Background: Due to the high burden on health care, home-based rehabilitation (HBR) has gained increasing interest. A new HBR program for stroke survivors, containing a gaming app with upper-limb exercises, monitoring system, and virtual coach was being developed. Objective: This study aimed to assess the user requirements of an HBR tool including a gaming app, monitoring system, and virtual coach, and to examine potential differences between end users and countries. Methods: Thirteen stroke survivors, 12 caregivers, and 15 health care professionals from centers in the Netherlands, Italy, and Spain, participated in focus groups or interviews. Each center used the same interview guide with open questions about each component. An inductive thematic analysis was conducted separately at each center, and results were combined during a physical meeting. Results: User requirements were categorized into three main themes: (1) customization: aligning with individual preferences and capabilities; (2) motivational elements: these included reminders, a variety of levels and games, and ease of use; and (3) feedback elements: maintaining interactions with therapists. These themes apply to both home-based exercises as well as daily-life activities during HBR. There were minor differences between end users or centers. Conclusions: All end users across the participating countries emphasized the importance of integrating gamified exercises, monitoring, and virtual coaching into an HBR system. The user requirements for such a system can be categorized into three key areas: customization, motivational elements, and feedback elements.
Matijsen et al. (Wed,) studied this question.