End User Feedback: A Discussion, Lessons Learned, and Recommendations for Managers of R&D Programs

2008 ◽  
Vol 20 (2) ◽  
pp. 14-21 ◽  
Author(s):  
LCDR John Witte
2002 ◽  
Vol 41 (05) ◽  
pp. 435-442 ◽  
Author(s):  
M. H. Trivedi ◽  
J. K. Kern ◽  
A. Marcee ◽  
B. Grannemann ◽  
B. Kleiber ◽  
...  

SummaryNext, the article discusses the need to incorporate the use of surveys, questionnaires, or rating instruments for the collection of end-user feedback during and after the implementation process. A description of the types of rating instruments that will facilitate the assessment of user satisfaction is provided. Initial results from physician feedback during the implementation of our prototype are discussed. Research indicates that computerized decision support systems (CDSSs) can improve clinical performance and patient outcomes, and yet CDSSs are not in widespread use. Physician guidelines, in general, face barriers in implementation. Guidelines in a computerized format can overcome some of the barriers to conventional text-form guidelines; however, computerized programs have novel aspects that have to be considered, aspects such as technical problems/support and user interface issues that can act as barriers. Though the literature points out that human, organizational, and technical issues can act as barriers in the implementation of CDSSs, studies clearly indicate that there are methods that can overcome these barriers and improve CDSS acceptance and use. These methods come from lessons learned from a variety of CDSS implementation ventures. Notably, most of the methods that improve acceptance and use of a CDSS require feedback and involvement of end-users. Measuring and addressing physician or user attitudes toward the computerized support system has been shown to be important in the successful implementation of a CDSS. This article discusses: 1) the barriers of implementation of guidelines in general and of CDSSs; 2) the importance of the physician’s role in development, implementation, and adherence; 3) methods that can improve CDSS acceptance and use; and 4) the types of tools needed to obtain end-user feedback.


2019 ◽  
Vol 6 ◽  
pp. 238212051983455 ◽  
Author(s):  
Damian Flanders ◽  
Athina Pirpiris ◽  
Niall Corcoran ◽  
Robert Forsyth ◽  
Richard Grills

Objectives: To re-assess the perceived benefit and relevance of simulation sessions to Victorian urology trainees and to identify areas for potential improvement. Subjects and methods: All trainees attending skills training sessions between 2011 and 2016 were asked to complete a structured questionnaire at the completion of the session. The questionnaire included 11 topic areas ranging from the year of surgical training to degree of usefulness of the session, including several sections for free-text response to offer more detailed feedback. Sessions were examined both individually and collectively to assess end-user satisfaction with the structure and content of the program. Results: In total, 24 individual skills sessions were held over the 6-year period, with a total of 355 attendees. Of these, 331 attendees completed the majority of the questionnaire, a response rate of over 93%. Overall 88% of the surveyed attendees stated that they had both the support of their supervising consultant and the flexibility of workload to attend the session; 90% of trainees felt that there was adequate reading material provided prior to the skills session, an improvement from 76% in the previous study period; and 97% of those surveyed felt that the existing session structure was appropriate and the same proportion found the sessions both useful and interesting, compared with just 63% in the previous study period. Analysis of individual topics demonstrates some variability in outcome measures, but for nearly every assessed parameter, greater than 90% of participants agreed that the session fulfilled the expected criteria. New topics developed since the 2011 analysis, including renal transplant and vascular repair, also had high levels of satisfaction. The practical models used have been refined and achieved higher scores than those in the previous assessment period. Conclusion: The urology skills-based training program has been well received by the surveyed trainees and is now embedded and accepted as part of the Victorian training program. The format of the sessions has matured and the overall rating, both individually and collectively, was high. There has been a clear increase in satisfaction across most areas assessed when compared with previous feedback. Despite this, there remain areas that can be improved, such as the amount and quality of available equipment and the inclusion of video demonstrations of operative techniques.


2011 ◽  
pp. 288-301
Author(s):  
Matt Seeney ◽  
Helen Routledge

One of the most important differentiators between Commercial Games and Serious Games is content; delivered in a way that is successfully integrated with engaging game play and achieves the desired learning outcomes by delivering skills and knowledge effectively to the end-user. This ability to integrate content effectively is the key to producing “killer” Serious Games that deliver demonstrable learning outcomes, business benefits and overall value. However, achieving this nirvana is not a trivial task. Utilising lessons learned and case studies, this chapter provides an overview of why this process can be so challenging, including the differing experiences from the perspective of three stakeholders (game designer, instructional designer/learning psychologist and subject matter expert), how to manage preconceptions and balance their priorities. The case studies will also show how different methodologies, techniques and technology have been applied to help solve this fundamental challenge of delivering a successful serious game. Advice is provided on how to facilitate this process, capture the correct requirements andcreate a design that meets and exceeds the expectations of all the stakeholders involved, including the client/customer and the end user.


2020 ◽  
Vol 185 (9-10) ◽  
pp. e1787-e1793 ◽  
Author(s):  
Stephen Krauss ◽  
Sarah Sanjakdar ◽  
Andrew Wilson ◽  
Brian Dacanay ◽  
Louis Jasper ◽  
...  

Abstract Introduction Gathering end-user feedback about candidate technologies in the operational environment prior to fielding helps to ensure that far-forward medical teams receive the most suitable technology. It is therefore a crucial step in the defense medical acquisition process. The current article reviews the methodology and provides an illustrative example of how end-user feedback was collected to evaluate the current suitability and future promise of two FDA-approved devices, the BrainScope One and Infrascanner 2000, that could potentially aid in the field evaluation of head injuries by far-forward medical teams. Materials and Method The BrainScope One and Infrascanner 2000 end-user evaluation is used as an example to illustrate how to collect end-user feedback from the field in order to rapidly assess the candidate technology. In this evaluation of whether and how to implement FDA-approved technology candidates for head injury assessment by far-forward medical teams, end-user feedback was collected from 158 medical personnel at 8 bases in Afghanistan, Iraq, and Kuwait using focus groups and interviews. Results The end users reported consistent concerns about the operational efficacy and suitability of the current versions of the devices as well as the areas where the devices showed promise for the Department of Defense (DoD). End-user feedback is shown in detail to demonstrate the depth and richness of feedback that can be gathered using this methodology. Conclusion Overall, the BrainScope One and Infrascanner 2000 end-user evaluation shows the necessity and value of gathering end-user field efficacy and suitability feedback during the medical acquisition process. Limitations and best practices for this approach are discussed.


2019 ◽  
Vol 13 (2) ◽  
pp. 92-100 ◽  
Author(s):  
Rachel Proffitt ◽  
Stephanie Glegg ◽  
Danielle Levac ◽  
Belinda Lange

Purpose Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors’ collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned. Design/methodology/approach The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI. Findings A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users. Research limitations/implications Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings. Originality/value The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.


2017 ◽  
Vol 13 (4) ◽  
pp. 366-372 ◽  
Author(s):  
Susan Koch Fager ◽  
Tabatha Sorenson ◽  
Susanne Butte ◽  
Alexander Nelson ◽  
Nilanjan Banerjee ◽  
...  

2013 ◽  
Vol 748 ◽  
pp. 1041-1045 ◽  
Author(s):  
Xin Ye Zhao ◽  
Ying Cai ◽  
Shan Liang Yang ◽  
Ke Di Huang

The Military Scenario Definition Language (MSDL) is an approved SISO standard for describing components of military scenarios that can be shared across a variety of modeling and simulation systems. However, the “last mile problem” for MSDL development is to have a user interface that represents information flowing to/from C2 and simulation systems. We have developed an open-source Toolset for this purpose: MSDL Scenario Editing Toolset (MSDLSET), providing an easy-to-use graphical user interface to MSDL developers that can serve as a surrogate input/output GUI or alternately to generating MSDL file. MSDLSET is developed using other open-source Tools: Xcentric's JaxFront and BBN's OpenMap. MSDLSET provides easy and efficient means for the end user to edit validate and add MSDL components to the MSDL file. Numerous initiatives are in progress to employ the new Toolset and to realize the benefits of exchanging scenarios files across diverse systems.


2015 ◽  
Vol 43 (4) ◽  
pp. 189-198 ◽  
Author(s):  
Mark M England ◽  
Liza Weisbrod ◽  
Christy Jarvis

Purpose – This paper aims to update information on ReadCube Access and briefly reviews its history. The study also reports on the use of ReadCube Access by five US academic libraries. Design/methodology/approach – A series of questions was distributed to selected academic libraries using ReadCube Access. Survey recipients were asked to describe the library and the institution served, how long ReadCube Access has been in use, how many journals from Nature Publishing Group (NPG) were licensed and how many journals were being provided using ReadCube Access. Participating libraries were also asked to provide information about the purchase options offered to end-users, were asked to report on ReadCube Access usage and were requested to compare that usage to interlibrary loan (ILL) requests for NPG journals. Finally, the libraries were asked to share any comments about ReadCube Access they wished, including end user feedback and comments from library staff. Findings – ReadCube Access is shown to be cost-effective and more heavily used than interlibrary loan. End-users are enthused by the instantaneous delivery of articles, and most libraries are generally pleased with the sustainability of this unmediated service. Some end-users are confused and annoyed by the differences in using ReadCube Access compared with the familiar use of subscriptions. A failing of ReadCube Access is that it only offers content from one publisher. Originality/value – This paper fulfils an identified need for an update on ReadCube Access and a study on the experiences of various libraries using it.


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