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. 2021 Oct 21;18(21):11096. doi: 10.3390/ijerph182111096

Table 1.

Summary of included studies.

Author, Year
Type of Study
HM Area Participants Purpose Key Findings
Sabus et al. [19]
Utility study: utility questionaire and learning objective achievement analysis
Education: students PT students (n = 34)
OT students (n = 35)
To examine the utility of a web-based virtual environment for an interprofessional instructional activity
  • Students perceived that 3D virtual environment supported learning about home modification.

  • 3D virtual environment facilitated interprofessional collaboration for home modifications.

  • Learning objective achievement analysis revealed higher levels of decision making in contextual factors and appreciation of unintended consequences of recommendations.

Guay et al., 2021 [22]
Usability and feasibility study: prototype development and semi-structured interview
Measurement MapIt design: occupational therapists, engineers, clinicians, and students (total = 24)
Perspective on acceptability: lay occupational therapists, older adults, and their relatives (total = 16)
To document the development and acceptability of a 3D mapping e-Health technology that allows for the exploration of home adaptations to enhance a person’s occupational engagement
  • Accessibility
    • -
      Occupational therapists and the relatives of individuals living with disabilities felt that MapIt was useful because it provided a global view and supports joint understanding of a person’s environment.
  • Concerns
    • -
      Someone to scan and provide technical support at low cost, residual usability issues, scan rendering.
Chandrasekera et al., 2017 [26]
Usability study: prototype description, usability questionnaire, and post task interview
Collaboration and decision making Older adults with physical impairment and mild memory loss (n = 3) To develop a hybrid space within the participants’ living environments using an AR object location and information system based on visual and spatial organization and to assess the users’ perceptions of using such technology
  • Perceived usefulness
    • -
      Participants reported that a system such as this would be very helpful.
  • Perceived ease of use
    • -
      Participants mentioned that the system was easy to use.
  • Attitude toward technology use
    • -
      Participants mentioned that if this system was made available to them, they would definitely use it to help them with their daily activities.
  • TAM questions: 7/7 (1, strongly disagree—7, strongly agree)

Threapleton et al., 2016 [27]
Feasibility study: semi-structured interview
Education: stroke survivors Occupational therapists (n = 13)
Stroke patients (n = 8)
Community stroke survivors (n = 4)
To explore perceived acceptability, potential utility, and limitations of a VR home for use in pre-discharge education and assessment
  • Therapists and patients perceived VR as acceptable in identifying safety risks and providing information about the need for assistive equipment and adaptations in the home.

  • Usability issues were identified with the current technical configuration (difficulty with navigation controls, containing less general household objects, low performance of the tablet device).

Palmon et al., 2004 [28]
Usability study: prototype description and observation of software trials and task completion
Education: people with physical disabilities Occupational therapists (n = 8) To evaluate usability of Habi-Test to facilitate the planning, design, and assessment of optimal home and work settings
  • No one completed the task on the first trial; 5/8 completed the modified task.

  • Concerns
    • -
      Frustration with the narrow field of view.
    • -
      Difficulty navigating in the environment.
    • -
      Difficulty recognizing the current location.
Money et al., 2019 [29]
Usability study: usability questionnaire and interviews
Education: older adults Older adults (n = 15) To explore the usability of a hazard detection game and perceptions and attitudes of older adults toward using the game in practice
  • Good level of usability (average SUS score 77.5/100)

  • Findings from post-task interview:
    • -
      Improved awareness of home hazard detection.
    • -
      Useful game as a reminder of safe practices and positive learning experience, real-world carryover effect.
Tsai et al., 2019 [30]
Feasibility and usability study: questionnaires
Measurement Lay participants (n = 43)
Clinicians (n = 9)
To determine the feasibility and usability of the MPMA with an LDM that creates floor plans with detailed home measurements
  • 77% of the lay participants spent <60 min completing the FPs.

  • Clinician completed the virtual home evaluations within 5 min in 73% of the cases, including determining the need for DME and whether the DME is fit for the designated place.

  • Both participant groups felt that using MPMA for home evaluations was useful and recommended it.

  • Ease of use of the MPMA received neutral ratings from both participant groups.

Hamm et al., 2017 [31]
Usability and feasibility study: usability questionnaire, analysis of think-aloud responses, and focus group
Measurement Older adults (n = 33) To explore the perceptions of older adults with regard to the barriers and opportunities of using a 3D MAP app that facilitated client-led self-assessment in the assistive equipment provision process
  • Good levels of usability (average SUS score 65.8/100), strong agreement with items relating to the usability (p = 0.004) and learnability (p < 0.001)

  • Findings from post-task interview:
    • -
      A useful tool to enhance visualization of measurement guidance and to promote independent living, ownership of care, and potentially reduce waiting times.
    • -
      The need for clearer visual prompts and alternative keyboard interface for measurement entry is identified.
Money et al., 2015 [32]
Usability and feasibility study: analysis of think-aloud responses and semi-structured interview
Collaboration and decision making Older adults (n = 10) To explore the perceptions of community-dwelling older adults with regard to adopting and using 3D interior design application as an assistive tool for the home modification process
  • Perceived usefulness
    • -
      Participants believed the 3D interior design application served as a useful visual tool and saw clear potential to facilitate shared understanding and partnership in care delivery.
  • Perceived ease of use
    • -
      Participants were able to create 3D home environments; however, several usability issues must still be addressed.
  • Use
    • -
      Many participants did not feel confident or see sufficient value in using the application autonomously.
    • -
      Most likely usage scenario would be collaborative involving the patient and practitioner.
Atwal et al., 2013 [33]
Feasibility study: focus group
Collaboration and decision making Occupational therapists (n = 25) To examine occupational therapists’ perceptions of the clinical utility of 3D interior design software with the ultimate goal of exploring whether it would be a useful tool specifically for pre-discharge home visits
  • Occupational therapists suggested that the software could be used in discharge planning and in rehabilitation.

  • Occupational therapists viewed it as a tool that could enhance the status of OT within the health care profession and improve communication.

  • Occupational therapists considered the software a useful additional tool and not a replacement of expert home visits, potentially facilitating OT home visits to be more focused.

  • Concerns
    • -
      Need for training to become familiar with the 3D technology
    • -
      Fear that the technology could replace home visits.
Atwal et al., 2014 [34]
Feasibility study: analysis of think-aloud responses and semi-structured interview
Collaboration and decision making Occupational therapists (n = 7) To explore the perceptions of occupational therapists with regard to using VR interior design app as an assistive tool within the pre-discharge home visit process
  • Participants felt that the VR app had the potential to enhance clients’ understanding of home modification and enrich communication and client involvement.

  • Perceived ease of use: all participants used the software and completed the tasks successfully.

  • Perception of use: positive responses regarding the use of the application across a range of clinical settings

  • Participants suggested the need for specialist equipment items to be added to the furniture library in the app and for technical fine-tuning.

Aoyama et al., 2020 [35]
Usability study: Prototype description, analysis of think-aloud responses, and semi-structured interview
Collaboration and decision making Occupational therapists (n = 10) To investigate the usefulness and usability of a tablet-based AR app that supports home modification process by superimposing 3D AT items onto real home environments
  • Usefulness of the home modification AR:
    • -
      Providing visual cues (AT fit, size, function, and appearance) in the home
    • -
      Supporting collaborative home modification decision-making processes
    • -
      Facilitating a holistic home modification approach
    • -
      Involving stakeholders throughout the home modification processes
  • Needs for improving the fit, look, and functions of ATs in the home environment.

HM: home modification, OT: occupational therapy, PT: physical therapy, VR: virtual reality, app: application, 3D: 3 dimensions, VR: virtual reality, SUS: systems usability scale, FP: floor plan, DEM: durable medical equipment, MPMA: MagicPlan mobile application, LDM: laser distance measurer, AR: augmented reality, AT: assistive technology, PSSUQ: Post-Study System Usability Questionnaire, MapIt: Mobile App, CIDAs: 3D Interior Design Applications, TAM: Technology Acceptance Model.