2], and the second leading cause of mortality [
3]. To obtain a healthy condition after a stroke it is necessary to consider a biopsychosocial approach, which means considering the body structures and their functions and environmental and personal factors [
2]. Activities of daily living (ADL) are considered as an indicator of the functional status describing the independence of a person according to fundamental skills, such as mobility and bathing. ADLs can be basic (BADLs) or instrumental (IADLs), BADLs are the necessary skills to cover basic physical needs, for instance, personal hygiene, ambulating, and eating; on the other hand, IADLs involve activities that allow an independent life and participation in the community [
4]. About half of post-stroke patients have motor deficits, making them dependent on others for ADL. For instance, motor impairments in the upper limb (UL) remain for many stroke survivors; only 5% regain full function, and 20% remain nonfunctional [
1,
5,
6].
In general, motor rehabilitation is focused on improving the function affected by pathologies or caused by injuries to allow patients to perform daily living activities [
7,
8].
To observe a change in the UL movement after a stroke, it is essential to take into account the repetition of exercises and the patient’s motivation in traditional rehabilitation [
9,
10]. However, sometimes the repetition of exercises is monotonous and boring, and patients may lose motivation, and this is finally reflected in the success of the rehabilitation [
9,
11]. Post-stroke rehabilitation exercises allow reorganization of neural networks in the brain and nervous system, which is known as neuroplasticity [
12].
Up to now, the use of new technology, like virtual reality (VR) or virtual environments (VE), has been shown to have a positive effect in different medical areas, such as in the reduction of anxiety and stress [
13], physical activity coaching for older adults [
14], for presurgical tasks [
15] and for rehabilitation [
16,
17].
VR is a simulation or model created with computer modeling. It allows the user to interact with a 3D environment [
18]; on the other hand, VE refers to graphical scenarios where the users interact with virtual objects simulating reality [
8]. This technology has benefits, for example, the frequency and intensity of exercise can increase compared with standard approaches, and the motivation and engagement increment for repetitive tasks [
19].
To enhance the interaction between the system and the user, the use of a haptic device is useful, as it allows the reduction of mental effort and cognitive load, and it also decreases the time to perform a task and the number of collisions with a virtual object through the generation of haptic feedback [
20]. This allows the user to interact with virtual objects through a feeling of touching and manipulating [
21], according to the haptic type, the user can feel the texture, temperature, vibration, weight, or inertia of an object [
22]. It is worth mentioning that a haptic device is accessible only for post-stroke patients with moderate or mild impairment, which means that the patient has sufficient motor and neurological functions to perform the activities of virtual scenarios [
23].
To reduce the cost of systems that use haptic devices, some authors employ vibration motors to provide vibrotactile haptic feedback to touching virtual objects [
24], in prosthetics with stimulation to the stump [
25], and to improve standing balance [
26]. Another advantage is the size of the motors, because they do not hinder user movements. That is why vibrotactile feedback is a solution for a low-cost system that gives cues about the virtual objects and VE to the user. With the addition of another feedback modality, such as vision, vibrotactile feedback is more effective [
27], reflecting in the improvement of performance and in the reduction of real-time errors [
28].
The development of a rehabilitation system with VR and haptic feedback seems an appropriate method to integrate strategies that maintain the patient’s motivation, that allow them to observe their performance in the therapies continuously, and improve their quality of life. In recent decades, researchers have developed different systems to enhance rehabilitation and integrate robotic devices with VE.
Game-based applications for rehabilitation use interactive games to maintain or increase a patient’s motivation or try to simulate daily living activities [
29,
30]. However, some of these systems use commercial video games, representing a disadvantage because they are designed for healthy users without considering the therapists’ needs, the participant’s opinions and the range of motion. Therefore, their feedback cannot reflect improvements in the patient’s motor control [
3,
31,
32,
33,
34].
Another point to consider is that, in developing rehabilitation systems, the therapist’s experience must be part of developing the new technology in rehabilitation. According to therapists, barriers for a system’s inclusion in rehabilitation are the need for technical knowledge, the difficulty to use it, the time to set it up, and the support required by the system [
35].
In most cases, characteristics like the range of motion [
33,
34] and users’ abilities and capacities [
3,
36] have been considered to develop these systems. It is not until the system is finished that User-Centered Design (UCD) is used to evaluate and improve it [
37,
38], or just to perform data analysis [
33]. For instance, the evaluation of the system considers family members with post-stroke relatives [
34] or stroke survivors [
33], but does not consider therapists’ participation during the development, which is crucial because they provide feedback and ensure that the system fulfills its purpose. The main contribution of this article is that the VE for UL rehabilitation was developed, taking into account the requirements obtained from therapists using UCD, for instance, the desired movements. The VE proposed uses a haptic device and it is designed to be used in a clinical environment.
For the design of the system proposed, several factors were taken into account, such as: (a) the capacity of the patient (ranges of motion), (b) the psychological properties of the color for the Graphics User Interface (GUI), (c) motor learning principles, such as repetition and feedback [
39], and (d) performance characteristics of the communication channels between the VE and the user (bandwidth and transmission delays for haptic feedback, visual and auditory feedback) [
40].
The main difference in the proposed rehabilitation system’s development process from others available in the literature, is the therapists’ feedback in all its stages. Once the first version was ready, the usability and functionality were evaluated. Then, according to users’ results and feedback, necessary changes were identified and implemented. Finally, the usability, user experience, and functionality of the system were evaluated by volunteers. According to the therapists’ needs, four clinical scales were included in the GUI. It is hypothesized that implementing the User-Centered Design approach and therapists’ opinions will increase the usability, the hedonic and pragmatic qualities, and the attractiveness of an upper limb rehabilitation system with a virtual environment that features virtual scenarios focused on performing post-stroke rehabilitation exercises.
This paper is organized as follows:
Section 2 presents the materials and methods used for the development of the rehabilitation system, which describe the collection of therapists’ requirements, the VE design, the integration of the haptic device and the VE, and the system evaluation by therapists.
Section 3 describes the experimental study.
Section 4 shows the results that describe the users’ experience and system usability, the performance obtained by the VE and the haptic device, and the comparison between the use of a monitor and Head Mounted Display (HMD), and
Section 5 shows the discussion of these results. Lastly,
Section 6 concludes and mentions future work.
5. Discussion
This work presents the development and usability evaluation of an upper limb rehabilitation system based on a UCD approach for active rehabilitation in post-stroke patients. One of the advantages of using UCD is the continuous feedback from therapists, which facilitates the acceptance of new technologies in clinical practice. This acceptance is necessary because the quality of rehabilitation can be affected by the rejection of this technology [
50].
A guideline that helps develop new rehabilitation technologies is necessary for a successful transfer of rehabilitation research to the clinical environment. In [
51], the authors detected that usability and clinical effectiveness are relevant points for the integration of rehabilitation systems. Another essential point related to the system, is to satisfy the requirements of therapists, such as comfort and safety, and if it is easy to set up and fun to use.
The objective of this work was to measure usability, user experience, and observe how feedback from therapists can increase the usability of a system. In addition, a general comparison was made between the use of a monitor and HMD as the visualization system; however, the system needs to be evaluated with post-stroke patients to observe its clinical effectiveness. For this evaluation, the use of specific scales for virtual environments in rehabilitation such as the Questionnaire for Satisfaction Evaluation of Virtual rehabilitation (USEQ) [
52], and presence questionnaires will provide relevant information related to the performance of the system in a clinical environment, including which visualization system will be more effective in the clinic.
With this work, it is possible to identify some elements that make a rehabilitation system with a VE usable for therapists, such as the ease of using it, the integration of GUI elements that are easy to understand, and intuitive interaction, easy-to-learn functions, and engaging virtual scenarios for patients. In addition, with identifying the requirements shown in
Table 2, the system integrates valuable features for the therapist, for instance, the selection of predefined levels, the medical scales used by therapists, the best position of the patient, and the movements involved in rehabilitation.
The therapists’ involvement in developing the proposed system is reflected in the scores of usability (see
Table 7), pragmatic and hedonic qualities, and attractiveness (see
Table 8), resulting in a system with high usability and attractiveness to the users.
On the other hand, the haptic device’s evaluation from the volunteers show similar average scores when they use the monitor or the HMD. The most significant difference is in characteristic number eight, where the volunteers feel greater precision when using the HMD. This could be related to the immersion that this device provides. This difference is also reflected in the VE evaluation, where the same characteristic obtains the highest difference.
In addition, the quantitative data obtained from the volunteers’ evaluation was useful to detect any difference between the use of an HMD and a monitor. The usability results showed that there is not a remarkable difference between the two display systems. With the improvements made after the therapists’ evaluation, the system obtains better results in the hedonic and pragmatic qualities, meaning that the changes made after the therapists’ feedback improved the system.
This research indicates that a VR rehabilitation system that includes the needs of the therapy and the therapist could be a helpful tool in UL rehabilitation; this allows acceptance in a clinical environment and reduces rejection of this type of technology by the therapist.
6. Conclusions
The presented work reports the development of a UL rehabilitation system focused on the VE. The design was based on the therapists’ and the therapy requirements by using user-centered design and theoretical concepts, such as color psychology, motor learning principles, and characteristics of the communication channels in VEs. For the virtual scenarios, interactive games, daily activities, and the characteristics of the rehabilitation were taken into account, and elements were introduced to improve motivation, such as the score or time and the possibility of visualization of the patient’s performance after each session.
This work shows the importance of therapist participation in the development of a rehabilitation system. The results of the experimental study showed an increase in usability, pragmatic and hedonic qualities, and in the system’s attractiveness after the system was modified according to the results of the therapists’ evaluation. The results suggest no significant differences in the perceived performance of the virtual environment and the haptic interface when interacting with either the monitor or the HMD, allowing a lower cost when the monitor is used.
Although the volunteers’ usability and user experience evaluation show positive results, future studies must test the system in a clinical environment with post-stroke patients to evaluate the clinical effectiveness. This study will be highly appropriate to evaluate the system with specific scales for rehabilitation systems such as the USEQ, and in order to obtain a more precise result for the difference between the use of a monitor and an HMD, the application of a presence questionnaire will be relevant.