scholarly journals Designing and Testing Apps to Support Patients With Cancer: Looking to Behavioral Science to Lead the Way

JMIR Cancer ◽  
10.2196/12317 ◽  
2019 ◽  
Vol 5 (1) ◽  
pp. e12317 ◽  
Author(s):  
Lauren M Hamel ◽  
Hayley S Thompson ◽  
Terrance L Albrecht ◽  
Felicity WK Harper

Background Behavioral science has a long and strong tradition of rigorous experimental and applied methodologies, which have produced several influential and far-reaching theoretical frameworks and have guided countless inquiries of human behavior in various contexts. In cancer care, behavioral scientists have established a firm foundation of research focused on understanding the experience of cancer and using that understanding to design and implement theory- and evidenced-based interventions to help patients cope with the cancer experience. Given the rich behavioral research base in oncology, behavioral scientists are ideally positioned to lead the integration of evidence-based science on behavior and behavior change into the development of smartphone apps supporting patients with cancer. Smartphone apps are being disseminated to patients with cancer with claims of being able to help them negotiate areas of vulnerability in their cancer experience. However, the vast majority of these apps are developed without the rigor and expertise of behavioral scientists. Objective In this article, we have illustrated the importance of behavioral science leading the development and evaluation of apps to support patients with cancer by providing an illustrative scientific process that our team of behavioral scientists, patient stakeholders, medical oncologists, and software developers used to empirically design and evaluate 2 patient-focused apps: the Discussion of Cost App (DISCO App) and MyPatientPal. Methods Using a focused literature review and a descriptive roadmap of our team’s process for designing and evaluating patient-focused behavioral apps for patients with cancer, we have demonstrated how behavioral scientists are integral to the development of empirically sound apps to help support patients with cancer. Specifically, we have illustrated the process by which our multidisciplinary team combined the established user-centered design principles and behavioral science theory and scientific rigor to design and evaluate 2 patient-focused apps. Results On the basis of initial acceptability and feasibility testing among patients and providers, our team has demonstrated how critical behavioral science is for designing and evaluating app-based interventions for patients with cancer. Conclusions Behavioral science can and should be coupled with user-centered design principles to provide theoretical guidance and the rigor of the scientific method, thereby adding the much-needed and critical evidence for these types of app-based interventions for patients with cancer.


2020 ◽  
Vol 17 (6) ◽  
pp. 703-711
Author(s):  
Anita Walden ◽  
Lynsi Garvin ◽  
Michelle Smerek ◽  
Constance Johnson

Background: Increasing and sustaining the engagement of participants in clinical research studies is a goal for clinical investigators, especially for studies that require long-term or frequent involvement of participants. Technology can be used to reduce barriers to participation by providing multiple options for clinical data entry and form submission. However, electronic systems used in clinical research studies should be user-friendly while also ensuring data quality. Directly involving study participants in evaluating the effectiveness and usability of electronic tools may promote wider adoption, maintain involvement, and increase user satisfaction of the technology. While developers of healthcare applications have incorporated user-centered designs, these methods remain uncommon in the design of clinical study tools such as patient-reported outcome surveys or electronic data capture digital health tools. Methods: Our study evaluated whether the clinical research setting may benefit from implementing user-centered design principles. Study participants were recruited to test the web-based form for the Measurement to Understand the Reclassification of Disease of Cabarrus/Kannapolis (MURDOCK) Study Community Translational Population Health Registry and Biorepository that would enable them to complete their study forms electronically. The study enrollment form collects disease history, conditions, smoking status, medications, and other information. The system was initially evaluated by the data management team through traditional user-acceptance testing methods. During the tool evaluation phase, a decision was made to incorporate a small-scale usability study to directly test the system. Results: Results showed that a majority of participants found the system easy to use. Of the eight required tasks, 75% were completed successfully. Of the 72 heuristics violated, language was the most frequent violation. Conclusion: Our study showed that user-centered usability methods can identify important issues and capture information that can enhance the participant’s experience and may improve the quality of study tools.



Author(s):  
Steven M. Belz

Success in the marketplace doesn't happen by accident but through the application of human factors/ergonomics user-centered design principles.



10.2196/23809 ◽  
2020 ◽  
Author(s):  
Andrea K. Graham ◽  
Sean A. Munson ◽  
Madhu Reddy ◽  
Sarah W. Neubert ◽  
Emilie A. Green ◽  
...  


Author(s):  
Nor Haniza binti Mohd Khir ◽  
Marina Ismail

Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.



2020 ◽  
Author(s):  
Andrea K. Graham ◽  
Sean A. Munson ◽  
Madhu Reddy ◽  
Sarah W. Neubert ◽  
Emilie A. Green ◽  
...  

BACKGROUND Accounting for how end-users engage with technologies is imperative for designing an efficacious mobile behavioral intervention. OBJECTIVE This mixed-methods analysis examined the translational potential of user-centered design and basic behavioral science to inform the design of a new mobile intervention for obesity and binge eating. METHODS Twenty-two adults (33% non-Hispanic white; 36% male) with self-reported obesity and recurrent binge eating (≥12 episodes in 3 months) who were interested in losing weight and reducing binge eating completed a prototyping design activity over one week. Leveraging evidence from behavioral economics on choice architecture, participants chose treatment strategies from 20 options (aligned with treatment targets that comprise a theoretical model of the relation between binge eating and weight) to learn which strategies and treatment targets are relevant to end-users. Analyses were of the process by which participants selected and implemented strategies and their change in outcomes. RESULTS Though prompted to select one strategy, participants selected between 1-3 strategies, citing perceived achievability, helpfulness, or relevance as selection reasons. Over the week, all practiced a strategy at least once; 82% struggled with implementation and 23% added a new strategy. Several themes emerged on successes and challenges with implementation, which yielded design implications for supporting users in behavior change. In post-experiment reflections, 82% indicated the strategy was helpful and 86% planned to continue use. One-week average within-subject changes in weight (-2.2 +/- -5.0 pounds) and binge eating (-1.6 +/- -1.8 episodes) indicated small clinical improvement. CONCLUSIONS Applying user-centered design and basic behavioral science yielded design insights to incorporate personalization through user choice with guidance, which may enhance engagement with and the potential efficacy of digital health interventions. CLINICALTRIAL



2018 ◽  
Vol 24 (2) ◽  
pp. 151-177
Author(s):  
Maria dos Santos Lonsdale ◽  
David J. Lonsdale ◽  
Hye-Won Lim

Abstract Information design principles are overlooked in cyber security awareness websites. An Information Design Process Model has been devised to help frame and interpret how online information is processed and the role information design principles play in facilitating that processing. Two websites have been compared, and results show significant differences in terms of performance, behavior and perception. The results also show that in situations where serious information is at stake, such as cyber security, a more accessible design does not seem to be sufficient to project a sense of trust and security among users. All these findings have led to original insights regarding the design of online information in terms of lasting impression and user-centered design approaches.





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