%0 Journal Article %@ 2291-5222 %I JMIR Publications %V 8 %N 6 %P e18204 %T Feasibility of a Home-Based Tablet App for Dexterity Training in Multiple Sclerosis: Usability Study %A van Beek,Judith Jantine Willemijn %A van Wegen,Erwin Everardus Henri %A Rietberg,Marc Berend %A Nyffeler,Thomas %A Bohlhalter,Stephan %A Kamm,Christian Philipp %A Nef,Tobias %A Vanbellingen,Tim %+ Neurocenter, Lucerne Cantonal Hospital, Spitalstrasse, Lucerne, 6000 16 Lucerne, Switzerland, 41 41 205 56 34, tim.vanbellingen@luks.ch %K dexterity %K feasibility %K multiple sclerosis %K rehabilitation %K app %K home-based training %D 2020 %7 9.6.2020 %9 Original Paper %J JMIR Mhealth Uhealth %G English %X Background: Persons with multiple sclerosis (MS) often experience dexterous difficulties during the performance of activities of daily living, such as fastening buttons, handling coins, or writing, therefore impacting their health-related quality of life. Mobile health (mHealth) solutions, such as tablet apps, may be used to train impaired dexterous skills. The feasibility of a tablet app–based dexterity home-based intervention in MS (TAD-MS) has not been explored yet in persons with MS. Objective: The aim of this pilot study was to evaluate the feasibility and usability of home-based dexterity training with a tablet app in both persons with MS and healthy subjects. Methods: A total of 9 persons with MS, aged 35-71 years, with an Expanded Disability Status Scale score between 2 and 7.5, performed the TAD-MS for 4 weeks, five times a week, with each training session lasting approximately 30 minutes. Participants’ impaired dexterity was measured by the Nine-Hole Peg Test. A total of 10 age-matched healthy subjects also tested and rated the usability of the app. Outcome measures were the adherence rate as well as usability measured by the System Usability Scale and a Custom User Engagement Questionnaire (CUEQ). Results: High feasibility of the tablet app–based dexterity training program was shown by a 97% adherence rate to the training protocol (ie, mean 19.4/20 sessions completed, SD 0.8). High system usability scores (ie, mean 85.39%, SD 11.67) and overall high scores given in the CUEQ (ie, mean 8.2/10, SD 1.4) further point to high usability of the app. Neither demographic variables nor dexterity levels affected the use of the app. Conclusions: This pilot study is the first to demonstrate high feasibility and usability of a new tablet app–based dexterity home-based training program among both persons with MS and healthy individuals. Whether this kind of training improves dexterity will need to be evaluated in a randomized controlled trial. %M 32515747 %R 10.2196/18204 %U http://mhealth.jmir.org/2020/6/e18204/ %U https://doi.org/10.2196/18204 %U http://www.ncbi.nlm.nih.gov/pubmed/32515747