Cost/benefit analysis for incorporating human factors in the software lifecycle
Communications of the ACM
Principles and guidelines in software user interface design
Principles and guidelines in software user interface design
SIGDOC '91 Proceedings of the 9th annual international conference on Systems documentation
The usability engineering lifecycle: a practitioner's handbook for user interface design
The usability engineering lifecycle: a practitioner's handbook for user interface design
User-Centered Web Design
Usability Engineering
Interaction Design
A Stewart Platform-Based System for Ankle Telerehabilitation
Autonomous Robots
Haptic Effects for Virtual Reality-Based Post-Stroke Rehabilitation
HAPTICS '03 Proceedings of the 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS'03)
The effects of positional constancy on searching menus for information
CHI '83 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Post-Stroke Rehabilitation with the Rutgers Ankle System: A Case Study
Presence: Teleoperators and Virtual Environments
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Stroke Therapy through Motion-Based Games: A Case Study
ACM Transactions on Accessible Computing (TACCESS)
Reducing compensatory motions in video games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Usability studies are an essential and iterative component of technology development and ease its transfer from the laboratory to the clinic. Although such studies are standard methodology in today's graphical user-interface applications, it is not clear that current methods apply to new technologies such as virtual reality. Thus experimentation is needed to examine what existing methods can be viably transferred to the new user-interaction situations. In this paper, 5 integrated interfaces with 3 simultaneous users are evaluated via a set of usability studies, which adapt traditional methods for assessing the ease of use of the interface design. A single expert domain user was run in an intensive study that examined the therapist manual and interfaces of the Rutgers Ankle Rehabilitation System (RARS). The interface and manual were extensively modified based on this evaluation. A second study involving 5 therapists was then conducted to evaluate the telerehabilitation component of the RARS system. In both studies, the tester and developer's observations, along with the session videotapes and therapist-user questionnaires, were triangulated to identify user problems and suggest design changes expected to increase the usability of the system. Changes that resulted from the analysis with the domain expert are described and recommendations for how to conduct usability studies in such multiuser remote virtual reality situations are proposed. Results from the pilot usability telemonitoring studies are also presented. The validity of usability studies in the development and refinement of rehabilitation technology is highlighted.