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      <title-group>
        <article-title>From Single Screen to Dual Screen - a Design Study for a User-Controlled Hypervideo-Based Physiotherapy Training</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Author Keywords Hypervideo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dual Screen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Navigation</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Training</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Britta Meixner</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>Hypervideo based physiotherapy trainings bear an opportunity to support patients in continuing their training after being released from a rehabilitation clinic. Many exercises require the patient to sit on the floor or a gymnastic ball, lie on a gymnastics mat, or do the exercises in other postures. Using a laptop or tablet with a stand to show the exercises is more helpful than for example just having some drawings on a leaflet. However, it may lead to incorrect execution of the exercises while maintaining eye contact with the screen or require the user to get up and select the next exercise if the devices is positioned for a better view. A dual screen application, where contents are shown on a TV screen and the flow of the video can be controlled from a mobile second device, allows patients to keep their correct posture and the same time view and select contents. In this paper we propose first studies for user interface designs for such apps. Initial paper prototypes are discussed and refined in two focus groups. The results are then presented to a broader range of users in a survey. Three prototypes for the mobile app and one prototype for the TV are identified for future user tests.</p>
      </abstract>
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      <p>
        INTRODUCTION
During a hypervideo-based physiotherapy training, the user
has to lie, sit, or stand on a gymnastics mat or training device.
The correct posture during the execution of the exercises is
very important to ensure the desired training and healing effect
and not to strain or wrongly train certain muscles. During the
training, the patient needs to be able to maintain eye contact
with the screen and to interact with the video via keyboard,
mouse, or touchscreen. The single screen concept described
by Meixner et al. [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ] uses a laptop or tablet with a stand
to show the exercises as well as to control the flow of the
hypervideo. In this setting it is difficult to keep a correct
posture on the gymnastics mat or training device, have eye
contact to the screen and position the playback device within
reach for interaction at the same time. The following problems
arise:
1. Positioning of the screen so that it could be easily watched
during the execution of the exercises without moving the
upper body or head (which can lead to a wrong execution
of the exercise and a lower training effect) is difficult and
sometimes not possible at all.
2. Controlling the flow of the hypervideo requires a movement
towards the device, so even if the exercises were executed
lying on the floor, it requires the user to get up, interact with
the hypervideo and then lie down again, which may be very
challenging with certain conditions.
      </p>
      <p>Summarizing, in a single screen situation the playback device
is either positioned well for watching the videos or for
interacting with the hypervideo; both not being possible at the same
time.</p>
      <p>Dual screen applications with a TV and a touch screen for
remote control offer a solution. However, up to now, the design
and interaction patterns of such dual screen applications in
the area of hypervideo-based physiotherapy training are not
clear. Moving the main video to the TV allows a different
focus and a new arrangement of the elements/components of
a mobile app. Concretely, the contributions of this paper are
the following: We propose interface designs for the TV screen
and the mobile app. These are improved step-by-step during a
design process which includes paper prototyping, focus groups
with experts for hypervideo-based physiotherapy training and
a survey.</p>
      <p>This paper is structured as follows: Firstly, we give an
overview of related work. Then we present context and scope
of our application. The design process of the application is
described thereafter. A discussion and conclusion section
follows.</p>
      <p>RELATED WORK
Related work exists in several areas, namely the areas of
hypervideo, second or dual screen applications, and rehabilitation
training. All areas provide insights for the implementation of
a dual screen concept for user-controlled hypervideo-based
physiotherapy training.</p>
      <p>
        Hypervideo
Klynt [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ], the SIVA Player [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ], and the Ambulant Open
SMIL Player [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] provide functions and controls relevant for the
playback of hypervideo trainings. However, they are limited
to single screen presentations and not capable of splitting the
contents on two screens. Klynt and the Ambulant Open SMIL
Player are furthermore not suited to the needs of physical
trainings. Bibiloni et al. present a hypervideo platform which
can be used to “represent augmented reality on Interactive TVs”
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Their concept of hypervideo is limited to an “interactive
video stream in which the user is able to interact with the
content through hyperlinks, leading to non-linear navigation,
searching, sequence skipping, etc.” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. They are “enabling
a second-screen device to connect to the application in order
to get the additional information in a handheld device and
using the capability of HbbTV of representing the broadcast
video.” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This work provides hints on the implementation
of a mobile app with HTML5, but does not deal with the
requirements of training settings.
      </p>
      <p>
        Second/Dual Screen Applications
Different studies have been made in the area of second/dual
screen applications in the past few years. Many of them
combine a TV screen with a second screen application showing
information about contents on the first screen (TV). Cesar et
al. identify “four major usages of the secondary screen in
an interactive digital television environment: control, enrich,
share, and transfer television content” [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Beeson et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],
Cruickshank et al. [
        <xref ref-type="bibr" rid="ref8">7</xref>
        ], and Leyssen et al. [
        <xref ref-type="bibr" rid="ref13">12</xref>
        ] describe
second screen applications which can be used as remote controls.
Beeson et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] provide several play-lists with video streams
that can also be started on the first screen via a set top box.
Cruickshank et al. [
        <xref ref-type="bibr" rid="ref8">7</xref>
        ] show timelines for several TV channels
which can be extended to provide information about television
shows. Information about a show can be viewed on the second
screen without hiding contents on the first screen. Leyssen et
al. [
        <xref ref-type="bibr" rid="ref13">12</xref>
        ] describe concepts for adding additional information
to certain items in the video. These can be viewed either on
the main or on the second screen. All three applications use a
single linear video and do not provide controls for hypervideo
navigation. Leyssen et al. [
        <xref ref-type="bibr" rid="ref13">12</xref>
        ] deal with a different
underlying structure of additional information, but their application
provides a separation between main video controls and
additional information which can be applied to our concept as
well. Wald et al. [
        <xref ref-type="bibr" rid="ref27">26</xref>
        ] describe a second screen extension of an
e-learning application. This application allows the viewers to
add additional information and thumbnails to video fragments.
Besides live synchronization, other functions which go
beyond the functionality of our concept are described. However,
Wald et al. [
        <xref ref-type="bibr" rid="ref27">26</xref>
        ] only describe a linear video as an underlying
structure. Barkhuus et al. examine “second-screen interaction
at a dance and music performance” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The performance
is streamed to tablets in real-time, the “video stream on the
tablet is navigational and enables audience members to pan
and zoom in the real-time video feed” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The second screen
applications described so far mainly provide additional
information to a main video stream or act as some kind of remote
control which allows the user to select videos, navigate in
linear videos, or interact with videos (like pan and zoom). None
of the applications is tailored to physical training scenarios.
The work of Fleury et al. [
        <xref ref-type="bibr" rid="ref9">8</xref>
        ] deals with the presentation of
announcements on the first and/or second screen. New
contents on the second screen should be announced by “very
discreet prompting, e.g. an icon in the corner of the primary
TV screen”. Regarding the question, if the contents of the
first screen should also be shown on the second screen,
“participants wanted to be able to control if the show should be
running on the secondary device, in sync with the content
broadcast on the TV screen” [
        <xref ref-type="bibr" rid="ref9">8</xref>
        ]. Neate et al. studied
second screen companion content [
        <xref ref-type="bibr" rid="ref15">14</xref>
        ]. They investigated the
introduction of content on a secondary device and “how much
it detracts from, or enhances, the show the user is currently
engaged with”. They found out that a notification by sound
results in a quicker reaction than other stimuli. They
furthermore recommend notifications on the main screen if
companion content is available for longer than just a few seconds, so
the viewer can chose when to watch the content [
        <xref ref-type="bibr" rid="ref15">14</xref>
        ].
Rehabilitation Training
Rossol et al. describe a virtual reality rehabilitation as an
“effective way to supplement patient rehabilitation” [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ]. They
“propose a design for a flexible, low-cost rehabilitation system
that uses virtual reality training and games to engage patients
in effective instruction on the use of powered wheelchairs”
[
        <xref ref-type="bibr" rid="ref20">19</xref>
        ]. They use Bayesian networks in their system to support a
self-adjusting adaptive training. This system is implemented
for the use with wheelchairs, and cannot be used for other
trainings. Octavia et al. address user diversity by an
adaptive rehabilitation training for multiple sclerosis patients [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ].
They automatically adjust the difficulty levels of the training
exercises. This results in less boredom and more challenges
making the training more enjoyable and fun. However, their
system requires special equipment and can only be used for
the described training. In their study to enhance rehabilitation
after falls at home, Uzor and Baille show that their
“visualizations and games were able to overcome the major limitations
of standard care, and that they were usable and acceptable to
the end users” [
        <xref ref-type="bibr" rid="ref26">25</xref>
        ]. They “conclude that the visualizations
and games encouraged the participants to do the exercises at
the right pace”. Furthermore, the users “responded that they
would prefer to use the visualizations and games to the
instructional booklet” after a user test. Reasons for this response were
a “potential enjoyable experience offered by the games” and
“advice and dynamic feedback offered by the visualizations”
[
        <xref ref-type="bibr" rid="ref26">25</xref>
        ]. While [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ] and [
        <xref ref-type="bibr" rid="ref26">25</xref>
        ] propose training systems and prove
their usability and acceptance by the end users, none of the
systems is a second screen app or uses hypervideos.
Spina et al. describe a “training system based on a smartphone
that integrates in clinical routines and serves as a tool for
therapist and patient” [
        <xref ref-type="bibr" rid="ref22">21</xref>
        ]. The smartphone is strapped to the
joint that is moved and only the “build-in inertial sensors were
used to monitor exercise execution and providing acoustic
feedback on exercise performance and exercise errors” [
        <xref ref-type="bibr" rid="ref22">21</xref>
        ]. It
can be operated in teach-mode to generate an exercise model,
and train-mode that provides feedback to the user. The system
gives no visual feedback. The patient needs to know how to
execute the exercises and only gets feedback whether they are
performed correctly. The movement of whole body parts is
needed for the system to work properly. Exercises where only
single muscles are tensed or relaxed do not result in feedback
from this system. Tang et al. propose a similar system which
can also correct motion sequences, but instead of a smartphone
strapped to a joint, several cameras are used. The prototype
“guides people through pre-recorded physiotherapy exercises
using real-time visual guides and multi-camera views” [
        <xref ref-type="bibr" rid="ref24">23</xref>
        ].
Thereby, aspects of corrective guidance are addressed. The
exercises are visualized by geometrical shapes in the different
available camera views. This system requires the installation
of cameras to provide enough data for motion correction and
guidance. Like in the system described by Spina et al., whole
body parts need to be moved for the system to work properly.
CONTEXT AND SCOPE
The two most important concepts of hypervideos are a
nonlinear structure of scenes and annotations that are associated
to the video scenes. The interlinking of scenes results in a
graph structure. This graph structure allows the viewers to
select an individual path through the hypervideo. They can
repeat video scenes or skip information that is already known.
Furthermore, each scene may be enhanced with additional
information which can be invoked by the viewer if desired.
Depending on the type of additional information (image, text,
audio, video, links), different interactions are possible.
The playback of such videos requires special players which
are capable of providing navigational elements like selection
panels for follow-up scenes, a table of contents, or a search
function. Furthermore, areas for displaying additional
information are necessary. Figure 1 shows an example user interface
of a hypervideo player as described by Tonndorf et al. [
        <xref ref-type="bibr" rid="ref25">24</xref>
        ].
The user interface provides navigational elements at the top
in addition to standard controls in the bottom pane below the
video. Navigational elements include an entry point to the
table of contents (1), a button to jump to the previous scene
(2), the title of the currently displayed scene (3), a button to
jump to the next scene (or to a selection panel) (4), a search
button (5), and a button for the full-screen mode (6). A foldout
panel on the right shows additional information (8). In the
example in Figure 1, an additional video (7) and two image
galleries (9) are provided. The additional video provides
standard controls and can be displayed in full-screen mode. The
image galleries can also be viewed in full-screen mode with
one enlarged image at a time, and an overview of the other
images.
      </p>
      <p>
        The videos used for the hypervideo-based physiotherapy
training usually have a theoretical/introductory and a practical part
(as described by Tonndorf et al. [
        <xref ref-type="bibr" rid="ref25">24</xref>
        ]). Information about the
disease as well as important and generally applicable
information for the execution of the exercises are provided in the
theoretical/introductory part. The practical part provides
different training programs for beginners and more advanced
participants. These trainings consist of video sequences which
explain the proper execution of the exercises. An introduction
and a participation video exist for each exercise. The viewer
can decide if she/he wants to repeat the exercise after a set
of executions or proceed with the next exercise. Thus, the
training can be adjusted to the individual fitness and training
progress. For all video sequences of the theoretical as well
as the practical part, additional information like schematic
drawings, optional relaxation exercises, and further reading
materials is provided. The videos are furthermore provided
together with a table of contents and a search function to jump
directly to a certain part of the training.
      </p>
      <p>The target group of our software are cancer patients who had
surgery after a prostate-cancer diagnosis. The age group that
usually gets this type of cancer is 45 years and above. This
leads to a further challenge for hypervideo-based
physiotherapy trainings, because this user group has a mixed level of
technical experience in the usage of touch screens and apps
on smartphones. Furthermore, first problems with eyesight
appear. This has to be taken into account when designing
the user interface to control the hypervideo and leads to the
following questions:</p>
      <p>
        Which control elements are necessary to be able to control
an individual training in a way that does not interrupt the
training more than necessary?
How should the multimedia elements of the training be split
up between TV and touch screen?
What are requirements for a mobile app which is capable
of controlling the TV screen in an individual training?
How should elements and function-buttons on a mobile app
be arranged?
INTERFACE DESIGN
We designed the user interface of the mobile app in an iterative
process. The goal was to provide all necessary buttons in an
easy to use screen layout. We iterated the design of the mobile
app concept in the following three steps which resulted in
three prototypes which were then implemented:
1. Initial high-fidelity paper prototypes with screen
designs guided by related work, existing apps, and
requirements of hypervideos.
2. Pluralistic Walk-through [17, p. 514] in 1st and 2nd
focus group meeting (2nd focus group meeting with
refined and improved high-fidelity paper prototypes).
3. A survey with selected high-fidelity paper prototypes.
Initial High-fidelity Paper Prototypes
For the creation of the high-fidelity paper prototypes [
        <xref ref-type="bibr" rid="ref21">20</xref>
        ],
we analyzed related work to derive already evaluated usage
concepts. We also studied existing Chromecast apps with a
focus on video, like LocalCast for Chromecast/DLNA [
        <xref ref-type="bibr" rid="ref17">16</xref>
        ].
In addition, we applied the Google Chromecast user
experience guidelines [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ] and results of previous tests from our lab.
Furthermore, physiotherapists gave advice for the creation of
the initial high-fidelity paper prototypes. Based on the
hypervideo player described in [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ], we created four screen dummy
variants for the TV and the touch screen (TS) respectively:
TV1 (baseline): The original player used in our first study
(Figure 1). All control elements and a sidebar for additional
information are shown. Although this variant is
contradictory to [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ], because the guidelines state that no control
buttons should be displayed on the TV screen, we kept it
for completeness.
      </p>
      <p>
        TV2: TV1 without control elements to comply with the
guidelines in [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ]. The TV screen still contains the
additional information, the progress bar and the title of the
currently displayed scene.
      </p>
      <p>TV3: TV2 without additional information. Only the video
(centered), the progress bar (bottom) and the title of the
current scene (top) are displayed.</p>
      <p>TV4: Solely the video is shown, “standard TV watching”.
Each of the touch screen variants (TS1-TS4) as described in
Table 1 was designed in four different forms: landscape and
portrait mode for smartphone, and landscape and portrait mode
for tablet. The video view on the touch screen was assumed to
be synchronized with the video on the TV screen.
1st Focus Group Meeting
The initial high-fidelity paper prototypes described in the
previous section, TV1-TV4 and TS1-TS4 were refined and
optimized with a focus group.</p>
      <p>Participants
Participants were five experts (N = 5) who had knowledge
in hypervideo design and dual screen concepts. All of them
use smartphones and tablets in daily live. The five experts
were from different disciplines: two media and
communication scientists, a web developer, a programmer, and a legal
expert. At least three of them had experience in experiments
with the target user group and participated as observers in
usability studies with the target user group in the past. The
experts furthermore had knowledge from a 1-year user study
with the target user group using a single screen application.
The analyzed user comments from the previous study were
taken into account. Furthermore, physiotherapists had
provided questions and hints that should be kept in mind by the
focus group during their meetings. Already known issues and
difficulties in the usage of training apps were discussed and the
results integrated into the paper prototypes. Having prostate
cancer patients in the focus groups was desirable, but finding
a patient with sufficient knowledge about hypervideo and dual
screen concepts was not possible at that time.</p>
      <p>
        Procedure/Data Collection
The first focus group meeting [
        <xref ref-type="bibr" rid="ref19">18</xref>
        ], was carried out as a
Pluralistic Walkthrough [17, p. 514] with more open discussions
in the group. Each participant got her/his own printout of
all high-fidelity paper prototypes of the mobile app described
in Section ’Initial High-fidelity Paper Prototypes’. The TV
prototypes were shown in a presentation on a large monitor.
      </p>
      <p>
        The original player described in [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ] extended by a concept
for portrait mode. (baseline) (Figure 1)
TS1 without a video view. The focus lies on displaying
additional information. (Figure 2)
Both, a video view and additional information are shown. A
split screen is used in landscape mode. Two tabs are used in
portrait mode.
      </p>
      <p>Video and additional information are arranged like in TS3.
The video view is substituted by large centered video controls.
“Split view” uses a split of the area into two halves, one half
shows the video view and the video controls, the other
contains the additional information. Each part has a different
background color. (Figure 3)
“Tab concept” with a player view combined with large buttons
and a separation between video and additional information by
two tabs. (Figure 4)
“Drawer concept” with different background colors for the
video view/large video controls and the additional information.
(Figure 5)
TS7 without the video preview. (Figure 6)
Panel with the table of contents and controls that are not
necessary for primary navigation. (Figure 7 (left))
Control buttons to select the next scene. (Figure 7 (right))
initial
prototype
3
3
3
3
3
3
3
3</p>
      <p>Used in
1st exp.
meeting
2nd exp. survey
meeting
The following questions were given to the participants to start
and guide the discussion: Is the allocation of contents between
TV and touch screen useful? Is the arrangement of the
elements within a screen appropriate? Are all necessary control
elements available or is anything missing? Is the realization of
the selection panels for choosing the next scene clear? Which
variant (possibly with modifications) seems to be the most
practical?
Analysis and Results
The focus group meeting revealed the following findings
regarding the TV screen: A mirroring of the touch screen to the
TV screen (TS1 and TV1) is not considered useful, because
many unnecessary elements are displayed on the TV screen
where no interaction with the contents can be carried out.
Instead of showing the additional information on the TV screen,
their availability in a scene should be announced to encourage
the user to take a look at them on the touch screen. With
respect to the announcement of additional information, no
consensus could be found, so these questions were addressed
in our survey (see Section ’Survey’).</p>
      <p>
        Regarding the touch screen, the experts specified that at least a
small video view and the timeline are necessary for orientation
and to jump forward and backward without looking back and
forth between the devices. The control elements should be
enlarged compared to the version described in [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ] to make
them easier to touch. The table of contents and the search
function should be aggregated on an option panel which can
be folded out from the left. Scroll bars (if necessary) should
only be available for one direction (left-right OR top-bottom).
The experts agreed that a clear demarcation (by background
color or otherwise) between video control and additional
information is necessary. Therefore, three options were considered
useful: a tab concept with a separation of video controls and
additional information, a split view where video and additional
information are always visible, and a “drawer” concept as
seen in the Spotify app [
        <xref ref-type="bibr" rid="ref23">22</xref>
        ]. The latter adapts the screen space
to the currently focused elements, video controls or additional
information, but does not hide one area completely.
The findings of the first focus group meeting were integrated
into the existing high-fidelity paper prototypes. Furthermore,
new high-fidelity paper prototypes were created for new
concepts not incorporated in the first high-fidelity prototypes. This
led to the new variants TS5-TS8 as described in Table 1.
The prototypes of the first focus group meeting also did not
provide concepts for the table of contents and the selection panel
for the follow up scene at a fork in the video flow.
Accordingly, the two high-fidelity prototypes TS_TOC and TS_CB as
described in Table 1 were added for discussion in the second
focus group meeting.
      </p>
      <p>Variant TS1 was kept as a reference, TS2-TS4 had the same
concepts as in the first draft but with a clearer appearance.
They were improved with the findings from the first focus
group meeting. For example, the buttons not necessary for
primary navigation and the table of contents were grouped
into a panel.
2nd Focus Group Meeting
Open questions from the first focus group meeting were
discussed in a second session. All former findings were integrated
into the high-fidelity paper prototypes for further analysis.
Participants
A second session with the same participants using the same
methodology as in the first meeting was conducted to find a
smaller set of high-fidelity prototypes that could be presented
to a larger group of people in a survey.</p>
      <p>Procedure/Data Collection
The improved and new high-fidelity paper prototypes
described in the previous section (TS1-TS8, TS_TOC, and
TS_CB) were handed out to the participants. This time only
the smartphone versions were used, because the tablet versions
did not lead to any additional findings in the first focus group
meeting. Besides, presentation on smartphones tends to be
harder due to their smaller screen size. Each prototype
TS1TS8 was discussed separately and either valued as unsuitable
or put aside for further discussion. Furthermore, prototypes
TS_TOC and TS_CB were verified to be consistent with the
rest of the application and provide all necessary functions.
Points to discuss were identified.</p>
      <p>Analysis and Results
Three screen concepts for the display of control elements and
additional information (TS5 (Figure 3), TS6 (Figure 4), and
TS7 (Figure 5)), as well as two other screens (selection of next
scene (TS_CB (Figure 7, right)), table of contents(TS_TOC)
(Figure 7, left)) were selected by the group for further
evaluation and the high-fidelity paper prototypes were adapted
to the results of the discussion. Some functions provided in
the single screen player were considered not necessary (like
additional information displayed as overlay on the main video,
hotspots). Buttons for selecting the next scene should be
positioned in the video control part. No separate volume control
is needed for additional information videos. A search form
should be available in the table of contents to allow fast access
to the search function.</p>
      <p>Figures 3-7 show the resulting high-fidelity prototypes chosen
by the focus group, namely TS5, TS6, TS7, TS_TOC, and
TS_CB. Although the TV screen (TV3) was the declared
preference for the TV screen, the experts were indecisive whether
additional information on the TV might be useful. This
question was also covered by our survey.</p>
      <p>Survey
In order to get the opinion of a wider range of users with
different knowledge levels in the usage of smartphones and
in the execution of physiotherapy trainings, we conducted
a survey with 164 participants. Our survey consisted of six
parts. The first part contained questions about the device
usage (which devices are used?), the transition of content to the
TV, and an active participation in TV shows. The second part
evaluated the usage of devices (how are they used?), the
comprehensibility of certain button designs, as well as standard
interactions performed in commonly used apps. The third part
asked questions about the importance of showing contents on
the TV screen. The fourth part contained questions on when
and how to watch additional information. Part five examined
the user friendliness, the appropriateness of button sizes, the
arrangement of buttons, the separation of video and additional
information, and the obviousness of additional information
for the variants evaluated as usable in the second focus group
meeting. Thereby, animated high-fidelity paper prototypes
were used for the tab and the “drawer” concept. The questions
in the survey were asked for each variant, and both, landscape
and portrait mode. To be able to verify the answers, an
additional question about the overall preferred variant was asked.
The sixth part of the survey included more common questions
about the table of contents and the privacy statement.
Participants
The survey was answered by 164 participants (121 male, 41
female, 2 NA). They were between 17 and 78 years old (M =
34.28, SD = 17.46). The educational background was mixed
and included all levels of education. All but one participants
had at least a school graduation, 66 of them had a university
degree, and 31 had completed a vocational training.
Recruitment/Data Collection
The participants were recruited through members of the project
via social media and email. Furthermore, patients at the
rehabilitation clinic and participants of former tests were asked to
participate.</p>
      <p>Analysis and Results
The survey tried to find a preference for one of the prototypes.
Therefore, each variant (see Figures 3 to 5) was presented
to the participants in portrait and landscape mode. The tab
concept was preferred by most of the participants (portrait
mode: 93 participants, landscape mode: 92 participants). The
split screen and the “drawer” concept were preferred by about
the same number of participants in portrait mode (split screen:
34 participants, “drawer” concept: 38 participants). A
preference for the split screen can be recognized in landscape
mode (49 participants) compared to the “drawer” concept (24
participants).</p>
      <p>In addition to a preference for one version, the survey revealed
the following findings for the prototypes for the user test:
Getting information on a secondary device is the most
frequent way of interaction with content on a TV screen.
A one handed usage of the secondary device with a thumb
is desired (esp. for smartphones).</p>
      <p>The stand of the cover is used rarely, therefore, no
preference of landscape mode for tablets can be derived.
The volume on the TV screen should be controlled by the
hardware volume buttons on the secondary device.
Turning off the screen of the secondary device after a time
of inactivity is considered important.</p>
      <p>Buttons for settings and table of contents need a separation.
Buttons for screen transfer and navigation in the video
structure (jump for-/backward between videos) are clear.
It should be possible to pause and start the video by touching
the video area or with a button below the video
Showing the title of the current video in the header, the
timeline in the footer, and an as large as possible display of
the video are considered important for the TV screen.
No clear statement can be made regarding the display of
additional information on the right side of the TV or the
indication of new additional information on the TV screen.
Additional information is mainly watched at the end of a
scene and should be shown enlarged on the TV screen.
The button sizes of all prototypes are sufficient.</p>
      <p>The arrangement of elements and the separation of video
and additional information is considered best for the tab
concept.</p>
      <p>Different ways to close the table of contents are desired.
The imprint and data privacy statement should be placed at
the end of the table of contents.</p>
      <p>
        The tab concept was evaluated best, the split screen was
preferred by a smaller number of participants. The dynamic
view of the “drawer” concept, however, is hard to show in
a survey despite the usage of animations. Furthermore it is
not very well known from desktop computers. Accordingly,
we decided to implement all three variants for a user test in
future work. Our prototypical mobile application will use
three hardware components: a standard TV with an HDMI
connector, a Chromecast [
        <xref ref-type="bibr" rid="ref10">9</xref>
        ] and an Android smartphone. The
Chromecast supports the transmission of HTML5 contents and
enables us to display media on the TV. Furthermore, we use
PhoneGap [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] to create the prototypical apps from the player
implemented in HTML5, CSS3, and JavaScript.
      </p>
      <p>DISCUSSION AND CONCLUSIONS
This paper proposes a screen designs for a dual screen concept
for a user-controlled hypervideo-based physiotherapy training.
We introduce designs for both parts, the TV screen and the
mobile second screen app. Smaller devices like smart watches
were not considered in this work. Our design process consisted
of several steps. The initial high-fidelity paper prototypes were
created in the beginning to have a basis for discussion in the
focus group meetings. While it was not possible to recruit
experts from the target user group, we had experts in the
meeting that did user tests and long term studies with the target
user group before and knew their behavior as well as potential
issues. We tried to get a wider opinion on an improved subset
of the initial prototypes using a survey with 164 participants.
The survey revealed that a one handed usage of the secondary
device with a thumb is desired (esp. for smartphones) and the
volume on the TV screen should be controlled by the hardware
volume buttons on the secondary device. Furthermore, it
should be possible to pause and start the video by touching the
video area or with a button below the video. On the TV screen,
the title of the current video should be shown in the header
and the timeline in the footer. An as large as possible display
of the video is considered important. Additional information
is mainly watched at the end of a scene and should be shown
enlarged on the TV screen. The tab concept was considered
best regarding the arrangement of elements and the separation
of video and additional information. In addition to the focus
groups and the survey, we are going to test three selected
prototypes from the survey in a user study with patients of
a rehabilitation clinic to identify usability problems during
a training session where the user has to do the exercises in
different positions.</p>
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