scholarly journals Designing a medication timeline for patients and physicians

2018 ◽  
Vol 26 (2) ◽  
pp. 95-105 ◽  
Author(s):  
Jeffery L Belden ◽  
Pete Wegier ◽  
Jennifer Patel ◽  
Andrew Hutson ◽  
Catherine Plaisant ◽  
...  

AbstractObjectiveMost electronic health records display historical medication information only in a data table or clinician notes. We designed a medication timeline visualization intended to improve ease of use, speed, and accuracy in the ambulatory care of chronic disease.Materials and MethodsWe identified information needs for understanding a patient medication history, then applied human factors and interaction design principles to support that process. After research and analysis of existing medication lists and timelines to guide initial requirements, we hosted design workshops with multidisciplinary stakeholders to expand on our initial concepts. Subsequent core team meetings used an iterative user-centered design approach to refine our prototype. Finally, a small pilot evaluation of the design was conducted with practicing physicians.ResultsWe propose an open-source online prototype that incorporates user feedback from initial design workshops, and broad multidisciplinary audience feedback. We describe the applicable design principles associated with each of the prototype’s key features. A pilot evaluation of the design showed improved physician performance in 5 common medication-related tasks, compared to tabular presentation of the same information.DiscussionThere is industry interest in developing medication timelines based on the example prototype concepts. An open, standards-based technology platform could enable developers to create a medication timeline that could be deployable across any compatible health IT application.ConclusionThe design goal was to improve physician understanding of a patient’s complex medication history, using a medication timeline visualization. Such a design could reduce temporal and cognitive load on physicians for improved and safer care.

2018 ◽  
Author(s):  
Ram Dixit ◽  
Sahiti Myneni

BACKGROUND Connected Health technologies are a promising solution for chronic disease management. However, the scope of connected health systems makes it difficult to employ user-centered design in their development, and poorly designed systems can compound the challenges of information management in chronic care. The Digilego Framework addresses this problem with informatics methods that complement quantitative and qualitative methods in system design, development, and architecture. OBJECTIVE To determine the accuracy and validity of the Digilego information architecture of personal health data in meeting cancer survivors’ information needs. METHODS We conducted a card sort study with 9 cancer survivors (patients and caregivers) to analyze correspondence between the Digilego information architecture and cancer survivors’ mental models. We also analyzed participants’ card sort groups qualitatively to understand their conceptual relations. RESULTS We observed significant correlation between the Digilego information architecture and cancer survivors’ mental models of personal health data. Heuristic analysis of groups also indicated informative discordances and the need for patient-centric categories relating health tracking and social support in the information architecture. CONCLUSIONS Our pilot study shows that the Digilego Framework can capture cancer survivors’ information needs accurately; we also recognize the need for larger studies to conclusively validate Digilego information architectures. More broadly, our results highlight the importance of complementing traditional user-centered design methods and innovative informatics methods to create patient-centered connected health systems.


2015 ◽  
Vol 1 (1) ◽  
pp. 534-537 ◽  
Author(s):  
T. Mentler ◽  
C. Wolters ◽  
M. Herczeg

AbstractIn the healthcare domain, head-mounted displays (HMDs) with augmented reality (AR) modalities have been reconsidered for application as a result of commercially available products and the needs for using computers in mobile context. Within a user-centered design approach, interviews were conducted with physicians, nursing staff and members of emergency medical services. Additionally practitioners were involved in evaluating two different head-mounted displays. Based on these measures, use cases and usability considerations according to interaction design and information visualization were derived and are described in this contribution.


AI & Society ◽  
2021 ◽  
Author(s):  
Nora Fronemann ◽  
Kathrin Pollmann ◽  
Wulf Loh

AbstractTo integrate social robots in real-life contexts, it is crucial that they are accepted by the users. Acceptance is not only related to the functionality of the robot but also strongly depends on how the user experiences the interaction. Established design principles from usability and user experience research can be applied to the realm of human–robot interaction, to design robot behavior for the comfort and well-being of the user. Focusing the design on these aspects alone, however, comes with certain ethical challenges, especially regarding the user’s privacy and autonomy. Based on an example scenario of human–robot interaction in elder care, this paper discusses how established design principles can be used in social robotic design. It then juxtaposes these with ethical considerations such as privacy and user autonomy. Combining user experience and ethical perspectives, we propose adjustments to the original design principles and canvass our own design recommendations for a positive and ethically acceptable social human–robot interaction design. In doing so, we show that positive user experience and ethical design may be sometimes at odds, but can be reconciled in many cases, if designers are willing to adjust and amend time-tested design principles.


Author(s):  
Richard J. Holden ◽  
Pushkar Joshi ◽  
Kartik Rao ◽  
Anagha Varrier ◽  
Carly N. Daley ◽  
...  

In the early stages of the design process, designers often benefit from the use of personas, or archetypes of target users presented in a vivid way to highlight design-relevant characteristics. In the growing efforts to create health information technology (HIT) for older adults, empirically derived personas could help orchestrate more user-centered design activities. However, there is a lack of ready-to-use personas for older adult HIT users and more so for those designing in specific domains such as heart failure self-care. This paper presents personas of older adults derived from qualitative analysis of interviews with 24 older patients with heart failure. Analyses unearthed key dimensions distinguishing patients based on their dispositions towards the self-management of their chronic condition, including locus of control, relationship with the health/support system, information needs, and activities of self-care. Two personas are presented: Direction Follower and Researcher, with subtypes for the latter codified as Investigator and Explorer. Our work contributes to future design of systems including HIT to support chronically ill older adults.


Author(s):  
Teresa Onorati ◽  
Alessio Malizia ◽  
Paloma Díaz ◽  
Ignacio Aedo

The interaction design for web emergency management information systems (WEMIS) is an important aspect to keep in mind due to the criticality of the domain: decision making, updating available resources, defining a task list, and trusting in proposed information. A common interaction design strategy for WEMIS seems to be needed, but currently there are few references in literature. The aim of this study is to contribute to this lack with a set of interactive principles for WEMIS. From the emergency point of view, existing WEMIS have been analyzed to extract common features and to design interactive principles for emergency. Furthermore, the authors studied design principles extracted from a well-known (DERMIS) model relating them to emergency phases and features. The result proposed here is a set of design principles for supporting interactive properties for WEMIS. Finally, two case studies have been considered as applications of proposed design principles.


Author(s):  
Christos Sintoris ◽  
Adrian Stoica ◽  
Ioanna Papadimitriou ◽  
Nikoleta Yiannoutsou ◽  
Vassilis Komis ◽  
...  

Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this article is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. This article explores how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.


Author(s):  
Gottfried Zimmermann ◽  
Jan Alexandersson ◽  
Cristina Buiza ◽  
Elena Urdaneta ◽  
Unai Diaz ◽  
...  

“Pluggable user interfaces” is a software concept that facilitates adaptation and substitution of user interfaces and their components due to separation of the user interface from backend devices and services. Technically, the concept derives from abstract user interfaces, mainly in the context of device and service control. Abstract user interfaces have been claimed to support benefits such as ease of implementation, support for User Centered Design, seamless user interfaces, and ease of use. This paper reports on experiences in employing pluggable user interfaces in the European project i2home, based on the Universal Remote Console framework, and the Universal Control Hub architecture. In summary, our anecdotal evidence supports the claims on the benefits, but also identifies significant costs. The experience reports also include some hints as to how to mitigate the costs.


2021 ◽  
pp. 89-104
Author(s):  
Dennis Meredith

The first step to a quality website is to plan design, layout, and content with an understanding of audiences’ information needs. User-friendly design principles are also important to a website’s effectiveness. Web writing needs to be more concise than other types of writing, taking into account the reading practices of visitors to websites. Including a broad range of content makes the site a go-to resource and increases visibility. Usability testing once a site is developed also offers important insights that can guide improvements. Keeping a site fresh with new content and marketing the site also enhance its value.


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