scholarly journals Informing Content and Feature Design of a Parent-Focused HPV Vaccination Digital Behavior Change Intervention: Synchronous Text-Based Focus Groups (Preprint)

10.2196/28846 ◽  
2021 ◽  
Author(s):  
Elisabeth R.B. Becker ◽  
Ross Shegog ◽  
Lara S. Savas ◽  
Erica L. Frost ◽  
C. Mary Healy ◽  
...  
2021 ◽  
Author(s):  
Elisabeth R.B. Becker ◽  
Ross Shegog ◽  
Lara S. Savas ◽  
Erica L. Frost ◽  
C. Mary Healy ◽  
...  

BACKGROUND Human papillomavirus is a common and preventable sexually transmitted infection but vaccination rates in the U.S. among the target age group, 11-12 years old, are lower than national goals. Interventions that address the barriers and facilitators to vaccination are important in improving HPV vaccination rates. Online text-based focus groups are becoming a promising method that may be well-suited for conducting formative research to inform the design of digital behavior change intervention content and features that address HPV vaccination decision making. OBJECTIVE This study explores parental HPV vaccination decision-making processes using an online text-based focus group protocol in order to inform content and feature recommendations for an HPV prevention digital behavior change intervention. METHODS We conducted four online text-based synchronous focus groups via Skype with parents of 11-13-year-old patients within a large urban U.S. pediatric clinic network. RESULTS The 22 parents were majority female, white non-Hispanic, had a graduate or professional degree and had private health insurance for their children. Fifty-six percent of the parents’ 11-13-year-old children had initiated HPV vaccination. Most parents had experience using Skype (82%). Parents requested a text-only chat format (47%) over an audio-visual call format (6%) for their focus group. The three main themes from the qualitative data were (1) HPV vaccination misinformation and confusion; (2) HPV beliefs and attitudes; and (3) facilitators to vaccination. Eleven intervention content and feature recommendations emerged from the themes including: address HPV knowledge barriers using trusted sources; design for a family audience; focus on the framing of messages; report reputable HPV research in a digestible format; and expand the clinic visit experience. CONCLUSIONS Synchronous text-based focus groups are feasible for conducting formative research on HPV vaccination decision making. Among well-educated and well-resourced parents, there is misinformation about HPV and knowledge barriers that influence HPV attitudes and beliefs. Parents want to conduct their own HPV research as well as receive relevant HPV vaccination advice from their child’s pediatrician. In addition, parents want an enhanced clinic visit experience which lets them access and connect to tailored information before and after clinic visits. The results gathered provide guidance for content and features that may inform a more responsive digital behavior change intervention to address HPV vaccination decision making among parents.


2018 ◽  
Vol 53 (8) ◽  
pp. 756-768
Author(s):  
Rebecca Murray ◽  
Amanda Baker ◽  
Sean Halpin ◽  
Ben Britton ◽  
Kristen McCarter ◽  
...  

Abstract Background The relationship between a clinician and their client—the “therapeutic alliance” is a robust predictor of outcome in healthcare settings; yet, few interventions to improve alliance have been tested. Motivational interviewing is a client-centered approach that embodies many principles and strategies consistent with a strong therapeutic alliance. Purpose To examine whether alliance is enhanced by training dietitians to deliver a motivational interviewing informed health behavior change intervention (“Eating as Treatment”; EAT) as part of routine consultations with patients with head and neck cancer. The predictive ability of motivational interviewing techniques was also assessed. Methods A secondary analysis of the EAT stepped-wedge cluster-randomized controlled trial was conducted. Patients with head and neck cancer undergoing radiotherapy (n = 307) were treated by radiotherapy dietitians (n = 29) during the control (Treatment as Usual) or intervention (EAT) phase. Alliance was rated during the first and final weeks of radiotherapy, and again 4 and 12 weeks post-radiotherapy. Dietetic sessions were audiotaped. Week one sessions were objectively rated for dietitians’ use of motivational interviewing techniques. Results Generalized linear-mixed effects regressions found no effect of EAT on dietitian-rated alliance (p = .237). After excluding outliers, patient-rated alliance was 0.29 points lower after EAT training (p = .016). Post hoc analyses revealed lower patient ratings on perceived support and dietitian confidence. Hierarchical multiple regressions found that no specific motivational interviewing techniques predicted patient-rated alliance. Dietitian acknowledgment of patient challenges was related to dietitian-rated alliance (β =.15, p =.035). Conclusions Patient and dietitian ratings of alliance were high after EAT training, but not significantly improved. Further research is needed to better understand the differential impact of intervention training and delivery on patient and clinician ratings of therapeutic alliance. Clinical Trial information Trial registration number ACTRN12613000320752


2019 ◽  
Vol 47 ◽  
pp. 16-27 ◽  
Author(s):  
Devon Wemyss ◽  
Francesca Cellina ◽  
Evelyn Lobsiger-Kägi ◽  
Vanessa de Luca ◽  
Roberta Castri

2018 ◽  
Vol 52 (6) ◽  
pp. 463-473 ◽  
Author(s):  
Kevin S Masters ◽  
Kaile M Ross ◽  
Stephanie A Hooker ◽  
Jennalee L Wooldridge

Gamification ◽  
2015 ◽  
pp. 32-48
Author(s):  
Amon Rapp

Gamification is commonly employed in designing interactive systems to enhance user engagement and motivations, or to trigger behavior change processes. Although some quantitative studies have been recently conducted aiming at measuring the effects of gamification on users' behaviors and motivations, there is a shortage of qualitative studies able to capture the subjective experiences of users, when using gamified systems. The authors propose to investigate how users are engaged by the most common gamification techniques, by conducting a diary study followed by a series of six focus groups. From the findings gathered, they conclude the paper identifying some implications for the design of interactive systems that aim at supporting intrinsic motivations to engage their users.


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