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Examining Technology Perspectives of Older Adults With Mild Cognitive Impairment: Scoping Review

Examining Technology Perspectives of Older Adults With Mild Cognitive Impairment: Scoping Review

Quantitative data about usability, acceptability, and user experience (UX) were typically gathered using questionnaires with responses on a Likert-type scale. Over a third (n=32) of solutions provide cognitive training in the form of cognitive behavior therapy (CBT; n=21), a combination of CBT and physical training (n=9), or CBT and cognitive assessment (n=2).

Snezna Bizilj Schmidt, Stephen Isbel, Blooma John, Ramanathan Subramanian, Nathan Martin D'Cunha

JMIR Aging 2025;8:e78229


Formative Evaluation of an HIV Prevention App tailored for Latino Men Who Have Sex With Men: Acceptability and Usability Study

Formative Evaluation of an HIV Prevention App tailored for Latino Men Who Have Sex With Men: Acceptability and Usability Study

Usability was measured using the System Usability Scale (SUS), a validated scale that measures user ratings of product usability through 10 statements [25]. Its final score ranges from 0 to 100, with higher scores indicating higher usability. Finally, we measured uptake of HIV prevention strategies during the study period, including Pr EP initiation and HIV testing.

Valeria D Cantos, Humberto Posada-Orozco, Isabella Batina, Natalie Sanchez, Eric Rangel, Patrick S Sullivan, Andres Camacho-Gonzalez, Aaron J Siegler

JMIR Form Res 2025;9:e74208


Evaluation of a Novel Goals-of-Care Discussion Priming Tool (MyCare) in Inpatient General Internal Medicine Ward Settings: Feasibility, Acceptability, and Usability Study

Evaluation of a Novel Goals-of-Care Discussion Priming Tool (MyCare) in Inpatient General Internal Medicine Ward Settings: Feasibility, Acceptability, and Usability Study

For example, the quantitative and qualitative usability findings were compared to provide a richer understanding of usability for our study population. We measured usability (fit between user and technology) using 3 different methods. The e Health literacy assessment tool measures user confidence with technology across 3 domains: using a computer, using a touchscreen, and finding information online [22]. We measured usability with the System Usability Scale (SUS) and semistructured interviews [23].

Maren Kimura, Sydney Ruller, Alan Forster, James Downar, Sarina R Isenberg, Leah Steinberg, Kumanan Wilson, Victoria Shaffer, Pete Wegier, Jeff Myers, Russell Goldman, Carolyn Steele Gray, Daniel Kobewka

JMIR Form Res 2025;9:e66932


Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term Care

Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term Care

This paper presents a pilot study of the usability of a newly developed SG (“Digimenz”) for older patients, promoting participative development. Usability in the context of dementia care has previously been operationalized by the ISO 9241 model [30,33]. It defines usability in terms of effectiveness, efficiency, and user experience. The ability to learn the handling of software is also a common part of different usability definitions [34].

Sören Freerik Brähmer, Benjamin Iffland, Stefan Kreisel, Martin Driessen, Eva M Trompetter, Meret Schomburg, Max Toepper, Carolin Steuwe

JMIR Serious Games 2025;13:e69812


An Information App (e-TOP) to Support Parents’ Information Needs During the First Year at Home After Preterm Birth: Development and Usability Study

An Information App (e-TOP) to Support Parents’ Information Needs During the First Year at Home After Preterm Birth: Development and Usability Study

For a comprehensive evaluation of the usability of the app, we used qualitative and quantitative measurements. User data provided insights into objective usage engagement, while qualitative data highlighted usability needs and identified issues for further improvement [30]. Thinking aloud tests were used to gain insights into the ease of use and navigation experiences with the app [31,32].

Monique Flierman, Eline L Möller, Vincent L Vijn, Raoul H Engelbert, Martine Jeukens-Visser, Anton H van Kaam, Daniel Bossen

JMIR Pediatr Parent 2025;8:e75569


Time for Clarity in Exploring the Evidence and Key Concepts of Human-Centered Design in Digital Health Care: Protocol for a Scoping Review

Time for Clarity in Exploring the Evidence and Key Concepts of Human-Centered Design in Digital Health Care: Protocol for a Scoping Review

A recent systematic literature review by An et al [19] reported studies of e Health applications comparing traditional interventions to HCD interventions, where the latter showed greater satisfaction, usability, and effectiveness.

Luisa Mejia, Björn Bergh, Björn Schreiweis

JMIR Res Protoc 2025;14:e74067


Use and User Experience of a Preconception Lifestyle App for Couples Undergoing in Vitro Fertilization: Mixed Methods Study

Use and User Experience of a Preconception Lifestyle App for Couples Undergoing in Vitro Fertilization: Mixed Methods Study

usabilityDesign and Usability of Consumer Health Tech and Home Monitoring Devices Usability of Apps and User Perceptions of mHealth Human Factors and Usability Case Studies Design and Usability of Clinical Software and EHRs

Tessy Boedt, Sharon Lie Fong, Eline Dancet, Merijn Mestdagh, Joke Verbeke, David Geerts, Carl Spiessens, Christophe Matthys

JMIR Hum Factors 2025;12:e65815


Clinical Usefulness of a Smartphone-Based 6-Minute Walk Test in a Hospital Outpatient Clinic Within the Constraints of the COVID-19 Pandemic: Mixed Methods Study

Clinical Usefulness of a Smartphone-Based 6-Minute Walk Test in a Hospital Outpatient Clinic Within the Constraints of the COVID-19 Pandemic: Mixed Methods Study

While the accuracy, reliability, and usability of apps for the 6 MWT have been examined in research [9,10,17-19], little is known about the usefulness of app-based measurements in a clinical context. The usefulness of the 6 MWT is commonly assessed retrospectively by investigating the relationship between walked distance and clinical variables, including hospitalizations, quality of life, or response to therapy [20].

Dario Salvi, Carl Magnus Olsson, Jackson Molloy, Elizabeth Orchard

JMIR Form Res 2025;9:e70495


Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study

Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study

Conducting feasibility and usability testing for a VR training program is considered a prerequisite for its successful implementation [34]. For the implementation of VR training in older adults, the significance of usability is underscored by age-related factors that contribute to barriers in use [34]. Consequently, considering the perspective of professionals may improve the applicability of VR training for older adults [35].

I-Ching Chuang, Xiao-Ting Huang, I-Chen Chen, Yih-Ru Wu, Ching-Yi Wu

JMIR Serious Games 2025;13:e66673


Comparing Caregiver Perceptions of a Social Robot and Tablet for Serious Game Delivery in Dementia Care: Cross-Sectional Comparison Study

Comparing Caregiver Perceptions of a Social Robot and Tablet for Serious Game Delivery in Dementia Care: Cross-Sectional Comparison Study

Existing studies often examine these technologies independently rather than comparatively, and many are qualitative in nature, resulting in a significant research gap regarding the relative benefits, usability, and acceptance of social robots compared to more conventional technological devices [16,17].

Dorothy Bai, Kelvin Tan Cheng Kian, Po-Yin Chen, Yeh-Liang Hsu, Gong-Hong Lin

JMIR Serious Games 2025;13:e76209