Capturing feedback from user sub-groups in user-centered design: A protocol integrating key user characteristics in the development of digital support for seniors’ fall preventive physical activity (Preprint)

2020 ◽  
Author(s):  
Åsa Revenäs ◽  
Ann-Christin Johansson ◽  
Maria Ehn

BACKGROUND User-centered design (UCD) aims at understanding the users’ perspective and shape new solutions thereafter. UCD gives access to users’ needs and requirements and thereby improves solutions design. However, involving users in the development process does not per se guarantee that feedback from different sub-groups of users are equally shaping the development, and therefore resulting in solutions that are useful for the whole intended population. OBJECTIVE The aim of this study is to describe a protocol to integrate key characteristics of user sub-groups in collection and analysis of feedback in User-centered design (UCD) of a digital motivation support for fall preventive physical activity (PA) in seniors (older adults, 65 years of age or older). METHODS This study follows a UCD model, with early user involvement as one key principle. The protocol describes a method for systematic collection and prioritization of user feedback during the iterative development of two digital applications. For each of the four cycles in the iterative development, the aim is to recruit a group of at least 8 seniors (65 years or older, independent living) with equal distribution of men and women and a variation in both PA level and technology use. Procedures for collecting data during and after the user tests are mainly qualitative. RESULTS This paper describes a novel approach for integrating key characteristics of users sub-groups in UCD. We have developed a protocol for ensuring that feedback from both genders, persons with varied activity level and technology use are considered in the iterative development of a digital motivation support for seniors’ PA. The method has been applied in a study that has been approved by the regional ethics committee in Uppsala (Dnr 2018/044). Data collection and iterative development of the digital support has been conducted during Spring-Summer 2018 and the result is expected to be published during 2020/2021. CONCLUSIONS User involvement is the golden standard in systems design. However, it does not per se guarantee that feedback from different user sub-groups are equally shaping the development, and hence resulting in a solution that is useful for the whole intended population. Methods for systematic collection, analysis and prioritization of feedback from sub-groups might be particularly important in heterogenous groups, such as seniors. This protocol can contribute to identify and improve our understanding of potential differences in use and experiences of technical support systems for fall preventive PA among user-subgroups of seniors. This knowledge can be relevant for developing technology support that is appropriate, useful and attractive to the users and for enabling design of technology targeting specific user sub-groups, i.e. tailoring of the support. The protocol needs to be further used and investigated to understand its potential value.

2021 ◽  
Author(s):  
Jan Thomas Meyer ◽  
Selina Weber ◽  
Lukas Jäger ◽  
Roland Sigrist ◽  
Roger Gassert ◽  
...  

Abstract Background: Advanced assistive technologies (AAT) aim to exploit the vast potential of technological developments made in the past decades to improve the quality of life of people with disabilities. Combining complex robotic technologies with the unique needs of people with disabilities requires a strong focus on user-centered design to ensure that the AAT appropriately addresses the daily life struggles of target users. The CYBATHLON aims to promote this mindset by empowering the AAT target users (“pilots”) to compete on race tracks that represent daily life obstacles. The objective of this work was to investigate the influence of the CYABTHALON on AAT technology development, acceptance, and user involvement (i.e., application of user-centered design).Methods: With an online survey targetting the pilots and technical leads of teams preparing for the CYBATHLON 2020 Global Edition, we investigated to what extent the pilots were involved in device development and how this influences the perceived daily life usability of the showcased AAT. Furthermore, the effects of user-centered design variables on the individual race performances were analyzed.Results: A total of 81 responses from 35 pilots and 46 technical leads were collected in the two weeks prior to the event. Of all teams partaking in the included disciplines of the CYBATHLON 2020 Global Edition, 81.8% (36 of 44) were included in the study. User-centered design appeared to be a prevalent practice among the teams, as 85.7% of all pilots reported a certain level of involvement. However, only 25.5% of the pilots reported daily life usage, despite QUEST usability scores of both respondent groups showing moderate to high satisfaction with the respected AAT across all investigated disciplines. An explorative linear mixed model indicated that daily life usage (p < 0.05) and prolonged user involvement (e.g. more than 2 years, p < 0.001) have a significant positive effect on the race performance at the competition.Conclusions: We conclude that the CYBATHLON positively fullfills its conceptual goals of promoting active participation and inclusion of people with disabilities in the design and evaluation of AAT, thereby stimulating the development of promising novel technological solutions. Also, our data could underline the value of the competition as a benchmark, highlighting remaining usability limitations or technology adoption hurdles.


2018 ◽  
Author(s):  
Victoria Haldane ◽  
Joel Jun Kai Koh ◽  
Aastha Srivastava ◽  
Krichelle Wei Qi Teo ◽  
Yao Guo Tan ◽  
...  

BACKGROUND The use of mobile health (mHealth) has gained popularity globally, including for its use in a variety of health interventions, particularly through short message service (SMS) text messaging. However, there are challenges to the use of mHealth, particularly among older users who have a large heterogeneity in usability and accessibility barriers when using technology. OBJECTIVE In order to better understand and conceptualize the diversity of users and give insight into their particular needs, we turned to persona creation. Personas are user archetypes created through data generated from multi-method inquiry with actual target users. Personas are an appropriate yet largely underutilized component of current mHealth research. METHODS Leveraging data from a multi-method study conducted in Singapore with an ethnically diverse population including Chinese, Malay, and Indian participants, we used a proforma to analyze data from the qualitative component (ie, 20 in-depth interviews) and quantitative component (ie, 100 interviewer-guided surveys). We then identified key characteristics, including technology use and preferences as well as adherence factors, to synthesize five personas reflective of persons over the age of 40 years in Singapore with atherosclerotic cardiovascular disease (ASCVD) or ASCVD risk factors, such as hypertension. RESULTS We present five personas typologized as (1) The Quiet Analog, (2) The Busy Grandparent, (3) The Socializer, (4) The Newly Diagnosed, and (5) The Hard-to-Reach. We report on four key characteristics: health care access, medication adherence, mobile phone technology usage (ie, ownership, access, and utilization), and interest in mHealth. Finally, we provide insights into how these personas may be used in the design and implementation of an mHealth intervention. Our work demonstrates how multi-method data can create biopsychosocial personas that can be used to explore and address the diversity in behaviors, preferences, and needs in user groups. CONCLUSIONS With wider adoption of mHealth, it is important that we consider user-centered design techniques and design thinking in order to create meaningful, patient-centered interventions for adherence to medications. Future research in this area should include greater exploration of how these five personas can be used to better understand how and when is best to deliver mHealth interventions in Singapore and beyond.


10.2196/21177 ◽  
2020 ◽  
Author(s):  
Laura Elizabeth Pathak ◽  
Adrian Aguilera ◽  
Joseph Jay Williams ◽  
Courtney Rees Lyles ◽  
Rosa Hernandez-Ramos ◽  
...  

2019 ◽  
Author(s):  
Sabina Asensio-Cuesta ◽  
Vicent Blanes-Selva ◽  
J Alberto Conejero ◽  
Ana Frigola ◽  
Manuel G Portolés ◽  
...  

BACKGROUND Obesity and overweight are a serious health problem worldwide with multiple and connected causes. Simultaneously, chatbots are becoming increasingly popular as a way to interact with users in mobile health apps. OBJECTIVE This study reports the user-centered design and feasibility study of a chatbot to collect linked data to support the study of individual and social overweight and obesity causes in populations. METHODS We first studied the users’ needs and gathered users’ graphical preferences through an open survey on 52 wireframes designed by 150 design students; it also included questions about sociodemographics, diet and activity habits, the need for overweight and obesity apps, and desired functionality. We also interviewed an expert panel. We then designed and developed a chatbot. Finally, we conducted a pilot study to test feasibility. RESULTS We collected 452 answers to the survey and interviewed 4 specialists. Based on this research, we developed a Telegram chatbot named Wakamola structured in six sections: personal, diet, physical activity, social network, user's status score, and project information. We defined a user's status score as a normalized sum (0-100) of scores about diet (frequency of eating 50 foods), physical activity, BMI, and social network. We performed a pilot to evaluate the chatbot implementation among 85 healthy volunteers. Of 74 participants who completed all sections, we found 8 underweight people (11%), 5 overweight people (7%), and no obesity cases. The mean BMI was 21.4 kg/m<sup>2</sup> (normal weight). The most consumed foods were olive oil, milk and derivatives, cereals, vegetables, and fruits. People walked 10 minutes on 5.8 days per week, slept 7.02 hours per day, and were sitting 30.57 hours per week. Moreover, we were able to create a social network with 74 users, 178 relations, and 12 communities. CONCLUSIONS The Telegram chatbot Wakamola is a feasible tool to collect data from a population about sociodemographics, diet patterns, physical activity, BMI, and specific diseases. Besides, the chatbot allows the connection of users in a social network to study overweight and obesity causes from both individual and social perspectives.


2013 ◽  
Vol 1 (2) ◽  
pp. e8 ◽  
Author(s):  
Sanne van der Weegen ◽  
Renée Verwey ◽  
Marieke Spreeuwenberg ◽  
Huibert Tange ◽  
Trudy van der Weijden ◽  
...  

10.2196/17503 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e17503
Author(s):  
Sabina Asensio-Cuesta ◽  
Vicent Blanes-Selva ◽  
J Alberto Conejero ◽  
Ana Frigola ◽  
Manuel G Portolés ◽  
...  

Background Obesity and overweight are a serious health problem worldwide with multiple and connected causes. Simultaneously, chatbots are becoming increasingly popular as a way to interact with users in mobile health apps. Objective This study reports the user-centered design and feasibility study of a chatbot to collect linked data to support the study of individual and social overweight and obesity causes in populations. Methods We first studied the users’ needs and gathered users’ graphical preferences through an open survey on 52 wireframes designed by 150 design students; it also included questions about sociodemographics, diet and activity habits, the need for overweight and obesity apps, and desired functionality. We also interviewed an expert panel. We then designed and developed a chatbot. Finally, we conducted a pilot study to test feasibility. Results We collected 452 answers to the survey and interviewed 4 specialists. Based on this research, we developed a Telegram chatbot named Wakamola structured in six sections: personal, diet, physical activity, social network, user's status score, and project information. We defined a user's status score as a normalized sum (0-100) of scores about diet (frequency of eating 50 foods), physical activity, BMI, and social network. We performed a pilot to evaluate the chatbot implementation among 85 healthy volunteers. Of 74 participants who completed all sections, we found 8 underweight people (11%), 5 overweight people (7%), and no obesity cases. The mean BMI was 21.4 kg/m2 (normal weight). The most consumed foods were olive oil, milk and derivatives, cereals, vegetables, and fruits. People walked 10 minutes on 5.8 days per week, slept 7.02 hours per day, and were sitting 30.57 hours per week. Moreover, we were able to create a social network with 74 users, 178 relations, and 12 communities. Conclusions The Telegram chatbot Wakamola is a feasible tool to collect data from a population about sociodemographics, diet patterns, physical activity, BMI, and specific diseases. Besides, the chatbot allows the connection of users in a social network to study overweight and obesity causes from both individual and social perspectives.


2019 ◽  
Author(s):  
Charlotte Hemingway ◽  
Emmanuel S Baja ◽  
Godafreda V Dalmacion ◽  
Paul Mark B Medina ◽  
Ernest Genesis Guevara ◽  
...  

BACKGROUND Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user’s subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement. OBJECTIVE This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines. METHODS Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period. RESULTS Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game’s narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place. CONCLUSIONS User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures.


2020 ◽  
Author(s):  
Jason Fanning ◽  
Amber Brooks ◽  
Edward Ip ◽  
Barbara Nicklas ◽  
W. Jack Rejeski

BACKGROUND Participating in physical activity and minimizing time spent sitting is an effective strategy for managing pain in older adults. Theory-based mHealth tools are integral to effective day-long physical activity interventions, but it is vital that mHealth tools undergo an iterative development process alongside members of the target population to ensure their uptake and use. OBJECTIVE We subjected a preliminary social cognitive smartphone application (Companion App) designed to promote day-long movement to a user centered design process with the assistance of low-active older adults with chronic multisite pain. The Companion App integrates ecological momentary assessments of pain, Fitbit activity monitor data, and smart weight scale data to provide real-time feedback on the relationships between movement, sitting, and pain and to facilitate goal setting and achievement. METHODS We recruited participants (N=5; 71.8 5.54 years old) sequentially to participate in a three-phase iterative design study. First, each participant received a brief orientation to physical activity, was exposed to the application, and engaged in a Think Aloud protocol. Use and usability issues were noted by study staff. The participant then used the app for one week in their daily lives, and then returned to provide feedback. Issues were identified from participant feedback, discussed with the study team, and modified before the next participant began the study. RESULTS Participant interviews yielded feedback in areas related to technology selection and operation, app design/form, and intervention clarity. Regarding technology, the use of the Fitbit activity monitor revealed no issues, but there were barriers to the use of the Fitbit Aria 2 scale, including incompatibility with a widely used home internet router. Switching to a cellular enabled scale alleviated this issue. With regard to form, modifications were made to several key interface elements in response to participant feedback to aid in clarity. Finally, initial participant experiences revealed the need to separate the intervention orientation from the technology orientation to minimize informational load. CONCLUSIONS Our brief user-centered design process produced key changes in our intervention orientation, the form and function of the Companion App, and the technologies that support the app. These are vital elements that are likely to hamper the perceived usefulness and utility of the Companion App in the context of a large trial and eventual public use. We recommend the conduct of such a process any time mHealth is used in research or medicine to account for changing populations and preferences. Moreover, publication of lessons learned can help to establish a foundation of knowledge for designing apps for underserved populations such as older adults. CLINICALTRIAL ClinicalTrials.gov Identifier: NCT03377634


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