Enhancing User Experience Model Through Motivation And Usability Factors In Serious Games For Rehabilitation

As technology has grown tremendously sophisticated nowadays, it benefits the society especially to the people with disabilities. The assistive technology like robotic, simulators, and virtual reality are developed and utilized in daily activities in various types of fields in Malaysia such as the re...

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Main Author: Nur Nafishah Binti Safian
Format: Thesis
Language:en_US
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Summary:As technology has grown tremendously sophisticated nowadays, it benefits the society especially to the people with disabilities. The assistive technology like robotic, simulators, and virtual reality are developed and utilized in daily activities in various types of fields in Malaysia such as the rehabilitation field. The therapy sessions in rehabilitation centers involve the use of assistive technology where people with disabilities get their treatments by undergoing daily therapies. Assistive technology using serious games is embedded during the exercises to promote users the enjoyment and real-life experiences. This research was held in SOCSO Tun Abdul Razak Rehabilitation Centre which benefited serious games in physical therapy sessions for people with disabilities. There are three (3) types of assistive technology that use serious games for physical therapy in the rehabilitation centre: (1) simulator, (2) robotic, and (3) virtual reality. The total of forty-five (45) respondents who were selected to be in this research and the pilot study was conducted earlier using nine (9) different respondents. The research was conducted through quantitative method using purposive sampling on the chosen respondents. Though the rehabilitation centre is equipped with sophisticated assistive technologies, there are limitations in restoring motivation and helping users to sustain it throughout the therapy sessions. This is where the questions and objectives of the research arise. Does the motivation while playing serious games affect the performance on people with disabilities as users? Hence, the main objective is to identify the user experience attributes in motivation and usability factors on serious games and determine relationship between motivation and usability factors on user experience towards serious games. Thus, the attributes in motivation and usability factors are outlined. There are four attributes in motivation and usability factors which are selected from two different models: (1) ARCS Motivation Model and (2) Nielsen’s Usability Model. The relationship of each attribute is calculated using SmartPLS software. The reliability and validity of each question are analysed using Cronbach’s Alpha, Average Variance Extraction (AVE), and Fornell-Larcker Criterion. From three (3) main hypotheses, each hypothesis provided positive experience for users, however there are two (2) sub-hypotheses that negatively impact the relationship between motivation and usability factors toward users. As a result, the negative relationships are eliminated based on the software analysis and suggestion from SmartPLS calculation and the experts’ validation. Finally, the enhancement on user experience model using motivation and usability factors is formulated.