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Original Research

Collaborative co-design and evaluation of an immersive virtual reality application prototype for communication rehabilitation (DISCOVR prototype)

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Pages 90-99 | Received 12 Jul 2021, Accepted 29 Mar 2022, Published online: 20 Apr 2022
 

Abstract

Purpose

Virtual reality (VR) lends itself to communication rehabilitation by creating safe, replicable, and authentic simulated environments in which users learn and practice communication skills. The aim of this research was to obtain the views of health professionals and technology specialists on the design characteristics and usability of a prototype VR application for communication rehabilitation.

Materials and Methods

Nine professionals from different health and technology disciplines participated in an online focus group or individual online interview to evaluate the application and use of the VR prototype. Data sources were analysed using a content thematic analysis.

Results

Four main themes relating to VR design and implementation in rehabilitation were identified: (i) designing rehabilitation-focused virtual worlds; (ii) understanding and using VR hardware; (iii) making room for VR in rehabilitation and training; and (iv) implementing VR will not replace the health professional’s role.

Discussion

Health professionals and technology specialists engaged in co-design while evaluating the VR prototype. They identified software features requiring careful consideration to ensure improved usability, client safety, and success in communication rehabilitation outcomes. Continuing inclusive co-design, engaging health professionals, clients with communication disability, and their families will be essential to creating useable VR applications and integrating these successfully into rehabilitation.

    Implications for rehabilitation

  • Health and technology professionals, along with clients, are integral to the co-design of new VR technology applications.

  • Design of VR applications needs to consider the client’s communication, physical, cognitive, sensory, psychosocial, and emotional needs for greater usability of these programs.

  • Realism and authenticity of interactions, characters, and environments are considered important factors to allow users to be fully immersed in virtual simulations to enhance rehabilitation.

Acknowledgement

The authors thank and acknowledge all participants for their time and expertise in this study. Participants were given the opportunity to contribute as authors to this paper if they met the International Committee of Medical Journal Editors requirements. The eight who did so are included in the author list. Authors are therefore listed in order of chief investigators, then in alphabetical order by last name, with the senior investigator listed as last author.

Disclosure statement

No potential conflict of interest was reported by the author(s).

Additional information

Funding

This research and its dissemination were funded by a Seed Grant from the Error! Hyperlink reference not valid., Faculty of Health, University of Technology Sydney, NSW Australia. Selected authors and the University of Technology Sydney own the IP for the application discussed in this paper.

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