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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Touch and Tangibles - Interacting with fun.tast.tisch. Results of a Study with Non-Target-Group Users</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mirjam Augstein</string-name>
          <email>mirjam.augstein@fh-hagenberg.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thomas Neumayr</string-name>
          <email>thomas.neumayr@fh-hagenberg.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>UAS Upper Austria</institution>
          ,
          <addr-line>Softwarepark 11, 4232 Hagenberg</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <fpage>2</fpage>
      <lpage>7</lpage>
      <abstract>
        <p>fun.tast.tisch. is an interactive tabletop system used in neurorehabilitation. It consists of several exercises to be interacted with by therapists and patients collaboratively. The user interface combines di erent interaction paradigms and tangible objects to facilitate therapeutic concepts. The acceptance of the system and its user interface relies on therapeutic aspects but also on straightforward interaction, usability and a positive user experience. A study with nontarget-group users was conducted, rst, because earlier studies revealed that the target groups are not fully impartial regarding perceived usability/user experience. Second, interaction combining a touch-based interface with tangible elements and system feedback on di erent sensory channels involves usability/UX challenges that should be investigated in a non-critical situation. This paper describes selected fun.tast.tisch. modules, especially those involving tangible objects and summarizes the results of a related study.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Categories and Subject Descriptors</title>
      <p>H.5.2 [Input devices and strategies]: User Interfaces;
H.5.2 [Interaction styles]: User Interfaces; H.5.2
[Usercentered design]: User Interfaces</p>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION</title>
      <p>
        The tabletop system fun.tast.tisch. was developed as a
supplement to conventional therapy in neuro-rehabilitation
[
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ] and consists of several modules (14 at the moment)
that train di erent skills (e.g., attention or motor skills).
Samsung SUR40 with Microsoft PixelSense was chosen as
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TacTT ’14, Nov 16 2014, Dresden, Germany
tabletop technology for two reasons: physical objects can
be included in the interaction and it can be used by several
users concurrently due to the high number of touches
recognized. Both are bene cial for us, as tangible objects
facilitate the integration of haptic experience in the therapy
process (e.g., to train ne motor skills), and conventional
therapy sessions involve at least two people. fun.tast.tisch. is a
joint endeavour of an interdisciplinary team consisting of
occupational therapists, software developers, and interaction,
graphic and object designers. The target group comprises
patients but also therapists who are responsible for a main
part of the interaction with the system (e.g., they have to
navigate through the User Interface (UI), select the modules
tting the patients' needs, and con gure them accordingly).
Patients then have to perform the tasks provided by the
respective module and their therapist. Both are intended to
work with tangible interaction elements in several modules.
      </p>
      <p>
        Most patients working with fun.tast.tisch. su ered acquired
brain injury (often caused by stroke or accident) and
incurred cognitive and/or motor impairment. Conventional
therapy aims at training, e.g., attention, memory,
visuospatial abilities or motor skills; thus related therapeutic
concepts are the basis for the di erent fun.tast.tisch. modules
as well. The development process is accompanied by
evaluation along di erent dimensions. First, there have been two
longer-term studies in a rehabilitation hospital (see [
        <xref ref-type="bibr" rid="ref2 ref4">4, 2</xref>
        ])
that however did not include some of the modules presented
in this paper by then (e.g., some of the ones involving
tangible elements). Therapists have been in the focus of
usability/User Experience (UX) parts of these studies, although
the therapists also were asked to assess the applicability for
the individual patient's needs (it was not possible to do an
exhaustive evaluation with the patients themselves for
ethical reasons). Second, there have been numerable evaluation
sessions with individual patients accompanied by the
therapists of the fun.tast.tisch. team. Third, a randomized
controlled trial was conducted during the second longer-term
study in the hospital in order to assess the training's e ect.
      </p>
      <p>The study summarized in this paper had di erent
objectives. First, we wanted to test new tangible elements in a
non-clinical context. Second, we felt during earlier studies
that therapists and patients naturally focus on
therapeutic aspects (we observed that their perception of usability
and UX tends to be biased by issues related to the
underlying therapeutic concepts). Thus, we used a setting with a
comparatively high number of non-target-group participants
and tested 7 modules (3 had not been tested in a larger-scale
study before, 4 involved di erent tangible objects).</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>This section provides an overview on related approaches in
the area of virtual rehabilitation, focusing on the integration
of tangible elements.</p>
      <p>
        De la Gu a et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] present the rehabilitation system
TraInAb, based on a tangible UI for cognitive therapy (e.g.,
to train memory skills). TraInAb comprises a set of
interactive games close to everyday activities. It is based on a
mobile device including an NFC reader and involves physical
objects that carry NFC tags to be recognized.
      </p>
      <p>
        Sharlin et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] focus on spatial tangible UIs and
discuss the Cognitive Cubes tool for assessment of 3D spatial
cognitive ability. Cognitive Cubes uses a Lego-like tangible
UI for the description of a 3D shape (users are shown a shape
they have to rebuild). The visuo-constructive aspect is also
considered by fun.tast.tisch. (see the Tangram module [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]).
      </p>
      <p>
        Rand et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] present an approach to virtual
rehabilitation using Sony PlayStation II EyeToy. Their main
target group are elderly people with disabilities. They describe
three pilot studies conducted with di erent participants and
found out that although healthy elderly participants enjoyed
using the EyeToy, there are limitations of the technology
when being used by acute stroke patients (e.g., patients who
su erend from severe weakness of one body side were
frustrated because they could not interact well with a system
that could not adapt to these limitations).
      </p>
      <p>
        Wilson et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] present the \Elements" system for
rehabilitation of upper limb function in traumatic brain injury
patients. They evaluated patients' performance but also
assessed user involvement and satisfaction. The system
comprises an LCD display placed horizontally, a camera
tracking system and tangible objects (threedimensional objects
in shape of a cylinder, pentagon, triangle, rectangle). The
objects can e.g. be used to be placed on a speci ed target
area which will activate an animation and sound.
      </p>
      <p>
        Alamri et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] describe haptic rehabilitation exercises for
poststroke patients. Their framework is targeted towards
diagnosis and rehabilitation of patients with hand
impairments. The framework comprises haptic exercises and
involves a sensory and a simulation system and a data
repository. CyberGrasp [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] (the haptic device used) involves a
glove with sensors to read the coordinates of all ngers to
be able to reconstruct a realistic avatar of the hand in a
virtual environment, and provides force feedback to the ngers.
      </p>
      <p>THE FUN.TAST.TISCH. UI
fun.tast.tisch. is an interactive tabletop system, thus a
major way to interact with the UI is via touch. Our tabletop
technology uses an optical display, thus it is also possible to
recognize physical objects placed on the screen. fun.tast.tisch.
involves several tangible elements as interaction with
physical objects is well suitable for e.g., training of motor or
spatial skills. fun.tast.tisch. does not involve further interaction
with conventional means (such as keyboard or mouse). This
section describes brie y the di erent interaction modalities.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Touch-Based Interaction</title>
      <p>The navigation through the main portal, including users'
login and registration, and the selection and initial con
guration of the modules, is done via touch. As entering
textual information is a bit inconvenient via touch, we aimed at
reducing the amount of necessary textual input to the
minimum possible degree (the registration process is the only
part of the system that requires it). The system allows for
\sessions" that therapists and patients are assigned to. The
session information is needed, as the system also provides a
statistics feature. Therapists' and patients' registration can
be done using a virtual keyboard, login is however intended
to be implemented using tagged cards to be placed on the
display. It is also possible to work in an anonymous mode
that does not require registration (this however means that
sessions later cannot be associated with the users). For the
therapist's tasks, the main part of the interaction is via
simple touch-based selection. For patients (who usually don't
navigate through the settings dialogues but solve exercises),
there are two more ways of interacting via touch, a
twohanded touch, where two di erent target spots have to be
touched at the same time (this is actually relevant for
therapists also), and a delayed touch that has to be held for a
longer time to select an object on the screen. The latter
was introduced for two main reasons: rst, the exercises
using it require the user to purposefully select objects (e.g.,
if multiple objects are available and the user has to choose
the correct one) and we aimed at preventing a trial and
error approach where users just wipe over the display or touch
randomly. Second, we wanted to avoid unintended selections
with arms or elbows. A delayed touch starts an animation
that is nished when the required duration is reached (see
Figure 1 { the green circle around the touch position
indicates that the delayed touch has been started).</p>
      <p>
        Several fun.tast.tisch. exercises, especially those training
motor and spatial skills, bene t from the integration of
tangible objects (see Section 4 for details). Generally, our UI
involves two di erent kinds of tangible elements: rst,
objects that are recognized via tags, and second, non-tagged
objects that are either recognized by the system based on
their shape or do not require to be recognized. Tagging
objects is the simplest way to have them recognized, which is
why we chose this option in all cases where it was possible.
However, some aspects of our interaction design did not
allow for the objects to be tagged, e.g., because some objects
need to be ipped over by the patients and be used from
both sides. We decided not to tag both sides of ( at) objects
for aesthetic reasons, and because the semi-transparency of
these objects should be exploited for a certain kind of visual
feedback (see Figure 2 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]). This kind of feedback
\highlights" the physical objct by showing a colored area directly
under it (green color was used to mark a task as correct).
Most physical objects were designed for one or more speci c
modules, one can however be used throughout the whole
module set to change the level of di culty on real-time, i.e.,
during the patient's interaction. The object has the shape
of a cylinder (see a picture in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]) and is used by therapists
only. The purpose behind this kind of interaction was to be
able to discreetly adapt the di culty, without discouraging
patients and without having to interrupt an exercise.
      </p>
      <p>The material of all objects was chosen carefully based on
di erent considerations. Some physical interaction elements
needed to be semi-transparent, others needed to be fully
transparent (e.g., in case the system should not recognize
them). The modules that allow for a multi-patient setting
needed objects of di erent patients to be distinguishable,
which was solved by di erent colors. Further, all objects
needed to be easily clean- and disinfectable, well graspable
(these are domain-speci c requirements) and needed to be
solid enough not to break when dropped. After tests with
di erent kinds of materials, we arrived at i) objects made
of acrylic glass, individually designed for fun.tast.tisch., and
ii) 3D printed ones. Figure 3 shows the di erent kinds of
physical objects currently used within fun.tast.tisch.</p>
    </sec>
    <sec id="sec-5">
      <title>4. SELECTED MODULES</title>
      <p>
        This section presents the 7 modules that have been tested
regarding usability/UX in the study with non-target-group
users. One module (Tangram) has been exhaustively
evaluated earlier [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and was not included in the study.
4.1
      </p>
    </sec>
    <sec id="sec-6">
      <title>Shopping</title>
      <p>
        This module (see [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] for an early version) aims at training
memory functions. It is not the primary goal to
remember as much as possible, but to realistically assess one's own
memory ability. A user has to decide how many goods to
buy before a digital shopping list displays the goods to be
memorized and later picked from a \shop" containing up to
25 goods. The level of di culty can be individually
congured by setting the number of goods to be shown in the
shop, activating di erent kinds of distractors or
introducing a longer memory span. The main interaction paradigm
used here is based on physical objects. Users have to pick the
goods from the shop by placing acrylic glass tagged
\shopping coins". The number of coins to be used matches the
number of goods to be memorized (3 to 7). A coin placed
on a good will make it appear in the user's digital shopping
cart, removing the coin will remove the good from the cart.
Touch-based selection would not have been an option
because the module o ers a setting where up to 3 users pick
goods from a shared shop (see Figure 4). Every user receives
individual goods and an own shopping cart; it would not be
possible to associate a touch with a speci c user. The coins
can be distinguished by the users based on their color. The
module further involves a tangible shopping list for every
patient the shape of which is inspired by the one of a
paperbased notepad. The list is used to re-show the goods in case
they have been forgotten. A tag under the lower part of the
object is used to let the system recognize it (the major part
of the object is transparent). When placed on the display,
the digital shopping list is re-shown exactly under the
transparent part of the object. The module provides acoustic and
visual feedback after the task has been solved (i.e., after all
goods have been correctly selected).
      </p>
      <p>
        Where's the Food? (see a picture in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]) trains attention
abilities. The user is shown a line transporting food (as
common in a running sushi restaurant). The line transports
empty plates and plates with food on them. Every time the
user notices food, a digital bell has to be rung. The task is
solved after the user has \colleted" all food for a complete
menu. The therapist can decide whether alertness or
selective attention should be trained. In the alertness mode, the
line o ers empty plates and plates with food only. In the
selective attention mode, the user has to distinguish between
food and non-food objects on plates. Di erent kinds of
distractors can be activated: acoustic (e.g., restaurant noise),
visual (e.g., random objects on the line), and animated (e.g.,
a digital y moving around the table) ones. The user
receives acoustic and animated feedback if a plate with food
is missed. After all food has been collected, the user receives
a picture of the complete menu and acoustic feedback.
can decide how many perspectives should be generated and
which one should be asked from the user. The module can
be used with two di erent sets of objects: simple (e.g., a
pyramid, made of acrylic glass) and complex (e.g., a house,
3D-printed) ones. All objects are tagged to be recognized
by the system. We consider this (and the following) module
a successful fusion of physical elements and a digital world.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Window Washing</title>
      <p>Window Washing (see Figure 5) trains motor skills. The
table shows a picture covered with digital dirt that has to be
\wiped free" by the user. The therapist can choose between
three picture sizes (depending on the user's reachable screen
areas). The patient uses a physical object (or alternatively a
common towel) that can be xed with his/her hand to wipe
away the dirt (as shown in Figure 5). The object is
transparent because it should not be recognized by the system
(the dirt is removed based on the shape of the user's hand).
4.4</p>
    </sec>
    <sec id="sec-8">
      <title>Match the Pairs</title>
      <p>This module (see Figure 1) displays to the user a
number of lled colored circles, two of each color. This module
uses two-handed and delayed touch (see Section 3.1). The
user has to nd the two circles belonging together and touch
them (one with each hand) at the same time, which will
make them disappear. The process has to be repeated until
no circles remain. The therapist can set the number of pairs
that should be displayed and choose whether to use the
colored circles or pictograms. If the user cannot use both hands,
the module can be con gured to be operated with one hand
only (via delayed touch, the two items have to be touched
one after the other within a certain time span).
4.5</p>
    </sec>
    <sec id="sec-9">
      <title>Spot the Difference</title>
      <p>
        Spot the Di erence [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] is used to train cognitive skills and
presents to the user two photorealistic pictures that di er
from each other in a xed number of details. The user must
nd these di erences and mark them in the picture by
delayed touch. The therapist can set the level of complexity
and decide which of the two pictures should be the
original and which should be the one containing the \mistakes"
(depending, e.g., on the impaired side of the user).
4.6
      </p>
    </sec>
    <sec id="sec-10">
      <title>Spatial Cognition</title>
      <p>This module (see Figure 6) trains spatial cognition skills.
The therapist places a set of physical objects on the display,
the table then generates di erent up to 4 three-dimensional
models that show the objects from di erent perspectives
(the patient has to choose the correct one). The therapist</p>
      <p>This module (see Figure 6) trains spatial construction
skills. The therapist places a set of physical objects on a
certain area of the display, the patient then has to rebuild
the setting with a second set of identical objects. The
therapist receives an overlay picture generated by the system
showing the footprints of both sets of objects and can
decide how well the patient has solved the task. The module
uses the same objects as the Spatial Cognition module, thus
the therapist can choose between simple and complex ones.
5.</p>
    </sec>
    <sec id="sec-11">
      <title>STUDY</title>
      <p>This section describes the general aims and setup of the
study, the applied method and participants.
5.1</p>
    </sec>
    <sec id="sec-12">
      <title>Aims and Participants</title>
      <p>It was our aim to evaluate selected modules along general
usability and UX related dimensions, intentedly not speci c
to the domain of neuro-rehabilitation. 85 probands
participated (39 male, 44 female, 2 unknown). They were between
10 and 54 years old (x = 21:87). Most of them showed
high a nity towards technology, 89% stated to own a smart
phone and 88% to be experienced with touch devices and use
them on a daily basis (11 had little or no experience). They
participated voluntarily during a university open house.
5.2</p>
    </sec>
    <sec id="sec-13">
      <title>Method</title>
      <p>
        We followed a task-based user test approach. The tasks
to be done by the participants aimed at covering all
possible user interactions, including use of tangible objects.
Every participant did one or more tasks and answered a
web-based questionnaire afterwards. The questionnaire
contained about 230 questions in total, however, the
participants received a personalized set of questions (in most cases
between 30 and 50) based on the modules they tested. As
fun.tast.tisch. is designed for therapy settings, we split up
the tasks into subtasks for therapists and for patients. Each
task required a setting with one participant to take over
the therapist's role and at least one \patient". We aimed
at getting an overview on the perceived usability and UX
of the whole UI, but also speci c to each of the evaluated
modules. In total, we received results for 166 role/module
combinations: 16 \therapists" and 25 "patients" for the
Shopping module, 7 \therapists" and 7 "patients" for Where's the
Food?, 9 \therapists" and 13 "patients" for Window Washing,
9 \therapists" and 11 "patients" for Match the Pairs, 6
\therapists" and 9 "patients" for Spot the Di erence, 14
\therapists" and 18 "patients" for Spatial Cognition, and 9
\therapists" and 12 "patients" for Spatial Construction. Based on
the classi cation of usability-related criteria by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], the
following criteria were used for the evaluation of usability:
effectiveness, safety, utility, and learnability. Concerning UX
we relied on the following attributes that can be used to
describe a system [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]: \satisfying", \enjoyable", \fun",
\entertaining", \helpful", \motivating", \aesthetically pleasing",
\supportive of creativity", and \emotionally ful lling".
      </p>
    </sec>
    <sec id="sec-14">
      <title>FINDINGS 6.1</title>
    </sec>
    <sec id="sec-15">
      <title>Usability</title>
      <p>This section provides a concise overview on the study's
results, mainly related to interaction.</p>
      <p>The e ectiveness of the system was partly investigated
by asking whether the cooperation between ( ctitious)
therapist and patient(s) worked well, which most participants
unanimously a rmed. For therapists, other questions dealt
with control of the work ow, e.g., related to starting/pausing
modules or changing settings (e.g., the level of di culty).
Most cases where problems were reported were related to
insu cient task descriptions (not relevant for application in
real settings) and minor UI issues (like e.g., a misleading
button label). Patients' questions were related to the
exercises themsevles, e.g., whether selecting or moving elements
worked well. The delayed touch interaction that turned out
to be critical in earlier tests worked and was understood well.
Nevertheless, this kind of interaction must be explained
beforehand as it is still not fully intuitive, although we tried
to design the animation to indicate that the touch needs to
be held for a longer time.We asked patients if the di erent
perspectives in Spatial Cognition were clearly recognizable,
i.e., di er su ciently (17 of 25 found this to be \very good"
or \good'). Regarding the handling of the physical objects
we found out that participants liked them and understood
how they should be used well. At the Shopping module, all
but one of 25 patients stated to have known how to use the
coins. 23 of 25 found the shape of the coins and
properties of the material \very good" or \good". The coins were
e.g., described as follows: \perfect size", \easy to handle",
\easy to grasp", \funny", \ ts well in the hand", \compact
and handy". The only negative description was \a bit too
small". 8 of 14 found the shape and properties of the
objects in Spatial Cognition \very good", 4 \good". Regarding
Spatial Construction, all patients and all but one therapists
declared that they knew how they had to place objects on
the table and all but one liked the shape and material.</p>
      <p>In order to identify potential safety issues, participants
e.g., were asked whether anything unexpected occurred
during the training. The results show a higher number of
unexpected events mainly in the Shopping module. However,
the main situation participants described as \unexpected"
was the \distraction" game that started between memorizing
goods and picking them from the shop in order to increase
the memory span. Although this behavior was of course
unexpected for rst time users, it is desired. In summary,
we identi ed minor safety issues most of which originate in
technical issues that partly have been solved meanwhile.</p>
      <p>The utility criterion is concerned with the individual user
(and his/her ability to use a system in the ways he/she wants
to). Accordingly, we asked utility questions in cases where a
task could be performed in more than one way. E.g., at the
Shopping module, users might have forgotten goods they
should have memorized. From a utility perspective, it is
of interest if the system provides su cient means to help
the user achieve the task. 5 of 25 patients made use of
the physical shopping list and all of them stated that they
understood how it could be used. However, 2 participants
initially placed the physical list on the table upside-down.
Another utility example is the therapist's menu: all exercises
can be ended by using this menu that is not intended to
be operated by patients. We also had to make sure this
menu is not activated unintendedly (as it is located near the
therapist's sitting position). Thus, users have to perform a
two-handed touch (on two corners of the table) to activate it.
7 of 9 therapists knew how to use the menu at the Window
Washing module, 8 of 9 at Match the Pairs, 11 of 14 at
Spatial Cognition, and 7 of 9 at Spatial Construction.</p>
      <p>Regarding learnability, we aimed at nding out how fast
the participants understood how the exercises worked. With
only few exceptions, all therapists and patients stated to
have understood how the exercise worked \very fast (was
self-explanatory)" or \fast" for all modules. No participant
selected \very slow (was confusing)" or \slow". Further, we
asked how well participants got along with the overall system
(navigation, etc.) to nd out how fast they could work with
it after a relatively short period of time. On a scale from
\very well" (1) to \very badly" (5) , 35 patients rated 1, 20
chose 2, 4 chose 3, 1 chose 4 and 0 chose 5. 26 therapists
rated 1, 17 chose 2, 3 chose 3, 0 chose 4 or 5.</p>
      <p>Summarizing usability-related ndings, no critical
usability threats but a number of smaller issues were identi ed.
The interaction with tangible objects was perceived
exceptionally positive although most required a short introduction
on how they should be used to interact with the system.
After the introduction, there were no complaints about
handling the objects or understanding how they should be used.
6.2</p>
    </sec>
    <sec id="sec-16">
      <title>User Experience</title>
      <p>Regarding UX, participants had to describe how well four
of the aforementioned UX adjectives described the
interaction with the system at the module level. They were asked
whether they found the module to be \fun", \entertaining",
\motivating" and/or \aesthetically pleasing" (each on a
5item Likert-scale). We used this reduced set of adjectives
because not all of the other adjectives would have matched
all kinds of exercises. Another aspect evaluated at the
module level was the perception of feedback. Patients were asked
whether they noticed feedback and if so, if they understood
it and to what extent they perceived it as \motivating". The
results revealed that in all modules the system's feedback
was perceived as (very) motivating by the majority of the
participants (16 of 19, 6 of 7, 9 of 9, 5 of 6, 6 of 7, 12 of 14 and
10 of 10). Additionally, both groups were asked how they
perceived the overall interaction with fun.tast.tisch., using a
larger set of adjectives. As shown in Figure 7, the attribute
\fun" was most often (by 63) fully agreed with (additionally,
no participant selected \disagree" or \fully disagree"). Given
the study was conducted with non-target-group users, this
is a highly desirable outcome. Other studies have already
shown that for the actual target group, mainly patients, the
system is perceived as motivating and helpful.
Non-targetgroup users are naturally less in need of motivation for
therapeutic exercises and might thus have rated attributes like
\satisfying", \motivating" or \helpful" less important.</p>
    </sec>
    <sec id="sec-17">
      <title>DISCUSSION AND FUTURE WORK</title>
      <p>
        We have described the di erent interaction paradigms of
fun.tast.tisch. and selected modules and presented the
results of a study conducted to evaluate the usability and
UX with non-target-group users. Even though we
intentionally excluded the actual target groups from this study,
they play the most important role in the overall evaluation of
fun.tast.tisch. The system has been repeatedly tested with
real users, e.g., in longer-term evaluations at a rehabilitation
hospital [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. As summarized in Section 6, only minor
usability issues were identi ed and the UX was predominantly
described as positive. The physical objects were accepted
exceptionally well, although most kinds of non-obvious
interaction (i.e., interaction most people are not used to,
according to their experience with other touch-based devices)
required a short introduction before it was understood. As
fun.tast.tisch. is used in a domain where detailed
instructions are provided for therapists before they actually use the
system (and patients are instructed by their therapist), this
does not pose a major problem. Until late 2014, additional
modules (partly involving new tangibles) will be added.
      </p>
    </sec>
    <sec id="sec-18">
      <title>ACKNOWLEDGMENTS</title>
      <p>fun.tast.tisch. acknowledges nancial support within the
COIN (Cooperation and Innovation) program, managed by
the Austrian Research Promotion Agency, funded by the
Federal Ministry for Transport, Innovation and Technology
and the Federal Ministry of Economy, Family and Youth.
Project partners are LIFEtool, ARTGROUP, UAS for Health
Professions Upper Austria, UAS Upper Austria, Irene
SchacherlHofer, softaware gmbh and TRANSPARENT DESIGN.</p>
    </sec>
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