Hiob Thesis Final
Hiob Thesis Final
Mihkel Hiob
This bachelor’s thesis contains work completed between March and June 2016 at
Certec, Lund University, Sweden.
Several people have helped to contribute to the project.
I would like to thank my supervisor, Héctor Caltenco, for his valuable ideas, support
and feedback throughout the entire project.
Furthermore, I would like to thank everybody who agreed to come and test the
product. The feedback given was really helpful and has been taken into consideration
during the design process.
Mihkel Hiob
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Abstract
Stroke affects a vast amount of people every year. As a result, many survivors have at
least partially lost some of their abilities which are necessary to complete everyday
activities. Although rehabilitation can be used to improve those abilities, many
survivors claim that conventional methods are demotivating and discouraging.
The aim of this project is to develop and test interactive objects, which would
implement activities that are scientifically proven to have good effects for stroke
rehabilitation. Different exercises for stroke rehabilitation have been studied and their
feasibility of implementation evaluated. Furthermore, previous research and a few
existing solutions are also presented in this paper.
This thesis describes creating a glove using an iterative design process, which would
implement several hand exercises to control a computer’s mouse and keyboard. The
core of the glove is the Arduino Leonardo microcontroller, which is connected to
different sensors sewn into the glove. Hand exercises, such as wrist extension and
flexion or finger lifting, are used to control the computer in a simple way. For
example, to simulate an arrow key keystroke, the user has to apply pressure on his/her
fingertips where force sensors are located.
The final prototype was tested by multiple people. Although the user experience and
functionality of it could be improved, all participants said that they enjoyed using the
device. Hence, using the results from this project as well as from previous research, it
can be concluded that interactive objects can be motivational and encouraging for
mobility training and stroke rehabilitation.
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Table of Contents
1 Introduction ............................................................................................... 1
1.1 Strokes .................................................................................................................... 1
1.2 Stroke impacts and rehabilitation ............................................................................ 2
1.3 Motivation ................................................................................................................ 3
1.4 Research questions ................................................................................................ 3
1.5 Aim .......................................................................................................................... 4
2 Theoretical background ............................................................................ 5
2.1 Research on designing for stroke survivors ............................................................ 5
2.1.1 ActivABLES........................................................................................................................ 7
2.2 Existing solutions .................................................................................................... 8
2.3 Hand exercises for stroke rehabilitation ................................................................ 11
2.4 Tangible interaction ............................................................................................... 13
2.5 Vertical and horizontal prototyping ........................................................................ 14
3 Method...................................................................................................... 15
3.1 Research methods ................................................................................................ 15
3.2 Interaction design .................................................................................................. 15
4 Proposed solution and structured design ............................................. 19
4.1 Proposed solution ................................................................................................. 19
4.2 Structured design of functions .............................................................................. 20
4.3 Exercise implementation ....................................................................................... 21
5 Designing, prototyping and testing ........................................................ 23
5.1 Criteria and constraints ......................................................................................... 23
5.2 Materials ................................................................................................................ 23
5.2.1 littleBits............................................................................................................................. 23
5.2.2 Arduino microcontrollers .................................................................................................. 23
5.2.3 LilyPad accelerometer ..................................................................................................... 24
5.2.4 Sensors ............................................................................................................................ 25
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5.2.5 Other materials ................................................................................................................ 27
5.3 Prototyping ............................................................................................................ 27
5.3.1 Low-fidelity prototype ....................................................................................................... 27
5.3.2 High-fidelity prototype ...................................................................................................... 29
5.3.2.1 Hardware implementation ............................................................................................. 31
5.3.2.2 Software implementation............................................................................................... 34
5.4 Testing................................................................................................................... 38
6 Conclusions ............................................................................................. 41
6.1 Discussion and conclusions .................................................................................. 41
6.2 Future work ........................................................................................................... 43
References .................................................................................................. 45
Appendix A : Schematic ............................................................................. 53
Appendix B : Code ..................................................................................... 55
Appendix C : Questionnaire....................................................................... 59
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1 Introduction
This chapter provides background information concerning strokes and the project.
Descriptions are provided regarding what strokes are, its impacts and rehabilitation.
The motivation and aim of the project are also introduced in this chapter.
1.1 Strokes
Stroke is a cerebrovascular disease which occurs when the blood supply to the brain
is cut off. In 2013, about 32.2 million people suffered from a stroke worldwide, 6.5
million of whom died [1].
The American Stroke Association [2], among other sources, identify a number of risk
factors for stroke:
Age
Stroke usually affects older people, although there is a significant number of
younger people who also suffer from strokes. After the age of 55, the
probability of having a stroke doubles for each decade.
Heredity
Stroke may be caused due to a gene mutation. Hence, the chances of having a
stroke are higher if a close relative has suffered from it.
Race
Black people have the highest risk of death from a stroke as the probabilities
of having high blood pressure, diabetes and obesity are greater.
Gender
Women are generally more likely to have a stroke than men.
Other diseases
Artery and heart diseases, high blood pressure and cholesterol, diabetes and
many other heart conditions increase the chance of having a stroke.
Bad habits
Smoking, alcohol and drug abuse, poor diet, physical inactivity and obesity
increase the risk of different diseases and stroke.
Geographic location
Strokes are more prevalent in developing countries than in developed
countries [3]. While the main cause of strokes in developed countries is
ageing, the increase in prevalence in developing countries is due to smoking,
obesity and not being able to prevent a stroke due to lack of modern medical
devices [4].
Socioeconomic factors
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1 Introduction
Previous studies have shown that strokes are more common among lower
income people.
There are three types of strokes: ischaemic stroke, haemorrhagic stroke and transient
ischaemic attack (TIA) [5]. Firstly, an ischaemic stroke occurs when the blood supply
to the brain is cut off due to a blockage and accounts for about 87 percent of all cases
[6, 7]. The blockage can be caused by a blood clot developing at the clogged part of
the vessel, which is known as cerebral thrombosis. A blockage can also be caused by
a blood clot or other matter formed at another part of the circulatory system, which is
known as cerebral embolism [6]. Secondly, a haemorrhagic stroke results from a burst
of a blood vessel which causes bleeding in or around the brain and can be more
dangerous than an ischaemic stroke [8]. Thirdly, a TIA is caused by a temporary clot
[5]. Although the symptoms of a TIA may not last too long, it should be taken very
seriously as it may be a warning sign of a heart condition.
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1 Introduction
1.3 Motivation
Stroke affects millions of people around the world every year. Those who survive
have generally at least some partial disability and hence may not be able to complete
some everyday activities such as cooking, cleaning, washing, etc. For example, a
study conducted by Wade and Hewer [19] revealed that 88% of people surveyed
relied on other people to perform everyday activities. This was determined by using
the Barthel index [20], a 20-point scale used to measure performance in activities of
daily living, one week after a stroke. Anything less than 20 points indicates
dependence on others. Hence, many people rely on rehabilitation in order to recover
at least some of their previous abilities. Since constant exercising is important, being
dedicated and motivated is vital in order to achieve the best result possible. Therefore,
rehabilitees should also perform active exercises at home. However, they may not be
confident enough and give up on rehabilitation which in turn may lead to incomplete
recovery. Additionally, a study conducted in the United States by Shaughnessy and
Resnick [21] found that 69% of stroke survivors do not perform all of the required or
prescribed exercising at home due to a lack of self-efficacy and motivation.
Furthermore, the repetitive nature of activities may also make them boring and
rehabilitees may lose interest in performing them. Thus, interactive objects that
motivate performing such exercises could be used to help in stroke rehabilitation.
Their flexibility can be used to implement multiple activities in an interesting and
motivating way, e.g. in order to change the TV channel, a user has to perform an
exercise beforehand. Therefore, it might help to keep the motivation up and in turn
result in better recovery. However, it should be kept in mind that not all stroke
survivors value the same things, and hence not all of them find the same exercises
motivating. Furthermore, by creating interactive objects which are easy to use, giving
clear instructions and feedback, survivors can be confident that they are performing
exercises correctly. Unfortunately, interactive objects are not very widely used for
stroke rehabilitation, but seem to be growing in popularity.
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1 Introduction
1.5 Aim
The aim of this project is to develop and test an interactive object which would
implement an activity that is already known to have good effect for stroke
rehabilitation. The interactive object should be robust, relatively compact, easy to
handle and should arouse one’s interest in using it. However, since many stroke
survivors find rehabilitation exercises rather boring and frustrating, one of the main
goals would also be that the interactive object would motivate them and make
performing exercises easier.
Age, physical and mental abilities as well as open-mindedness towards technology
vary a lot among stroke survivors. Hence, another goal of this project is to develop an
interactive object which could serve a vast amount of people.
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2 Theoretical background
This chapter summarises some of the research on the field, as well as gives examples
of products already used for stroke rehabilitation. Some rehabilitation exercises are
also presented in this chapter. Furthermore, it gives an overview of tangible
interaction and how it is taken into account when designing interactive objects for
stroke rehabilitation. The concept of vertical and horizontal prototyping is introduced
at the end of the chapter.
after a while some stopped using them as often because they claimed that doing the
same thing became boring. Some participants also reported that they did not like the
aesthetics of the products and thought that they would not fit in with their homes [24,
26]. Hence, it is important to have deep discussions with stroke survivors in order to
determine what they are interested in and involve them in designing and prototyping
stages so that the final product could be tailored according to their needs [23, 24, 26].
It is also important to consider other factors such as work and free time as well as
where and when the product will be used, and what other support is available, e.g.
family members [24, 26].
Delbressine et al. [27] designed a tangible table-top interaction with wearable
technology which would help rehabilitees with arm-hand rehabilitation by performing
grasping exercises. Many survivors reported that they both enjoyed using the object
and have found it to be useful as well. Furthermore, a study conducted by Michaelsen
et al. [28] shows that stroke rehabilitation might even be very beneficial for stroke
survivors with chronic hemiparesis.
Timmermans et al. [29, 30] have evaluated the feasibility and effects of technology-
supported task-orientated arm training (T-TOAT) and how it affects survivors’
motivation. The method comprises of separating training skills into functional
components such that the relationship with the original training skill is retained.
Figure 2.1 shows how skills such as drinking from a cup or eating with a knife and
fork are decomposed. The difficulty of each exercise is gradually increased based on
principles of exercise physiology and motor learning. Decomposing skills gives the
ability to implement exercise programs in technology-supported training. Participants
start with training on components individually, and after a while, the complete action
is trained. Timmermans et al. tested the method on nine chronic stroke survivors over
an eight-week training period. The results show that the method significantly
improved arm-hand performance as shown by mean values of Fugl–Meyer (14.2%
improvement, 𝑝 < 0.001), ARAT (15.3% improvement, 𝑝 < 0.05), MAL-AU
(43.4% improvement, 𝑝 < 0.05), and MAL-QU (34.1 % improvement, 𝑝 < 0.01),
and the results lasted after the training. Furthermore, the participants claimed that
their quality of life had improved, their motivation levels were higher and the system
was easy to use. Thus, the method is feasible and has positive effects on stroke
rehabilitation.
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2 Theoretical background
2.1.1 ActivABLES
ActivABLES: Tangible Interaction to Support Effective and Usable Stroke
Rehabilitation at Home [31] is a project carried out at Certec, researching on how
physical and interactive objects can be used to make post-stroke rehabilitation easier
and more motivating. The project tries to develop tangibles which would implement
exercises already known to have a good effect on rehabilitation and help with
rehabilitation by incorporating them into stroke survivors’ daily lives [31]. The
project has four objectives [32]:
1. Investigating how different design methods can be used to create
rehabilitation tools which would be useful, enjoyable and motivating by
involving stroke survivors as well as other people such as caretakers in the
design process.
2. Developing interactive objects which would use multimodal feedback.
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2 Theoretical background
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2 Theoretical background
systems significantly improve stability and walking speed compared to not using
them.
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2 Theoretical background
sensor. While the user moves the controller with their arm, hand and wrist, the
sensors inside the controller measure speed, direction and acceleration, which are then
sent to the system. It is computer assisted and hence does not require big sweeping
movements. A TV screen provides real-time feedback, i.e. movements, and games are
therefore fun and motivating to perform. The study showed that using the Wii for
rehabilitation was more efficient than recreational rehabilitation as people were faster
and had stronger grip.
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2 Theoretical background
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2 Theoretical background
Many daily activities, such as holding heavy pans or opening jars, rely on grip
strength. Hence, the grip exercise shown in Figure 2.9 can be helpful to improve
flexibility and suppleness [53].
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2 Theoretical background
This chapter describes methods used in the project. It gives an overview of interaction
design and research methods used in this project
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3 Method
opposite. It should be enjoyable whilst helping the user in an effective and useful
way.
People’s strengths and weaknesses should be taken into account when designing a
product to ensure as good of a user experience as possible. It is also important to
consider who is going to use the product and how and where it is going to be used.
However, different people value different things, and hence, finding a design that
suits everybody is impossible. Thus, whilst designing, some compromises must be
made in order to find a good outcome.
Interaction design consists of four repeated activities [57, pp. 329-330]:
1. Establishing requirements – determining target users and their needs.
2. Designing alternatives – creating ideas that would meet the requirements.
3. Prototyping – creating samples of the alternatives.
4. Evaluating – determining how well the alternatives match the requirements.
An iterative design approach is used in this project as it is both time- and cost-
effective [58]. It consists of designing, prototyping and evaluation stages, as shown in
Figure 3.1.
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4 Proposed solution and structured design
This chapter describes the idea proposed for implementation as well as its
advantages and disadvantages. Additionally, it gives an overview how structured
design is used in this project.
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4 Proposed solution and structured design
computers and playing online games might be intimidating for older people.
Furthermore, each game has different instructions and may thus be difficult to learn.
This function also assumes having a computer at home, which is not that uncommon
anymore.
Considering the criteria and constraints listed in this and previous chapters, the home
automation and music playing functions were discarded as they were too difficult to
implement in the project’s timeframe, as shown in Figure 4.1 (dashed lines). The
game-playing function (solid line) is implemented as it can be well used for
implementing the exercises outlined in Chapter 2.3.
Produce
Playing music different
sounds
Glove
Move the
cursor
Play simple
Imitate a
Playing games computer
mouse click
games
Imitate arrow
key keystrokes
Figure 4.1 Structured design for the prototype (the dashed paths are branches which
are cut/omitted, the solid path is the function to be implemented)
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4 Proposed solution and structured design
exercises implemented, only the arrow keys, cursor movement, and mouse click will
be implemented.
The wrist flexion/extension and supination/pronation exercises, shown in Figures 2.5
and 2.6, respectively, will be used to move the cursor on the screen. Lifting the wrist
up moves the cursor upwards, left leftwards and so on. The whole arm could be used
as well to imitate the movements. Furthermore, the sensitivity should be rather low in
order to take into account imprecision and rapidness of hand movements.
The mouse click will be implemented using the finger flexion/extension and grip
strengthening exercises, shown in Figures 2.7 and 2.9, respectively. By squeezing a
ball in the hand, a mouse click will be registered. Furthermore, by measuring the
force of the grip using the sensors, the user can get instant feedback of his/her
progress.
Arrow keys will be implemented using simple finger movements as these controls
seem to be a part of many online games. Furthermore, it gives a possibility to use four
fingers simultaneously in a game and hence train them. The user has to tap a finger on
a surface, as shown for the exercise in Figure 2.8. Each finger corresponds to one
arrow key. By applying some pressure on a finger, an arrow key keystroke is
registered.
Playing computer games which are fun and make use of the keystrokes and mouse
movements mentioned above can be very beneficial for stroke rehabilitation. When
the user is motivated and enjoys playing a game, he/she is likely to perform the
exercises multiple times in a day. Although the small number of possible movements
limits the number of games the user can play. Nevertheless, there are still many
games which can be used in conjunction with the glove.
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5 Designing, prototyping and testing
This chapter describes how the chosen idea is designed, built and tested as well as the
materials used to create the interactive object. It also gives an overview of hardware
and software implementations and of the testing phase.
5.2 Materials
A number of materials were used to create low-fidelity and high-fidelity prototypes.
5.2.1 littleBits
littleBits was used for low-fidelity prototyping. It consists of small electronic building
blocks, which can be snapped together with small magnets, such as LEDs, flex and
pressure sensors. Although their functionality is rather basic and quite restricted, it
can be used to create crude prototypes within minutes.
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5 Designing, prototyping and testing
Leonardo. The board’s supply voltage is 5V and hence can be connected to the
Arduino’s 5V pin [63]. Furthermore, its maximum measurement range is ±3 g.
5.2.4 Sensors
The flex sensors by Spectra Symbol, shown in Figure 5.3, are used in the project to
sense the bending of fingers. Its resistance when it is flat is 25𝑘Ω, and increases as it
is bent [65]. It is 2.2 inches long and hence suitable for sensing finger flexion.
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5 Designing, prototyping and testing
polymeric foil and carbon black, the latter making it electrically conductive. As with
the FSR 406 described above, its resistance decreases as the force applied on it
increases.
5.3 Prototyping
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5 Designing, prototyping and testing
Figure 5.6 Lo-Fi prototyping with littleBits (the flex sensors are being bent by the
two blue buttons and force is applied on the force sensitive resistor)
This prototype provided with some useful information. For example, it helped to
determine which sensors should be used in the project. Furthermore, it gave an
overview of the suitability of flex and pressure sensors. It was determined that the
sensors are suitable for use in this project as they are very robust and easy to handle.
Their simplicity makes them easy to use in conjunction with an Arduino to get quick
measurements in a fast way. However, this prototype only concentrated on hardware
and not on software.
While morphing towards a high-fidelity (Hi-Fi) prototype, another Lo-Fi prototype
was created using the Arduino UNO, as shown in Figure 5.7. This step made use of
both hardware and software capabilities of the board. This prototype was used to
determine if the resistor values of the voltage dividers for the sensors are suitable, i.e.
that the sensors are not too sensitive nor insensitive. Serial() function was used to
display measurements on screen using the serial monitor. However, it was found that
it is difficult to use the UNO as an HID mouse and keyboard, and hence the Leonardo
was chosen instead, as explained in Chapter 5.2. The Flora microcontroller by
Adafruit was also considered at this stage. It is a wearable electronic platform which
can also be sewn and washed [69]. However, due to an insufficient number of input
pins, its integration into this project would have been too complex.
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5 Designing, prototyping and testing
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5 Designing, prototyping and testing
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5 Designing, prototyping and testing
In order to perform an arrow key keystroke, the following sensors are used: two flex
sensors on the index and middle finger, and four force sensitive resistor (FSR) on the
index, middle, ring and little fingers.
Voltage divider circuits, shown in Figure 5.10, were used for both flex and FSR
sensors. The circuit used 𝑉𝐶𝐶 = 5𝑉 input voltage, supplied by the Leonardo’s 5V pin.
Hence, the output 𝑉𝑜𝑢𝑡 is given by:
𝑅2 𝑅2
𝑉𝑜𝑢𝑡 = 𝑉𝑖𝑛 = ∗ 5𝑉. (1)
𝑅1 + 𝑅2 𝑅1 + 𝑅2
obtain an even closer resistance using serial and parallel resistor circuits. However,
since it only makes the design more complicated, and this application is flexible on
precision, it was decided to use a single resistor.
Using Equation (1) and the resistor values above, it can be calculated that the output
voltage is approximately 2.60V when the sensor is flat and around 2.18V when a
finger is bent. Since the Leonardo use 10-bit analogue-to-digital converter, i.e.
analogue values are converted to digital values between 0 − 1023, the corresponding
output range will be between 446 − 531. Hence, 500 is a good threshold value when
determining if the sensor (finger) has been bent or not.
The force sensors have higher resistance when no pressure is applied and as more
pressure is applied, its resistance decreases. The pressure sensitive sheet was used to
handcraft the fingertip FSRs. Measurements showed that the average value of the
FSRs was about 1.5𝑘Ω when no pressure was applied, and around 600Ω when
moderate pressure was applied. Using Equation (3) yields that the output range is the
greatest when 𝑅2 ≈ 949Ω. 𝑅2 = 1𝑘Ω was chosen as it was the closest valued resistor
available. Hence, when no force is applied, the output voltage 𝑉𝑜𝑢𝑡 = 2𝑉,
corresponding to a digital value of 409, and with moderate force 𝑉𝑜𝑢𝑡 = 3.125𝑉, or
otherwise a digital value of 639. Again, the threshold value of 500 can be used to
determine whether there is any pressure on the fingertip or not.
The mouse click function uses the following sensors: two flex sensors on the index
and middle finger, and an FSR in the palm. The flex sensors are the same as those
used for the arrow key keystroke function. The FSR measures the pressure in the
palm, and acts essentially in the same way as the FSRs on the fingertips. It was
handcrafted using the pressure sensitive sheet and conductive thread. It is also worth
mentioning that a normal hand-size ball was used to apply force on the palm sensor
by squeezing the palm, as the sensor could not be conveniently reached by just
fingertips.
The resistance of the FSR in the palm with no force applied is around 23𝑘Ω, and with
force about 1.5𝑘Ω. Using Equation (3) gives that 𝑅2 ≈ 5.87𝑘Ω. The closest value
available was 𝑅2 = 5.6𝑘Ω. Using these values, 𝑉𝑜𝑢𝑡 ≈ 0.98𝑉 when there is no force
on the sensor, and 𝑉𝑜𝑢𝑡 ≈ 3.94𝑉 when force is applied. This corresponds to digital
values of 200 and 807, respectively. Hence, again, 500 is a good threshold value for
detecting force on the sensor as it lies roughly in the middle.
The cursor movement function uses the flex sensors, the FSR in the palm, and the
accelerometer. This project only uses the x and y axes of the accelerometer since the
cursor movement itself is two dimensional.
When the glove is flat on a surface, it only experiences gravitational acceleration in z
direction, i.e. 𝑥 = 𝑦 = 0 𝑔 = 0 𝑚/𝑠 2 . It was measured that the output of x and y axes
in that case was about 2.47V. When the glove is turned to the right or upwards, the
gravity of 1 𝑔 acts in x and y directions, respectively, and when turned to the left or
downwards, force of −1 𝑔 acts in x and y directions, respectively. It was measured
that the output was approximately 1.91V when 𝐹 = −1 𝑔 and about 2.98V when 𝐹 =
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5 Designing, prototyping and testing
1 𝑔. The corresponding digital values are 505 for 2.47V, 390 for 1.91V and 610 for
2.98V.
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5 Designing, prototyping and testing
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5 Designing, prototyping and testing
section of the program. If the conditions are not satisfied, the function checks if the
time difference between the start time and the time of the last iteration is less than a
threshold (1 second in the final implementation). If yes, the function uses the
Mouse.click() function which simulates a left button click and then ends.
Otherwise, the function ends instantly. However, if the sensor conditions are satisfied,
the time of the current iteration is saved. If the time difference between the start time
and the time of the current iteration is above the threshold, the mouse_distance()
function is called which returns a scaled value of the accelerometer readings. These
scaled values are then used to move the cursor on screen using the Mouse.move()
function relative to the cursor’s current location. After that, the sensor values are
updated. However, if the time is less than the period, this is done straight away. The
function then checks again if the sensors’ conditions are satisfied and continues as
described above.
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5 Designing, prototyping and testing
accelerometer’s axis. Using the map() function, this value is then scaled down to a
number between the maximum and minimum movements desired which are defined
in the global variables’ declaration section. In this implementation, values of the x-
axis have been inverted to ensure that the cursor is moving in the right direction. If
the value is above the threshold, defined at the same place, the function returns the
value. Otherwise, the value of zero is returned. This helps to ensure that only hand
movements, which are significant enough, result in cursor movements.
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5 Designing, prototyping and testing
5.4 Testing
The interactive object was tested to get feedback about what is good and what could
be improved. This is also the basis of the iterative design process, discussed in
Chapter 3.2. The tests were also accompanied by a questionnaire that the testers filled
in, shown in Appendix C.
Firstly, a tester was presented with the pre-test questionnaire, which asked them about
their background, cognitive and motor abilities, and how often and for what purpose
they use computers. Then a test was conducted where the user tested different
functionalities of the glove. Finally, the tester filled in the post-test questionnaire
which used the system usability scale (SUS). The tester was presented with multiple
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5 Designing, prototyping and testing
questions which asked to assess his/her experience using the glove. He/she could also
say what they liked about the product and what could be improved.
Four people took part in the testing who were not aware of the details of the project.
All of them were in their 20s and indicated no cognitive or motor impairments in their
responses. Three of the users were right-handed and one left-handed. Although the
glove was designed for right-handed people, he was willing to use his right hand and
was successfully able to interact with the glove. All of them are also frequently using
computers for different activities and hence had no difficulty understanding the
functions of the glove.
Firstly, the testers were given a short summary about the project and the glove. After
learning about different functions of the glove and filling in the pre-test questionnaire,
they could go online and pick a game which they liked and could be played using the
functions of the glove. For example, one tester successfully played a game called
Flappy Bird which used only mouse clicks as its input to guide a bird through rows of
pipes. Furthermore, the testers also tried to control the computer using the glove, e.g.
opening different programs and surfing the web.
In order to follow the iterative design process, after the first two tests, the glove was
adapted to the feedback received from the testers. A few recommendations were
suggested. Firstly, in the initial Hi-Fi design, the sensors were just attached to the
glove by securing them in place with thread. However, during testing both testers
experienced that sensors got stuck in it when they were moved, especially the flex
sensors. As a solution they were covered by a fabric which was then sewn into the
glove, as can be seen from Figures 5.8 and 5.9. The fabric is stretchable and hence
very suitable for this application, where the shape of it needs to change as a result of
bending. Secondly, there were some complications using the glove, as its response
was either too sensitive or insensitive. The resistor values were recalculated, replaced
and the threshold values in the code changed according to the values mentioned in
Chapter 5.3.2.1. Lastly, both testers also recommended to sew the cables into the
glove as they were too loose at this point of testing.
After these tests, the design was modified to take into account the recommendations.
After that, two new testers tested the glove and filled in the post-test questionnaire
with their feedback. They reported a problem with using the glove to move the cursor,
something which had been already mentioned during the first two tests. Although it
was better this time, the cursor movement could not be used to play games due to its
slow and a bit imprecise movements. Furthermore, during one testing the tester
revealed that the ball used in the testing was too stiff as the hand became tired
quickly. A softer ball was used instead which was easier to use for longer periods.
However, it should be noted that extremely soft balls are not recommended as they
might not apply enough force on the palm sensor. Hence, a mouse click might not be
registered, unless changing the threshold values. Lastly, during all tests, people were
afraid of damaging the sensors, especially the flex sensors, when putting on or taking
off the glove. Hence, it was recommended to do it slowly in a way that the sensors are
not bent too much. Unfortunately, it was not possible to change this due to inevitable
characteristics of the sensors.
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5 Designing, prototyping and testing
Although due to the low number of testers no solid conclusions can be made, all
testers said that they enjoyed using the glove and would also do so in the future. They
also said that the glove was easy to use and its low number of functions did not
require much learning. Apart from having a few problems with using the glove to
move the cursor, they said that using the glove does not require much help from
others. The feedback also revealed that although users with different hand sizes could
use the glove itself, its material might not be the best for longer periods of use as the
material is rather thick. Furthermore, although the testers did not think that the glove
itself was aesthetically unpleasing, they said that it would look nicer if the cables
were less visible. Additionally, they also thought that having more functions would be
beneficial.
All the users said that they believe the glove could be used to motivate stroke
rehabilitees. They suggested that in addition to playing games, it could be used to
perform other activities such as browsing the Internet. However, their main
motivation was that they enjoyed using the glove and when playing games, they
performed different hand movements for multiple times by concentrating on the game
rather than on the hand movements itself. Hence, it would be likely the case with
many other people. Furthermore, it was mentioned that using the glove to play games
is also competitive and hence motivating. For example, the testers wanted to beat
their own and other testers’ high scores by playing games over and over again. Hence,
this might also be encouraging for competitive stroke rehabilitees.
In conclusion, the testers thought that the glove was easy to use and could be
beneficial for exercising hand muscles, for example those involved in gripping.
Although there are things which could be improved, it was generally functioning
well.
40
6 Conclusions
This chapter includes the main findings of the project. It also analyses limitations of
the final design which could be improved upon and also provides recommendations
for future work.
41
6 Conclusions
The glove is used to perform different hand and finger exercises. For example, in
order to move the cursor, the wrist pronation and supination exercise must be
performed. Additionally, a grip strengthening exercise is used to perform a mouse
click while finger lifting is used to simulate arrow key keystrokes.
The Arduino Leonardo microcontroller was used as it can be used as a human
interface device to emulate a mouse and keyboard. Furthermore, it is small in size,
light and can be used for many different purposes. Both Arduino’s software and
hardware are open sources and hence the resources are vast. In addition to the board,
an accelerometer, flex sensors and force sensitive resistors were used to determine
hand and finger movements. Thus, the production costs of the glove are much cheaper
compared to other alternatives on the market. This in turn means that the product
could be directed at individuals rather than at healthcare institutions.
An iterative design process was used to keep the end user in mind. This means that
after designing and prototyping, tests were done and the results were used to change
the design so that it would be more comfortable to use. The system usability scale
was used to get feedback about the object in a simple, fast and inexpensive way.
Although stroke survivors were not involved in the testing phase, it nevertheless gave
useful feedback which could be used to improve general functionality. Four testers
tested the glove and all of them reported that the glove was easy and enjoyable to use
and could possibly be motivating for those who have suffered from a stroke and
might need help with recovering abilities of their hand. They claimed that the main
advantage of using the glove is that the concentration is on playing games and
interacting with the glove rather than performing exercises.
As the technology-assisted rehabilitation is becoming more popular, it is important to
have discussions with the target group to determine their expectations as well as
concerns. Furthermore, it is also important that stroke survivors would be confident in
using the device. This could be solved by splitting complex tasks down into simpler
ones, for example, which is used by the technology-supported task-orientated arm
training method. Additionally, it is also important to create tasks which have a
meaning, i.e. the rehabilitee needs to do the same task in his/her daily life. However,
there should be a balance between rehabilitation and what the user likes to do to keep
him/her motivated. Furthermore, too much exercising might be discouraging as well.
Thus, involving stroke patients is vital in order to create devices which would be both
motivational as well as beneficial.
In conclusion, interactive objects can be very supportive when it comes to stroke
rehabilitation. In addition to helping the users to perform exercises in a correct way, it
can also be motivating and encouraging. The number of solutions on the market is
constantly growing and the research focus on the topic is becoming more important. It
is likely that in the future rehabilitation would involve interactive objects which
would take into account the user’s interests and abilities and hence would help with
performing activities of daily life.
42
6 Conclusions
43
6 Conclusions
Finally, the testing did not involve any stroke survivors as in previous ActivABLES
projects. Hence, in the future it would be very advantageous to involve them in every
stage of the project, so the final product would be designed according to actual needs.
44
References
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Innovation Management, vol. 18, no. 1, pp. 2-18, 2015.
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Survivors in Designing for Rehabilitation,” in Therapeutic Strategies: A
Challenge for User Involvement in Design, Reykjavik, 2010.
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Burridge, “Motivating Mobility: Designing for Lived Motivation in Stroke
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Spooren, H. Kingma and H. A. M. Seelen, “T-TOAT: A method of task-oriented
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References
48
References
51
Appendix A: Schematic
53
Appendix B: Code
/*
* Title: Glove
* Author: Mihkel Hiob
* Date: Jun 2016
* Code version: 2.3
*/
#include <Keyboard.h>
#include <Mouse.h>
// Pin definitions
const int flex_index = A0; // Index finger, flex sensor
const int flex_middle = A1; // Middle finger, flex sensor
const int fsr_palm = A2; // Palm, pressure sensor
const int acc_x = A3; // Accelerometer, x-axis
const int acc_y = A4; // Accelerometer, y-axis
const int fsr_index = A8; // Index finger, pressure sensor
const int fsr_middle = A9; // Middle finger, pressure sensor
const int fsr_ring = A10; // Ring finger, pressure sensor
const int fsr_pinky = A11; // Pinky finger, pressure sensor
// Threshold values
const int click_thres = 500; // Mouse click threshold
const int flex_thres = 500; // Flex sensors threshold
const int keystroke_thres = 500; // Keystroke threshold
(finger FSRs)
void setup() {
pinMode(flex_index, INPUT);
pinMode(flex_middle, INPUT);
pinMode(fsr_palm, INPUT);
pinMode(acc_x, INPUT);
pinMode(acc_y, INPUT);
pinMode(fsr_index, INPUT);
pinMode(fsr_middle, INPUT);
pinMode(fsr_ring, INPUT);
pinMode(fsr_pinky, INPUT);
void loop() {
int fsr_palm_val; // Palm sensor’s value
int flex_index_val, flex_middle_val; // Flex sensors' values
int fsr_index_val, fsr_middle_val, fsr_ring_val,
fsr_pinky_val; // Finger FSR sensors' values
// Sensor measurements
fsr_palm_val = analogRead(fsr_palm);
flex_index_val = analogRead(flex_index);
flex_middle_val = analogRead(flex_middle);
fsr_index_val = analogRead(fsr_index);
fsr_middle_val = analogRead(fsr_middle);
fsr_ring_val = analogRead(fsr_ring);
fsr_pinky_val= analogRead(fsr_pinky);
/*
* Simulates arrow key keystrokes if the flex sensors are not
* bent and the pressure on a finger FSR is at least the
* threshold value.
*
* fsr1_val, fsr2_val, fsr3_val, fsr4_val: measured values of
the finger pressure sensors
* flex1_val, flex2_val: measured values of the flex sensors
*/
void arrowkey(int fsr1_val, int fsr2_val, int fsr3_val, int
fsr4_val, int flex1_val, int flex2_val) {
if ((flex1_val > flex_thres) && (flex2_val > flex_thres)) {
56
Appendix B: Code
delay(100);
}
}
/*
* Performs a mouse click if the flex sensors are bent and the
* pressure on the palm has been at least the threshold value
* for less than the period. If at least the period, moves the
* cursor.
*
* fsr_val: measured value of the palm sensor
* flex1_val, flex2_val: measured values of the flex sensors
*/
void mouse(int fsr_val, int flex1_val, int flex2_val) {
unsigned long starttime = millis(); // Register the starting
time of the function
long previoustime = 0; // Last registered time
int xDist, yDist;
/*
* Reads the value from the accelerometer and determines
* how much to move the cursor and returns this distance.
*
* pin_number: measurement pin
*/
int mouse_distance(int pin_number) {
int distance = 0;
int value = analogRead(pin_number);
int scaled_value = map(value, minimum, maximum, -max_move,
max_move);
return distance;
}
58
Appendix C: Questionnaire
Pre-test questionnaire
A. Basic information
1. Gender: Male Female
2. Age ____ years
B. Cognitive and motor abilities
1. How would you rate your cognitive and motor abilities?
Very good
Good
Moderate
Poor
Severely affected
2. Do you have any kind of cognitive or motor impairments? If yes, please
provide with some details. Yes No
______________________________________________________________
______________________________________________________________
______________________________________________________________
3. Dominant hand: Left Right
C. Experience with computers
1. Do you own a computer? Yes No
2. If yes, how long have you used a computer?
Less than a year
1-3 years
More than 3 years
3. On average, how many times do you use a computer in a week for the
following activities?
0 1-5 6-10 More
than 10
Browsing the Internet
Writing
Playing games
Other (please specify)
59
Appendix C: Questionnaire
B. Feedback
What did you like about using the glove?
_____________________________________________________________________
_____________________________________________________________________
_____________________________________________________________________
What do you think could be improved?
_____________________________________________________________________
_____________________________________________________________________
_____________________________________________________________________
Do you think that the glove is fun to use and could potentially motivate those who
have suffered from a stroke? Please explain your answer. Yes No
_____________________________________________________________________
_____________________________________________________________________
_____________________________________________________________________
60