Balance; Distorted, Vestibular Diseases, Vestibular Disorder
Conditions
Keywords
balance, telehealth, physical therapy, mobile application, serious gaming, rehabilitation, vestibular, dizziness
Brief summary
The aim of this study is to test whether when using the Vestibular Rehabilitation App older patients perform rehabilitation in a similar manner as when directly instructed by a clinician. A secondary goal is to evaluate usability and enjoyment of the app.
Detailed description
The main aim of this study is to test the prototype Vestibular Rehabilitation App (that has been specifically developed for this study) in the lab setting to evaluate if patients perform exercises with the app in a similar manner as when performing exercises in the traditional manner without the app. Errors in exercise performance identified by the app will be compared to those identified by a physical therapist. A secondary aim is to get feedback on enjoyment and ease of use of the Vestibular Rehabilitation App.
Interventions
Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.
Delivery of vestibular rehabilitation through traditional physical therapy.
Sponsors
Study design
Eligibility
Inclusion criteria
* aged between 60 and 75 * Presence of dizziness due to a central or peripheral vestibular disorder
Exclusion criteria
* Presence of neurological disease such as stroke, multiple sclerosis, Parkinson's * History of recent lower extremity surgery or severe pain in legs
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Change in Balance Outcome With the App - Single Leg Balance | During the testing with the app and during the testing without the app (up to 90 minutes) | The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate balance measure fluency (a non-dimensional derivative of jerk). This was analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App |
| Perceived Usefulness | Immediately after the testing | The ease of use of information technology questionnaire is used to rate usefulness and perceived ease of use of the Vestibular Rehabilitation app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response. |
| User Interface Satisfaction Questionnaire Outcomes | Immediately after the testing | The questionnaire for user interface satisfaction (QUIS) is used to rate the Vestibular Rehabilitation app on use of its software and screen. These are rated on a scale of 0-9, with 9 being the most positive response and 0 being the most negative response. |
| Use Intention, Motivation and Enjoyment | Immediately after the testing | A questionnaire on use intention, motivation, and enjoyment is used to rate the Vestibular Rehabilitation app on the use intention, motivation and enjoyment of the app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response. |
| Change in Head Angle With the App | During the testing with the app and during the testing without the app (up to 90 minutes) | The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate peak head angles. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App. |
| Change in Range of Motion With the App | During the testing with the app and during the testing without the app (up to 90 minutes) | The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate head range of motion values. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App |
| Change in Head Motion Frequency With the App | During the testing with the app and during the testing without the app (up to 90 minutes) | The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate frequency of head motion. These were analyzed to identify differences for the conditions (arms) with and without the Vestibular Rehabilitation App |
| Change in Balance Outcome With the App - Weight Shift Exercise | During the testing with the app and during the testing without the app (up to 90 minutes) | The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate range of motion in different directions during the weight shift balance exercise (in degrees). These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App |
| Change in Head Angle With Feedback | During the testing with the app (up to 45 minutes) | The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate peak head angles. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given. |
| Change in Range of Motion With Feedback | During the intervention with the app (up to 45 minutes) | The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate range of motion values. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given. |
| Change in Angular Velocity With Feedback | During the intervention with the app (up to 45 minutes) | The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate angular velocity values . Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given. |
| Change in Balance Outcome With Feedback | During the intervention with the app (up to 45 minutes) | The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate balance measures (jerk). Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given. |
| Error Identification Differences | During the intervention with the app (up to 45 minutes) | The exercise errors that are identified by the Vestibular Rehabilitation App and those identified by the physical therapist will be compared. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Open Ended Feedback | Immediately after the intervention | Participants will be asked for open ended feedback after the testing with and without the Vestibular Rehabilitation App. Discussions will be guided with questions. The questions were as follows: 1) Describe your overall experience as you used the app today?; 2) Explain the positive features of the app as you did your exercises?; 3) Describe the negative features of the app as you did your exercises today?; 4) What changes would you like to see in the app to support you as you do your exercises?; 5) Do you see any barriers to using the app while doing your exercises at home? |
Countries
United States
Participant flow
Recruitment details
A total of 40 participants were recruited and participated in this study.
Participants by arm
| Arm | Count |
|---|---|
| Overall Study Population All participants underwent the same experiment. They will performed exercises with the Vestibular Rehabilitation App as well as without the App. The order was randomized.
In the rest of the reporting the overall study population is presented in two different arms, Trials with Vestibular Rehabilitation App and Trials without Vestibular Rehabilitation App. These are the same participants and all participated in both arms. | 40 |
| Total | 40 |
Baseline characteristics
| Characteristic | Overall Study Population |
|---|---|
| Age, Categorical <=18 years | 0 Participants |
| Age, Categorical >=65 years | 28 Participants |
| Age, Categorical Between 18 and 65 years | 12 Participants |
| Age, Continuous | 67.65 years STANDARD_DEVIATION 4.76 |
| Ethnicity (NIH/OMB) Hispanic or Latino | 2 Participants |
| Ethnicity (NIH/OMB) Not Hispanic or Latino | 37 Participants |
| Ethnicity (NIH/OMB) Unknown or Not Reported | 1 Participants |
| Race (NIH/OMB) American Indian or Alaska Native | 2 Participants |
| Race (NIH/OMB) Asian | 0 Participants |
| Race (NIH/OMB) Black or African American | 2 Participants |
| Race (NIH/OMB) More than one race | 0 Participants |
| Race (NIH/OMB) Native Hawaiian or Other Pacific Islander | 0 Participants |
| Race (NIH/OMB) Unknown or Not Reported | 1 Participants |
| Race (NIH/OMB) White | 35 Participants |
| Region of Enrollment United States | 40 participants |
| Sex: Female, Male Female | 20 Participants |
| Sex: Female, Male Male | 20 Participants |
Adverse events
| Event type | EG000 affected / at risk |
|---|---|
| deaths Total, all-cause mortality | 0 / 40 |
| other Total, other adverse events | 0 / 40 |
| serious Total, serious adverse events | 0 / 40 |
Outcome results
Change in Angular Velocity With Feedback
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate angular velocity values . Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Time frame: During the intervention with the app (up to 45 minutes)
Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
Change in Balance Outcome With Feedback
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate balance measures (jerk). Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Time frame: During the intervention with the app (up to 45 minutes)
Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
Change in Balance Outcome With the App - Single Leg Balance
The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate balance measure fluency (a non-dimensional derivative of jerk). This was analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Older Adults With Dizziness | Change in Balance Outcome With the App - Single Leg Balance | 0.28 degrees | Standard Deviation 0.07 |
| Trials Without the Vestibular Rehabilitation App | Change in Balance Outcome With the App - Single Leg Balance | 0.30 degrees | Standard Deviation 0.07 |
Change in Balance Outcome With the App - Weight Shift Exercise
The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate range of motion in different directions during the weight shift balance exercise (in degrees). These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)
| Arm | Measure | Group | Value (MEAN) | Dispersion |
|---|---|---|---|---|
| Older Adults With Dizziness | Change in Balance Outcome With the App - Weight Shift Exercise | Weight shift exercise - mediolateral range of motion | 8.7 degrees | Standard Deviation 3.5 |
| Older Adults With Dizziness | Change in Balance Outcome With the App - Weight Shift Exercise | Weight shift exercise - anterioposterior range of motion | 4.5 degrees | Standard Deviation 1.6 |
| Older Adults With Dizziness | Change in Balance Outcome With the App - Weight Shift Exercise | Single leg balance - range of motion | 8.8 degrees | Standard Deviation 4.8 |
| Trials Without the Vestibular Rehabilitation App | Change in Balance Outcome With the App - Weight Shift Exercise | Weight shift exercise - mediolateral range of motion | 7.2 degrees | Standard Deviation 3.5 |
| Trials Without the Vestibular Rehabilitation App | Change in Balance Outcome With the App - Weight Shift Exercise | Weight shift exercise - anterioposterior range of motion | 3.7 degrees | Standard Deviation 1.7 |
| Trials Without the Vestibular Rehabilitation App | Change in Balance Outcome With the App - Weight Shift Exercise | Single leg balance - range of motion | 11.0 degrees | Standard Deviation 6.8 |
Change in Head Angle With Feedback
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate peak head angles. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Time frame: During the testing with the app (up to 45 minutes)
Population: No participants were analyzed because too few participants received feedback during the trials. For participants that did receive feedback the time window before and after the feedback varied widely, since feedback could be provided at any point in time during the trial. Due to these inconsistencies it was decided not to perform any statistically analyses on these data or to extract and analyze these data.
Change in Head Angle With the App
The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate peak head angles. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App.
Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)
| Arm | Measure | Group | Value (MEAN) | Dispersion |
|---|---|---|---|---|
| Older Adults With Dizziness | Change in Head Angle With the App | Peak yaw angle - flexion | 13.6 degrees | Standard Deviation 6 |
| Older Adults With Dizziness | Change in Head Angle With the App | Peak pitch angle - left | 13.2 degrees | Standard Deviation 6.9 |
| Older Adults With Dizziness | Change in Head Angle With the App | Peak yaw angle - extension | 14.7 degrees | Standard Deviation 5.7 |
| Older Adults With Dizziness | Change in Head Angle With the App | Peak pitch angle - right | 13.8 degrees | Standard Deviation 7.8 |
| Trials Without the Vestibular Rehabilitation App | Change in Head Angle With the App | Peak yaw angle - extension | 16.5 degrees | Standard Deviation 10.8 |
| Trials Without the Vestibular Rehabilitation App | Change in Head Angle With the App | Peak pitch angle - left | 22.0 degrees | Standard Deviation 8.3 |
| Trials Without the Vestibular Rehabilitation App | Change in Head Angle With the App | Peak yaw angle - flexion | 16.0 degrees | Standard Deviation 13.2 |
| Trials Without the Vestibular Rehabilitation App | Change in Head Angle With the App | Peak pitch angle - right | 21.4 degrees | Standard Deviation 8.2 |
Change in Head Motion Frequency With the App
The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate frequency of head motion. These were analyzed to identify differences for the conditions (arms) with and without the Vestibular Rehabilitation App
Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)
| Arm | Measure | Group | Value (MEAN) | Dispersion |
|---|---|---|---|---|
| Older Adults With Dizziness | Change in Head Motion Frequency With the App | Pitch frequency | 0.93 Hz | Standard Deviation 0.1 |
| Older Adults With Dizziness | Change in Head Motion Frequency With the App | Yaw frequency | 0.93 Hz | Standard Deviation 0.13 |
| Trials Without the Vestibular Rehabilitation App | Change in Head Motion Frequency With the App | Pitch frequency | 0.93 Hz | Standard Deviation 0.27 |
| Trials Without the Vestibular Rehabilitation App | Change in Head Motion Frequency With the App | Yaw frequency | 0.85 Hz | Standard Deviation 0.27 |
Change in Range of Motion With Feedback
The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate range of motion values. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Time frame: During the intervention with the app (up to 45 minutes)
Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
Change in Range of Motion With the App
The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate head range of motion values. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)
| Arm | Measure | Group | Value (MEAN) | Dispersion |
|---|---|---|---|---|
| Older Adults With Dizziness | Change in Range of Motion With the App | Range of motion - yaw | 14.1 degrees | Standard Deviation 5.3 |
| Older Adults With Dizziness | Change in Range of Motion With the App | Range of motion - pitch | 13.6 degrees | Standard Deviation 7 |
| Trials Without the Vestibular Rehabilitation App | Change in Range of Motion With the App | Range of motion - yaw | 16.6 degrees | Standard Deviation 7 |
| Trials Without the Vestibular Rehabilitation App | Change in Range of Motion With the App | Range of motion - pitch | 22.9 degrees | Standard Deviation 9.7 |
Error Identification Differences
The exercise errors that are identified by the Vestibular Rehabilitation App and those identified by the physical therapist will be compared.
Time frame: During the intervention with the app (up to 45 minutes)
Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.
Perceived Usefulness
The ease of use of information technology questionnaire is used to rate usefulness and perceived ease of use of the Vestibular Rehabilitation app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.
Time frame: Immediately after the testing
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Older Adults With Dizziness | Perceived Usefulness | 1.99 units on a scale | Standard Deviation 1 |
Use Intention, Motivation and Enjoyment
A questionnaire on use intention, motivation, and enjoyment is used to rate the Vestibular Rehabilitation app on the use intention, motivation and enjoyment of the app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.
Time frame: Immediately after the testing
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Older Adults With Dizziness | Use Intention, Motivation and Enjoyment | 1.90 units on a scale | Standard Deviation 1.13 |
User Interface Satisfaction Questionnaire Outcomes
The questionnaire for user interface satisfaction (QUIS) is used to rate the Vestibular Rehabilitation app on use of its software and screen. These are rated on a scale of 0-9, with 9 being the most positive response and 0 being the most negative response.
Time frame: Immediately after the testing
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| Older Adults With Dizziness | User Interface Satisfaction Questionnaire Outcomes | 7.59 units on a scale | Standard Deviation 1.7 |
Open Ended Feedback
Participants will be asked for open ended feedback after the testing with and without the Vestibular Rehabilitation App. Discussions will be guided with questions. The questions were as follows: 1) Describe your overall experience as you used the app today?; 2) Explain the positive features of the app as you did your exercises?; 3) Describe the negative features of the app as you did your exercises today?; 4) What changes would you like to see in the app to support you as you do your exercises?; 5) Do you see any barriers to using the app while doing your exercises at home?
Time frame: Immediately after the intervention
Population: The open ended questions referred to the use of the Vestibular Rehabilitation App and were therefore only filled out with regards to the arm Trials with the Vestibular Rehabilitation App
| Arm | Measure | Group | Value (COUNT_OF_PARTICIPANTS) |
|---|---|---|---|
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - difficult | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - juvenile theme | 5 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive features - provides feedback | 3 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - longer setup than traditional therapy | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - easy or easy to understand | 11 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - may get boring after a while | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive features - challenging | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - colors may be hard with color blindness in some games | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - seems geared toward more younger adults | 5 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - motion sensing improvement | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive features - colorful | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - larger screen or font | 4 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive features - helpful | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - more rewards | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive features - easy to use | 4 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - phone version | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - not motivating | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - wider variety of games | 3 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive feedback - seeing progress or accomplishments | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - nothing, good as is | 14 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - engaging or interesting | 6 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - sound effects | 4 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive feedback - liked scoring or rewards | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - different theme | 4 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - challenging (in a positive way) | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - color blind accessibility | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive feedback - liked the gaming element | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - demo video / real human demonstration | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - positive or fun | 30 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - personalization | 3 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative features - none noted | 19 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Would like - multi-player version | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - reduced anxiety | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - none | 16 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative features - feedback interrupted flow | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - may be hard for older population to get used to technology | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - motivating | 9 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - Setup at home and safety | 3 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - redundant instructions | 2 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - learning how to use the app | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive features - fun | 5 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - equipment (tablet and stand) and equipment setup | 14 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - frustration with motion control | 6 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - cell phone version would be needed | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Overall experience - not challenging | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - cost | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - learning curve | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - needing family members to help with setup | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Positive features - motivating | 5 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Barriers - adherence to exercises | 1 Participants |
| Older Adults With Dizziness | Open Ended Feedback | Negative feedback - transition from weight shifting to balance games was challenging | 1 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - adherence to exercises | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - not challenging | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - positive or fun | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - easy or easy to understand | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - engaging or interesting | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - motivating | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - difficult | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - seems geared toward more younger adults | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - not motivating | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - challenging (in a positive way) | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Overall experience - reduced anxiety | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive features - fun | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive features - motivating | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive features - provides feedback | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive features - challenging | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive features - colorful | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive features - easy to use | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive feedback - seeing progress or accomplishments | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive feedback - liked scoring or rewards | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive feedback - liked the gaming element | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative features - none noted | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative features - feedback interrupted flow | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - redundant instructions | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - frustration with motion control | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - learning curve | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - transition from weight shifting to balance games was challenging | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - juvenile theme | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - longer setup than traditional therapy | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - may get boring after a while | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Negative feedback - colors may be hard with color blindness in some games | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - motion sensing improvement | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - larger screen or font | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - more rewards | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - phone version | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - wider variety of games | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - nothing, good as is | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - sound effects | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - different theme | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - color blind accessibility | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - demo video / real human demonstration | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - personalization | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Would like - multi-player version | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - none | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - may be hard for older population to get used to technology | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - Setup at home and safety | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - learning how to use the app | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - equipment (tablet and stand) and equipment setup | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - cell phone version would be needed | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - cost | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Barriers - needing family members to help with setup | 0 Participants |
| Trials Without the Vestibular Rehabilitation App | Open Ended Feedback | Positive features - helpful | 0 Participants |