user research

Cognitive Rehabilitation Study
for Brain Injury

The Context

Brain injuries (BI) are recognized as a major public health concern by the Centers for Disease Control. There are multiple and varied repercussions of experiencing a BI, including lifelong physical and/or cognitive disabilities, shorter lifespan, and lower quality of life. It is estimated that 6.4 million children and adults in the US live with a lifelong disability as a result of a traumatic BI.

Many clinicians include games, both commercial (e.g., Nintendo® Wii™, Microsoft Xbox® with Kinect®) and specialized platforms (e.g. Jintronix), to help motivate people who have had a BI perform exercises similar to those prescribed for rehabilitation. Because of their affordability and availability, commercial games are a popular choice even though they are often considered too difficult for this audience.

The Challenge

While there are multiple commercial games that therapists rate as effective for physical goals, there are very few that addressed the Speech-Language Pathologists’ (SLP) cognitive-related goals. Particularly, SLPs have limited commercial game options to address their top therapy goals. Goals we specially considered in this study were: (1) attention/concentration, (2) short-term visual memory and (3) processing speed.

The Objective

The aim of this exploratory user research was to examine how a driving simulation game might provide Speech Language Pathologists (SLPs) with an additional evidence-based commercial game option when working with their patients who have had a brain injury (BI). Research has indicated that cognitive skills required for safe driving are aligned with top SLP goals.

The Approach



01Methods

Participants and the New Focus Program

Participants considered for inclusion were identified as:


Clients entered the New Focus program with varied needs and abilities. Therapists evaluated clients as they were admitted to the program and on a bi-yearly basis. This is the demographics of our seven participants including their cognitive scores:


Data Collection Procedure

Data collection occurred between February to September. We were on site Mondays and Wednesdays during the 12:30 - 1:15 pm and 1:30 - 2:15 pm sessions.To create an engaging driving experience, we set up two game carts with 50” televisions, racing seats that were designed for the Forza Xbox One game and racing wheels for Xbox One (by HORI) with a gas pedal.



Clients drove in ‘Free-play’ mode, which afforded multiple different racetracks of varying degrees of difficulty. Additionally, we took some additional steps to simplify gameplay: (a) we limited the number of competitors to five; (b) we set the competition to the easiest setting; and (c) we chose to have all of the assists selected that resulted in easier handling where the clients did not need to use the brake.


Cognitive Assessments

We used three interactive programs (in the same sequence) in the Brain Baseline app on iPad minis to assess our three dependent variables (attention/ concentration, visual working memory, and processing speed).








Placement & Longevity

Participants were assigned into four driving cohorts. Each cohort drove for three 2-week periods with six weeks off between driving periods. We assessed the dependent variables 12 times:


Beginning with the second driving session, we also noted two subjective observations:


Hypotheses

We focused on three hypotheses.


Data Analysis Procedure

While we scheduled 12 assessments, two participants missed at least one Wednesday driving/data collection sessions. To compensate, we averaged the driving session assessments.

02Findings

While we found that the participants enjoyed the driving sessions and did not find the game overly difficult (subjective measures), the results from our objective measures were somewhat mixed.

03Reflection & Future Work

Overall, our findings were promising but somewhat disappointing. Our small sample size limited the strength of our findings; i.e., our initial power analysis found that for a medium effect size of .28, and collecting assessments at 12 intervals that we would need a sample size of 15 to use repeated measures ANOVA for each assessment (p<.05 assumed). Unfortunately, we could not recruit enough people from the clientele at the Anixter Center. Moving forward, we suggest several modifications to reproduce this study:

Recognition

Accepted into the ACMSIGCHI Annual Symposium on Computer–Human Interaction in PLAY (CHI PLAY) 2017

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