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Usability Evaluation of “Paint!” VR Game Designed for Frail Older Adults

Darmová, B., Inthiran, A., Appel, L. (2026). https://doi.org/10.1007/978-3-031-97778-7_14

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Abstract

Virtual Reality (VR) holds promise in enhancing the well-being of older adults, particularly those with dementia, by providing immersive experiences that offer both comfort and stimulation. However, usability challenges, such as accessibility and ease of use, often hinder its potential. This study addressed these challenges by involving long-term care staff, including nurses and recreational therapists, whose expertise informed pertinent adjustments to the application for improved future end-user studies. Conducting the study during the design phase supported successful integration and sustainability in long-term care.

 

The usability of a VR application intended as a recreational and therapeutic tool for older adults with dementia and their caregivers was assessed by long-term care staff (n = 8) through a prospective, non-randomized mixed-methods think-aloud study. Participants engaged with the interactive VR game Paint! after providing demographic data and receiving minimal instruction. Observations and semi-structured post-session interviews provided feedback on accessibility, hand-tracking, comfort, and engagement. Results revealed the intuitive design facilitated ease of use, although initial guidance could help users acclimate more quickly. While hand-tracking was satisfactory, improvements in precision and ergonomics are needed. Issues with visual clarity and reports of occasional vertigo highlighted the need for enhanced stability. High engagement was noted, although synchronizing audio with hand movements requires attention. These findings emphasize the importance of refining usability and introducing new features to optimize the therapeutic potential of VR for this demographic.

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