Systematic Review of Data that Uses Project E in the Development of Digital Products Focusing on User Experience

Author(s):  
Paula Silva ◽  
Franciane Falcão
2021 ◽  
Vol 10 (1) ◽  
Author(s):  
Vanashree Sexton ◽  
Jeremy Dale ◽  
Helen Atherton

Abstract Background Telephone-based digital triage is widely used by services that provide urgent care. This involves a call handler or clinician using a digital triage tool to generate algorithm-based care advice, based on a patient’s symptoms. Advice typically takes the form of signposting within defined levels of urgency to specific services or self-care advice. Despite wide adoption, there is limited evaluation of its impact on service user experience, service use and clinical outcomes; no previous systematic reviews have focussed on services that utilise digital triage, and its impact on these outcome areas within urgent care. This review aims to address this need, particularly now that telephone-based digital triage is well established in healthcare delivery. Methods Studies assessing the impact of telephone-based digital triage on service user experience, health care service use and clinical outcomes will be identified through searches conducted in Medline, Embase, Cumulative Index to Nursing and Allied Health Literature (CINAHL), Web of Science and Scopus. Search terms using words relating to digital triage and urgent care settings (excluding in-hours general practice) will be used. The review will include all original study types including qualitative, quantitative and mixed methods studies; studies published in the last 20 years and studies published in English. Quality assessment of studies will be conducted using the Mixed Methods Appraisal Tool (MMAT); a narrative synthesis approach will be used to analyse and summarise findings. Discussion This is the first systematic review to evaluate service user experience, service use and clinical outcomes related to the use of telephone-based digital triage in urgent care settings. It will evaluate evidence from studies of wide-ranging designs. The narrative synthesis approach will enable the integration of findings to provide new insights on service delivery. Models of urgent care continue to evolve rapidly, with the emergence of self-triage tools and national help lines. Findings from this review will be presented in a practical format that can feed into the design of digital triage tools, future service design and healthcare policy. Systematic review registration This systematic review is registered on the international database of prospectively registered systematic reviews in health and social care (PROSPERO 2020 CRD42020178500).


Comunicar ◽  
2019 ◽  
Vol 27 (60) ◽  
pp. 81-91 ◽  
Author(s):  
Miguel-Ángel Pertegal-Vega ◽  
Alfredo Oliva-Delgado ◽  
Ana Rodríguez-Meirinhos

The widespread use of online social networks (OSN) among young people has been accompanied by an increase of publications about them and their effects on the psychosocial development of users. Previous panoramic reviews on OSN research are now outdated and do not provide a comprehensive view of the complexity of the user experience. The aims of this systematic review were three: to identify quantitative studies on OSN; to build a taxonomy about the user experience; and to classify studied variables in the topics and subtopics. The literature search and review according to PICoS strategy led to 546 identified publications that met the eligibility criteria. The taxonomy included nine major topics: overall use; activities and types of use; perceptions and attitudes OSN; the social network of online contacts; needs and motives for use; profile and privacy management; social processes; identity processes; and cognitive-emotional processes related to use of OSN. The three most studied topics were: overall use; activities and types of use; and social processes related to use of OSN. Classification and quantification of the different variables studied about the users’ experience is detailed. Several theoretical perspectives are discussed, as well as the gaps and challenges in OSN research. The proposed taxonomy could be useful for researchers to better delineate the aims of future studies. La generalización del uso de redes sociales en jóvenes ha supuesto un incremento notable de las publicaciones sobre ellas y sobre sus efectos en el desarrollo psicosocial de los usuarios. Las tentativas previas de revisión panorámica sobre redes quedaron desfasadas y no aportan una visión comprehensiva de la complejidad de la experiencia de uso. Los objetivos de esta revisión sistemática actualizada fueron: identificar estudios cuantitativos sobre redes; construir una taxonomía sobre la experiencia de uso; y clasificar las variables estudiadas en temas y subtemas. La búsqueda y revisión de literatura siguiendo la estrategia PICoS identificó 546 estudios que cumplían los criterios de inclusión. La taxonomía incluyó nueve grandes temáticas investigadas: descripción y cuantificación del uso; actividades y tipos de uso; percepción y actitudes influyentes en el uso; red social de contactos; necesidades y motivos de uso; gestión del perfil y privacidad; procesos sociales; procesos identitarios; y procesos cognitivos-emocionales. Los tres temas más estudiados fueron: la descripción y cuantificación del uso; las actividades y tipos de uso; y los procesos sociales relacionados con el uso. Se detalla la clasificación, cuantificación e integración de las diversas variables estudiadas sobre la experiencia de uso. Las diferentes tradiciones de estudio, así como las lagunas, problemas y retos de la investigación sobre redes son discutidas. Dicha taxonomía será de utilidad para que investigadores puedan encuadrar mejor los objetivos de futuros estudios.


Author(s):  
Yong Min Kim ◽  
Ilsun Rhiu ◽  
Minshik Rhie ◽  
Hye Seon Choi ◽  
Myung Hwan Yun

Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.


2016 ◽  
Vol 41 (1) ◽  
pp. 6-18 ◽  
Author(s):  
Amy Richardson ◽  
Michael P Dillon

Background:The liner is an integral part of a transtibial prosthesis designed to protect the residual limb, enhance comfort and provide suspension. Literature is difficult to interpret and use given the variety of interventions, outcome measures and method designs. Critical appraisal and synthesis of the evidence is needed to help inform decisions about liner prescription based on the user experience.Objectives:To critically appraise and synthesise research describing the user experience of transtibial prosthetic liners.Study design:Systematic review.Methods:A comprehensive suite of databases were searched using terms related to amputation level, liner type and user experience. Included studies were in English and measured the first-person experience of using a transtibial liner. Studies were appraised using the McMaster University Critical Review Forms.Results:A total of 18 articles met the inclusion criteria. While the quality of the evidence has improved over time, a number of common issues (e.g. sampling bias, validity of outcome measures, incorrect inferential analysis) reduce our ability to differentiate between the user experience of different transtibial liners.Conclusion:There is insufficient research to differentiate between the user experience of different transtibial liners. High-quality research is needed to inform decisions about liner prescription based on the user experience.Clinical relevanceThe available evidence suggests that the user experience of commonly reported problems (e.g. sweating) may be very similar between different liners. Aspects of the user experience that differ most between liners (e.g. unwanted noises, rotation within the socket) can help focus attention on what matters most when discussing prescription.


Author(s):  
Edmond Daramy-Williams ◽  
Jillian Anable ◽  
Susan Grant-Muller

Author(s):  
Carla Tubin ◽  
João Pedro Mazuco Rodriguez ◽  
Ana Carolina Bertoletti de Marchi

2022 ◽  
pp. 109-134
Author(s):  
Fernando Almeida ◽  
Nuno Bernardo ◽  
Rúben Lacerda

There is a huge proliferation of digital products on the market today for both large enterprises and small businesses. Most of these companies have experienced the development of software products for the mobile market and have been faced with the major challenge of capturing the customer's attention. There is a great focus on making a great first impact and providing the audience with the best possible digital experience. Accordingly, issues related to usability, accessibility, and user experience are extremely relevant. This chapter addresses how these practices can be used in practice by building an app that offers car cleaning services. Several approaches based on building app interfaces that increase user engagement and retention levels are explored and discussed.


Sign in / Sign up

Export Citation Format

Share Document