scholarly journals Developing an mHealth Application to Coordinate Nurse-Provided Respite Care Services for Families Coping with Palliative-Stage Cancer: Protocol for a User-Centered Design Study (Preprint)

10.2196/34652 ◽  
2021 ◽  
Author(s):  
Aimee Rebecca Castro ◽  
Antonia Arnaert ◽  
Karyn Moffatt ◽  
John Kildea ◽  
Vasiliki Bitzas ◽  
...  

2021 ◽  
Author(s):  
Aimee Rebecca Castro ◽  
Antonia Arnaert ◽  
Karyn Moffatt ◽  
John Kildea ◽  
Vasiliki Bitzas ◽  
...  

BACKGROUND Patients living with palliative-stage cancer frequently require intensive care from their family caregivers. Without adequate community support services, patients are at risk for inadequate care, and family caregivers are at risk for depression and poor health. For such families, in-home respite care can be invaluable, particularly when the services are flexible and staffed by trusted care providers, such as nurses. Other industries are using mobile applications (“apps”) to make services more flexible. However, few apps have been developed to coordinate nurse-provided respite care services, and to our knowledge, none have been designed with families with cancer. OBJECTIVE The aim of this study is to develop an mHealth app prototype for coordinating flexible and trusted in-home respite care services, provided by nurses to families coping with palliative-stage cancer in Québec, Canada. METHODS This user-centered design research comprises the core component of the iRespite Services iRépit research program. For this study, we are recruiting 20 nurses, 15 adults with palliative-stage cancer, and 20 of their family caregivers, from two palliative oncology hospital departments, and one palliative home-care community partner. Overseen by an Expert Council, remote data collection will occur over three research phases guided by the iterative Information Systems Research Framework: Phase 1, brainstorming potential app solutions to challenging respite care scenarios, for better supporting the respite needs of both family caregivers and care recipients; Phase 2, evaluating low-fidelity proof-of-concepts for potential app designs; and Phase 3, usability testing of a high-fidelity interactive proof-of-concept that will then be programmed into an app prototype. Qualitative and quantitative data will be descriptively analyzed within each phase and triangulated to refine the app features. RESULTS We anticipate that preliminary results will be available by Spring 2022. CONCLUSIONS An app prototype will be developed that has enough complimentary evidence to support future pilot testing in the community. Such an app could improve the delivery of community respite care services rendered to families with palliative-stage cancer in Québec, supporting death at home, which is where most patients and their families wish to be.



Author(s):  
Bradley M. Davis ◽  
Samineh C. Gillmore ◽  
Derek Millard

Several methodologies in user centered research lead to the collection of large amounts of comments about a product or system. The growth of social media research has led to the development of sentiment analysis algorithms that computationally analyze the meaning of text. This paper utilized the Valence Aware Dictionary for sEntiment Reasoning (VADER) sentiment analysis technique to assess comments from a user centered design study for a rotorcraft degraded visual environment mitigation system. The sentiment analysis findings mirror results from the other measures of the user centered design study. This paper supports the use of sentiment analysis for large volumes of comment data from user centered design studies.



2020 ◽  
Vol 26 (6) ◽  
pp. 2192-2203
Author(s):  
Yucong Ye ◽  
Franz Sauer ◽  
Kwan-Liu Ma ◽  
Konduri Aditya ◽  
Jacqueline Chen


2020 ◽  
Vol 6 (2) ◽  
pp. 96
Author(s):  
Endra Rahmawati

This study aims to create a user interface design for the designing web marketplace of qurban cattle sales in East Java, Indonesia. The word qurban referred as  the qurban animal slaughtered during the Eid al-Adha, especially cow.  The qurban web market can help breeders and customers in the process of selling cattle directly without limited territory.  This is because the process of selling qurban cows is still done traditionally by ordering directly by phone and coming directly to the cattle pen for the selection of qurban animals desired by consumers. To deal with these problems, an alternative solution is needed that can create a Web Marketplace interface design that is designed using the User-Centered Design (UCD) method, focusing on the user's primary needs. This method was chosen because it focuses on the user's goals, characteristics, and workflow in the design process. How the system can be understood and used by users is a top priority in this web design and involves users in designing the marketplace web interface. Therefore it is very suitable for designing a website that is simple and easy to use. The design of the web marketplace of qurban cattle sales has four main features which are promotion of qurban cattle, online qurban cattle bookigs (direct purchases or livestock care services), payment confirmation, and qurban cattle contributions for collective purchases or in groups. The results of the System Usability Scale (SUS) test distributed to 30 respondents obtained a value of 79.3 which indicates that the qurban web marketplace design can be accepted by users and can be classified as good design.



2019 ◽  
Author(s):  
Catarina I. Reis ◽  
Marta Carvalho ◽  
Pedro Gaspar ◽  
Pedro Sousa ◽  
Ricardo Martinho ◽  
...  

BACKGROUND Obesity is a chronic condition of the modern ages both by the influence on the quality of the life of those directly impacted by it, as well as the economic burden it implies for the world population. Multidisciplinary prevention programs are crucial, particularly when addressed for youngsters growing both physically and emotionally, which can introduce healthy behaviors into their daily habits more easily. Mobile Health (mHealth) interventions appear as one of the approaches that can provide an adequate support to these programs. They should be engaging and gamification has been one technique to promote higher retention rates. OBJECTIVE TeenPower is an innovative and interdisciplinary mHealth intervention program to empower adolescents, promoting healthy behaviors while preventing obesity. It uses interactive and collaborative technologies and includes a web-based application directed to teachers and health professionals, and a mobile application (Android) directed to adolescents. The user-centered design approach that we consider accountable for the initial high engagement rate of the users with the platform is described, and we propose a model for the approach conducted, to assist as an orientation for future developments in this context. METHODS An agile software development process was used, with an iterative and incremental approach for planning and implementing software features. We specifically identified a user-centered design approach model with three distinct phases: (1) Design Study; (2) Pre-Production Usability Tests; and (3) Post-Production Usability Data. Each phase of the model was a milestone to conduct a global assessment of the platform and to include specific validation and improvement methods. RESULTS The methods used in Phase 1 (Design Study) allowed us to obtain the high-fidelity version of the graphical interfaces. The methods used in Phase 2 (Pre-Production Usability Tests) showed a task completion success rate of 100%, after executing the first four tasks. Users described the system as easy to use and one that fulfills the requirements. Phase 3 (Post-Production Usability Data) was mainly derived from statistical analysis that reflects the actual usage of the system by real end-users: we achieved an average retention rate of 35% for the first couple of weeks. CONCLUSIONS Each technique and method used has provided significant input to use as feedback for the continuous design and development of the platform. The usage of this user-centered design approach model with three distinct phases allowed us to develop a platform tailored for the users while engaging them from the beginning of the development lifecycle, and thus delivering a software product with an initial high engagement rate. Nevertheless, the retention rate decreases significantly over a short period of time, revealing the need of further work in the development of a truly gamification experience that retains the users. CLINICALTRIAL ClinicalTrials.gov NCT03516097 (https://clinicaltrials.gov/ct2/show/NCT03516097).





2016 ◽  
Vol 3 (1) ◽  
pp. 62
Author(s):  
Rhomita Sari ◽  
Ema Utami ◽  
Armadyah Amborowati

Business Placement Center membantu mengelola website alumni dalam memenuhi kebutuhan alumni salah satunya memberikan informasi mengenai lowongan pekerjaan. Website Alumni Amikom sudah memberikan informasi mengenai lowongan pekerjaan. Namun website alumni masih perlu ditambahkan fitur-fitur menu penunjang dalam mempermudah pencarian informasi pekerjaan yang sesuai keinginan pengguna. Penggunaan metode User Centered Design untuk mempermudah pengguna dalam menggunakan fasilitas yang ada pada website ketika mencari informasi lowongan pekerjaan dan pengguna berperan penting dalam setiap proses UCD. Dengan pendekatan User Centered Design diharapkan dapat menghasilkan tampilan dan fungsionalitas yang maksimal pada rancangan sistem yang dibangun sehingga sesuai dengan kebutuhan pengguna. Metode penelitian yang dilakukan yaitu observasi, wawancara dan kuesioner untuk mengetahui kebutuhan pengguna. Analisis dan perancangan menggunakan pendekatan User Centered Design dan implementasi perancangan sistem. Hasil penelitiannya adalah pengguna merasa nyaman dengan tampilan antarmuka website yang sudah dibangun, informasi yang disajikan mudah dipahami dan fitur-fitur menu sudah berhasil berjalansesuai fungsi.Business Placement Center help manage the website for the needs of alumnus one of them is to provide information on a vacancy. The alumnus website’s provides information about job vacancy. The website still need the support to facilitate the searching all the features the work in accordance with what the use. The method of user centered design to make it easy for users in the use of the existing facilities at the website while searching for information a vacancy and users play an important role in any proses UCD. User Centered Design approach is expected to produce the interface and functionality maximal built in the system so that in accordance with the need of users. Research methodology was by observation, interviews and quesionnaires to find out the need of users. Analysis and design using UCD approach and implementation of the system. The results of research is users feel comfortable with a display interface of website which have been built, the information is easily understood and menu features has been successfully run a function.



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