User-Centered Design Enhances Usability of an mHealth System for Users with Dexterity Impairments (Preprint)

2020 ◽  
Author(s):  
Kuntal Chowdhary ◽  
Daihua Xie Yu ◽  
Gede Pramana ◽  
Andrea Fairman ◽  
Brad Edward Dicianno ◽  
...  

BACKGROUND Mobile health (mHealth) systems have been shown to be useful in supporting self-management by promoting adherence to schedules and longitudinal health interventions, especially in people with disabilities (PwD). The Interactive Mobile Health and Rehabilitation (iMHere) System was developed to empower PwD and those with chronic conditions with supports needed for self-management and independent living. Since the first iteration of the iMHere 1.0 app, several studies have evaluated accessibility and usability of the system. Potential opportunities to improve and simplify the user interface (UI) were identified, and the iMHere modules were redesigned accordingly. OBJECTIVE The aim of this study was to evaluate the usability of the redesigned modules within iMHere 1.0. METHODS This study evaluated the original and redesigned MyMeds and SkinCare modules. To assess the participants’ dexterity levels, the Purdue Pegboard Test (PPBT) was administered. Participants were then asked to perform a set of tasks using both the original and redesigned MyMeds and SkinCare modules to assess efficiency and effectiveness. Usability was measured using the Telehealth Usability Questionnaire (TUQ) to evaluate 10 new accessibility features that were added to the redesigned app. Participants were also asked which version they preferred. RESULTS Twenty-four participants with disabilities and varied degrees of dexterity impairments completed the entire study protocol. Participants displayed improved efficiency and effectiveness of use when using the redesigned modules, as compared to the original modules. Participants also reported improved usability and preferred the redesigned modules. CONCLUSIONS This study demonstrated that the iMHere System became more efficient, effective, and usable for individuals with dexterity impairments after redesigning it according to user-centered principles.

2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
E Renzi ◽  
G Gasperini ◽  
V Baccolini ◽  
C Marzuillo ◽  
C De Vito ◽  
...  

Abstract Background Promoting self-care is one of the most promising strategies to manage people with chronic conditions and to improve the Public Health System resilience. In this context, the use of e-Health could facilitate self-care promotion, assure continuity of care and save time. Methods We performed an umbrella review on Cochrane, Scopus, Medline, PsychInfo, CINAHL to analyse e-Health self-care promoting intervention in patients with Type- 2 Diabetes Mellitus (T2DM), Cardiovascular Diseases (CVD) and Chronic Obstructive Pulmonary Disease (COPD) compared to traditional intervention. AMSTAR-2 was used for quality appraisal. Results 10 systematic reviews were included for an amount of 376 RCTs and 3 quasi-experimental studies. All the e-Health interventions retrieved were categorized in 4 subgroups: Phone Reminder, Telemonitoring, Psychoeducational intervention supported by PCs/Apps and Combined Intervention. Nurses (271/379 studies) and physicians (149/379 studies) were the healthcare workers mostly involved in the administration of e-Health interventions. T2DM (5 reviews; 175 studies) and CVD (7 reviews; 164 studies) patients gained more progresses in self-management than COPD patients (3 reviews; 8 studies). E-Health appeared effective both in promoting self-management and disease awareness. Globally, all the e-Health interventions seemed to improve Quality of Life and clinical outcomes. Phone reminders were most effective to increase Medication Adherence. All Causes Mortality registered a positive effect through Telemonitoring. Hospital Admission and Cost-Efficacy were explored only by telemonitoring and it did not show differences with traditional intervention. Conclusions E-Health is an effective strategy to promote self-care in patients with chronic conditions and to improve quality of life and clinical outcomes. Further research is required to test e-Health intervention in COPD patients and to examine if there is different efficacy among e-Health subgroups. Key messages E-Health should be integrated in Primary Care strategies to improve Public Health systems resilience. Nurses, as frontline Primary Health Care workers, should be advised for e-Health administration.


2020 ◽  
Vol 6 (2) ◽  
pp. 89-95
Author(s):  
Cerah Ayunda Prawastiyo ◽  
Indra Hermawan

Penggunaan internet di Indonesia khususnya di instansi pendidikan terutama perguruan tinggi yaitu mengandalkan internet untuk mencari kumpulan informasi dan referensi terkait dengan mata kuliah. Salah satu unit di sebuah perguruan tinggi yang menggunakan internet dengan memanfaatkan sistem informasi berbasis website adalah perpustakaan Politeknik Negeri Jakarta (PNJ). Website berperan penting untuk instansi sebagai acuan website yang baik salah satunya dapat dinilai dari sisi User Interface (UI) yang memiliki tampilan menarik dan User Experience (UX) untuk meningkatkan kenyamanan pengguna website. Dalam pengembangan front end website perpustakaan menggunakan metode User Centered Design (UCD), framework bootstrap, bahasa pemrograman HTML5, CSS dan Javascript. Pada tahap evaluasi design dalam bentuk wireframe menggunakan metode System Usability Scale (SUS) mendapatkan skor 83, pengujian black box untuk mengukur fungsionalitas website mendapatkan hasil sesuai dengan skenario, pengujian User Experience Questionnaire (UEQ) untuk mengukur tingkat kenyamanan pengguna website mendapatkan hasil positif.


2021 ◽  
Vol 7 (01) ◽  
pp. 122-130
Author(s):  
Henry Bastian ◽  
Godham Eko Saputro

AbstrakDi Indonesia, salah satu permainan yang menjadi kegemaran adalah bermain game Poker. Poker merupakan permainan kartu aturan yang dapat dimainkan secara langsung maupun lewat internet. Game Poker online adalah salah satu sarana efektif untuk menghabiskan waktu sekaligus hiburan kesenangan bermain poker dengan banyak orang. Salah satu game Poker yang terkenal adalah Zynga Poker. Pencarian data yang ditemukan bahwasannya permainan tersebut mempunyai kekurangan pada bagian user interface yang berat saat digunakan sehingga penulis mencoba untuk membuat user interface game online sejenis menggunakan metode UCD (User-Centered Design) dengan nama game FairPlay Poker. Desain yang dihasilkan adalah desain ilustrasi 2D yang digunakan dengan lebih ringan. Kata kunci: Game, metode UCD, User interface, Poker, AbstractIn Indonesia, one of the favorite online games is poker. Poker is a card game with some rules that can be played directly or via the internet. Online Poker game is one of the effective media to spend time and amuse pleasure by playing poker with peoples. The Infamous Poker game is known as Zynga Poker. From the data search that had been done, the game still has a few weaknesses in the heavy User Interface that the authors try to develop a similar user interface poker game. Which name the Fairplay Poker using UCD (User-Centered Design) methodology. A design resulted in an illustration designed in 2D that can improve loading with lighter. Keywords: Game, UCD Method, User interface, Fairplay


2018 ◽  
Author(s):  
Kathryn A Birnie ◽  
Fiona Campbell ◽  
Cynthia Nguyen ◽  
Chitra Lalloo ◽  
Argerie Tsimicalis ◽  
...  

BACKGROUND Moderate to severe postoperative pain in children is common. Increased pediatric day surgeries have shifted postoperative pain management predominantly to the home setting. Mobile health technology has the potential to overcome barriers to pain care by improving access to self-management resources. However, pain apps generally lack scientific evidence and are highly underutilized due to lack of involvement of end users in their development. Thus, an evidence-based pain self-management smartphone app that incorporates the needs and perspective of children and adolescents (end users) has potential to improve postoperative pain management. OBJECTIVE This paper aimed to describe how the principles of user-centered design were applied to the development of iCanCope PostOp, a smartphone-based pain self-management app for children and adolescents after surgery. Specifically, it presents 2 completed phases of the user-centered design process (concept generation and ideation) for the iCanCope PostOp app. METHODS Phase 1 was a multisite needs assessment from the perspective of 19 children and adolescents who had undergone various day surgeries, 19 parents, and 32 multidisciplinary health care providers. Children, adolescents, and parents completed individual semistructured interviews, and health care providers participated in focus groups. Data were summarized using qualitative content analysis. Phase 2 developed a pain care algorithm for the app using Delphi surveys and a 2-day in-person design workshop with 11 multidisciplinary pediatric postoperative pain experts and 2 people with lived experience with postoperative pain. RESULTS Phase 1 identified self-management challenges to postoperative pain management and recovery; limited available resources and reliance on medications as a predominant postoperative pain management strategy; and shared responsibility of postoperative pain care by children and adolescents, parents, and health care providers. Key app functions of tracking pain, pain self-management strategies, and goal setting were identified as priorities. Phase 2 led to the successful and efficient generation of a complete preliminary pain care algorithm for the iCanCope PostOp app, including clinically relevant inputs for feasible assessment and reassessment of pain and function (rest or sleep, movement or play, and mood or worry), as well as a catalog of pain management advice to be pushed to end users (psychological, physical, pharmacological, and education). CONCLUSIONS The concept ideation and generation phases of the user-centered design approach were successfully completed for the iCanCope PostOp app. Next steps will include design finalization, app development (iOS or Android), evaluation through a randomized controlled trial, and subsequent implementation of the iCanCope PostOp app in clinical care.


Author(s):  
Unggul Utan Sufandi ◽  
Dwi Astuti Aprijani ◽  
Paken Pandiangan

Sistem Informasi Tiras dan Transaksi Bahan Ajar (SITTA) merupakan sistem yang dimiliki Universitas Terbuka (UT) untuk mengelola layanan dan distribusi bahan ajar ke mahasiswa. Saat ini, sistem tersebut sedang dikembangkan dalam versi mobile berbasis platform Android. Aplikasi mobile SITTA dikembangkan dengan langkah awal berupa pembuatan desain prototype aplikasi. Suatu desain aplikasi perlu dilakukan evaluasi agar aspek-aspek usability dapat sesuai dengan prinsip desain User Interface dan User Experience yang baik dan benar untuk memenuhi kebutuhan user secara tepat. Penelitian ini menghasilkan hasil akhir berupa desain yang telah dievaluasi oleh pakar UI/UX Designer sebagai evaluator untuk memberikan masukkan perbaikan terhadap desain yang dirancang. Penelitian ini menggunakan pendekatan User Centered-Design dan diperoleh rancangan desain arsitektur informasi, rancangan desain user interface dalam bentuk low fidelity prototype (wireframe) dan rancangan desai user interface dalam bentuk high fidelity prototype aplikasi mobile SITTA sebagai desain rancangan yang dibuat berdasarkan evaluasi oleh pakar sesuai prinsip desain.


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