Stefanie Jacobs

Mrs. Stefanie Jacobs

orcid

Research Focus & Metrics

Academic Career Length

2Years (2025-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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Verified
Journal Article
Open access
PDF file
NKNiklas Kabisch
Niklas Kabisch
JBJohn Brandes
John Brandes
ALAnne Lehmann
Anne Lehmann
MCMandy Claus
Mandy Claus
SJStefanie Jacobs
Stefanie Jacobs
FFFranziska Fink
Franziska Fink
Background: Augmented reality (AR)-based systems offer novel opportunities for digital support in physiotherapy and rehabilitation. This is especially relevant in the context of an aging population and the growing shortage of healthcare professionals. Methods: This study employed a user-centered design with iterative prototype refinement and investigated the perceived usability and user acceptance of a prototype AR-based sports therapy system (“STAR”), developed within an ongoing interdisciplinary research project, from the perspectives of patients and healthcare professionals across one iteration cycle. After an initial needs analysis (T0), participants interacted in an observer role with the system at two time points (T1, T2) using an AR headset (Microsoft HoloLens 2). They did not perform exercises but only interacted with the application by navigating through the system and viewing the exercise demonstrations. Between T1 and T2, a tutorial was integrated, exercise animations and voiceovers were revised, and voiceover controls and navigation were optimized. Usability was measured using the System Usability Scale (SUS), and user acceptance via the Technology Usage Inventory (TUI). Results: A total of 15 participants (10 patients and 5 therapists) completed both testing sessions. The average SUS score across both patients and therapists improved from 54.5 (SD = 18.8) to 71.2 (SD = 13.1), reflecting a statistically significant increase in perceived usability (p < 0.001). The usability rating improved from “ok” to “good” according to the SUS interpretation scale. The TUI subscales skepticism, immersion, accessibility and usability improved significantly, while interest, usefulness and intention-to-use only showed trend-level changes. Conclusions: The findings suggest that a user-centered development process can enhance the perceived usability and user acceptance of AR- based virtual care tools during the prototype stage by providing early-stage empirical evidence linking specific user-centered design interventions to changes in Technology Acceptance Model-related acceptance constructs.

26 December 2025 in Preprints.org
Verified
Preprint
Open access
PDF file
NKNiklas Kabisch
Niklas Kabisch
JBJohn Brandes
John Brandes
ALAnne Lehmann
Anne Lehmann
MCMandy Claus
Mandy Claus
SJStefanie Jacobs
Stefanie Jacobs
FFFranziska Fink
Franziska Fink
Augmented reality (AR)-based systems offer novel opportunities for digital support in physiotherapy and rehabilitation. This is especially relevant in the context of an aging population and the growing shortage of healthcare professionals. This study employed a user-centered design with iterative prototype refinement and investigated the perceived usability and user acceptance of a prototype AR-based exercise therapy system (“STAR”) from the perspectives of patients and healthcare professionals across one iteration cycle. Participants interacted with the system at two time points (T1, T2) using an AR headset. Usability was measured using the System Usability Scale (SUS), user acceptance via the Technology Usage Inventory (TUI). A total of 15 participants (10 patients, 5 therapists) completed both testing sessions. The average SUS score improved from 54.5 (SD = 17.2) to 71.2 (SD = 16.1), reflecting a small but statistically significant increase in perceived usability (p < .001). The usability rating improved from “ok” to “good” according to the established SUS interpretation scale. On average there were improvements in scores for all scales of the TUI questionnaire. The findings suggest that a user-centered development process can substantially enhance the perceived usability of AR systems, particularly among target populations with limited prior exposure to digital technologies.