Examining Usability, Acceptability, and Adoption of a Self-Directed, Technology-Based Intervention for Upper Limb Rehabilitation After Stroke: Cohort Study.
Michelle Broderick, Robert O'Shea, Jane Burridge and 3 others
PMID 37603405WHAT IT FOUND
Most stroke survivors could use a self-directed gaming device, averaging 26 minutes of daily arm training.
However, those with more severe strokes found it less acceptable. Usability and ease of use predicted actual daily use, while intent to use did not.
Key findings
01The device was usable for 26 of 30 participants, with 4 unable to use it due to severe motor impairment.
02Participants engaged with the device for a median of 26 minutes daily, which increased the conventional upper limb training dose.
03Higher stroke severity (NIHSS) was significantly correlated with lower overall technology acceptance.
STILL TO COME
How it was doneWhat they foundWhat it means for OTs
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What it does not show
The study was a small, single-center feasibility cohort (n=30), limiting generalizability. The custom usability scale was not validated against standard tools like the System Usability Scale. The survey was administered only after the intervention, missing potential changes in acceptance over time. Participants with severe communication or cognitive deficits were excluded, so findings do not apply to that group. Correlations do not prove causation; it is unclear if severity caused lower acceptance or if other factors were involved.
Declared interests
One author (PB) was part of the scientific group involved in the early development and testing of the GripAble technology used in the study.
The easy way to misread this
Do not assume this device improves clinical outcomes. The study measured usability and time spent, not motor recovery. The positive finding of increased training time does not prove that this time translated to better functional results.