A Yoga Exercise App designed for Patients with Axial Spondylarthritis: a development and user experience study (Preprint)

2021 ◽  
Author(s):  
Minh Tam Truong ◽  
Obioma Nwosu ◽  
Maria Elena Gaytan ◽  
Maria Segura Vargas ◽  
Ann-Kristin Seifer ◽  
...  

BACKGROUND Besides anti-inflammatory medication, physical exercise represents a cornerstone of modern treatment for patients with Axial Spondylarthritis (AS). Digital health applications (DHA) like the Yoga App "YogiTherapy" could empower patients to autonomously and correctly perform exercises remotely. OBJECTIVE This study aimed to develop, design, and test the usability of the smartphone-based app YogiTherapy for patients with Axial Spondylarthritis. METHODS The development of the app and the user experience study took place between October 2020 and March 2021. The DHA was designed by students, rheumatologists, and AS patients. After the initial development process, a pilot version of the app was evaluated prospectively by 5 patients and 5 rheumatologists. Participants had to complete different predefined tasks using the app. Then the competition rate and the experience questionnaire (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty) were finalized by patients. RESULTS The results of the post-test questionnaires showed that the majority of the patient group was already familiar with digital applications (80 % of the patients). The task completion rate of the usability test was 100 % in tasks i and ii, which included selecting and starting a yoga lesson and navigating to an information page. Rheumatologists felt even more experienced in digital devices (40 % experts, 60 % intermediates). In this case, the task completion rate of the usability test was 100 % (5 /5). In the user experience questionnaire completed by rheumatologists, attractiveness (2.267 SD 0.401) and stimulation (2.250 SD 0.354) achieved the best results compared to dependability (2.00 SD 0.395). Patients reported attractiveness with 2.167 SD 0.565 and stimulation with 1.950 SD 0.873. The lowest mean score was scaled for perspicuity (1.250 SD 1.425). CONCLUSIONS The newly developed and tested DHA YogiTherapy demonstrated high usability among rheumatologists and AS patients, suggesting simple implementation into clinical routine care. The app might potentially be used by patients with AS as a complementary treatment. Prospective trials are needed to prove the benefit of the app.

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Melissa T. Baysari ◽  
Mai H. Duong ◽  
Patrick Hooper ◽  
Michaela Stockey-Bridge ◽  
Selvana Awad ◽  
...  

Abstract Background Despite growing evidence that deprescribing can improve clinical outcomes, quality of life and reduce the likelihood of adverse drug events, the practice is not widespread, particularly in hospital settings. Clinical risk assessment tools, like the Drug Burden Index (DBI), can help prioritise patients for medication review and prioritise medications to deprescribe, but are not integrated within routine care. The aim of this study was to conduct formative usability testing of a computerised decision support (CDS) tool, based on DBI, to identify modifications required to the tool prior to trialling in practice. Methods Our CDS tool comprised a DBI MPage in the electronic medical record (clinical workspace) that facilitated review of a patient’s DBI and medication list, access to deprescribing resources, and the ability to deprescribe. Two rounds of scenario-based formative usability testing with think-aloud protocol were used. Seventeen end-users participated in the testing, including junior and senior doctors, and pharmacists. Results Participants expressed positive views about the DBI CDS tool but testing revealed a number of clear areas for improvement. These primarily related to terminology used (i.e. what is a DBI and how is it calculated?), and consistency of functionality and display. A key finding was that users wanted the CDS tool to look and function in a similar way to other decision support tools in the electronic medical record. Modifications were made to the CDS tool in response to user feedback. Conclusion Usability testing proved extremely useful for identifying components of our CDS tool that were confusing, difficult to locate or to understand. We recommend usability testing be adopted prior to implementation of any digital health intervention. We hope our revised CDS tool equips clinicians with the knowledge and confidence to consider discontinuation of inappropriate medications in routine care of hospitalised patients. In the next phase of our project, we plan to pilot test the tool in practice to evaluate its uptake and effectiveness in supporting deprescribing in routine hospital care.


Author(s):  
Meiyu Pang ◽  
Li Wang ◽  
Ningsheng Fang

Abstract This paper proposes a collaborative scheduling strategy for computing resources of the Internet of vehicles considering location privacy protection in the mobile edge computing environment. Firstly, a multi area multi-user multi MEC server system is designed, in which a MEC server is deployed in each area, and multiple vehicle user equipment in an area can offload computing tasks to MEC servers in different areas by a wireless channel. Then, considering the mobility of users in Internet of vehicles, a vehicle distance prediction based on Kalman filter is proposed to improve the accuracy of vehicle-to-vehicle distance. However, when the vehicle performs the task, it needs to submit the real location, which causes the problem of the location privacy disclosure of vehicle users. Finally, the total cost of communication delay, location privacy of vehicles and energy consumption of all users is formulated as the optimization goal, which take into account the system state, action strategy, reward and punishment function and other factors. Moreover, Double DQN algorithm is used to solve the optimal scheduling strategy for minimizing the total consumption cost of system. Simulation results show that proposed algorithm has the highest computing task completion rate and converges to about 80% after 8000 iterations, and its performance is more ideal compared with other algorithms in terms of system energy cost and task completion rate, which demonstrates the effectiveness of our proposed scheduling strategy.


2021 ◽  
Vol 8 (5) ◽  
pp. 1057
Author(s):  
Fara Regina Isadora ◽  
Buce Trias Hanggara ◽  
Yusi Tyroni Mursityo

<p class="Abstrak">Rumah Sakit Semen Gresik merupakan fasilitas kesehatan yang ada di Kabupaten Gresik dengan akreditasi tingkat paripurna. Rumah Sakit Semen Gresik di kondisi pandemi saat ini mengalami penurunan jumlah pasien dan pendapatan, sehingga Rumah Sakit Semen Gresik berencana untuk menghadirkan layanan kesehatan yang dapat dilakukan di rumah menggunakan aplikasi untuk memudahkan pasien dalam mendapatkan layanan Kesehatan tanpa datang ke rumah sakit. Aplikasi yang dibangun harus memberikan kenyamanan saat digunakan oleh pengguna, maka dari itu perlu adanya rancangan <em>user experience. Design thinking </em>merupakan metode yang digunakan untuk merancang <em>user experience </em>pada aplikasi HomeCare dengan mendefinisikan permasalahan serta memberikan solusi desain yang dapat menyelesaikan permasalahan tersebut. Solusi desain selanjutnya diuji menggunakan <em>user experience questionnaire </em>(UEQ) untuk mengetahui apakah solusi desain yang dirancang sudah menyelesaikan permasalahan yang dialami oleh calon pengguna. Hasil dari pengujian menggunakan UEQ yaitu, untuk aplikasi HomeCare dengan pengguna pasien memiliki nilai <em>mean</em> tiap skala UEQ yang berada pada kategori positif dengan semua skala UEQ berada pada kategori baik kecuali skala <em>dependability </em>yang berada pada kategori sangat baik, sedangkan untuk aplikasi HomeCare Giver dengan pengguna tenaga kesehatan memiliki nilai <em>mean</em> tiap skala UEQ yang juga berada pada kategori positif dengan semua skala UEQ berada pada kategori baik kecuali skala <em>attractiveness </em>dan <em>novelty </em>yang berada pada kategori sangat baik<em>. </em>Sehingga aplikasi HomeCare dan HomeCare Giver memiliki rancangan <em>user experience </em>yang baik.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Judul2"><em>Semen Gresik Hospital is a health facility in Gresik Regency </em><em>with a paripurna level of accreditation</em><em>. Semen Gresik Hospital in a pandemic condition is currently experiencing a decrease in the number of patients, so that Semen Gresik Hospital plans to provide health services that can be done at home using an application to make it easier for patients to get health services without coming to the hospital. Applications that are built must provide comfort when used by users, therefore there is a need for a user experience design. Design thinking is a method used to design user experiences on the HomeCare application by defining problems and providing design solutions that can solve these problems. The design solution is then tested using a user experience questionnaire (UEQ) to find out whether the design solution designed has resolved the problems experienced by potential users. The results of the test using UEQ are, for the HomeCare application whose users are patient, the mean value of each UEQ scale is in the positive category with all UEQ scales in the good category except for the dependability scale which is in the very good category, while for the HomeCare Giver application whose the users are health workers, has a mean value of each UEQ scale which is also in the positive category with all UEQ scales in the good category except the attractiveness and novelty scales which are in the very good category. This can be concluded that HomeCare and HomeCare Giver applications have a good user experience design.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>


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.


2015 ◽  
pp. 583-612
Author(s):  
Adéle Botha

Practitioners and interaction designers cannot design, much less control, the Mobile User Experience. They can, however, design for an enhanced Mobile User Experience. This chapter aims to advance the understanding of Mobile User Experience in goal-orientated interactions by identifying the components that would inform the interaction. These identified components are underpinned by Mobile User Experience factors and the impact they will have on the interaction. Together these components and Mobile User Experience factors contribute towards the initial development of a theoretical understanding that, through a subsequent guided exploration, led to the development of a coherent framework that would enable the appropriate development of services and technology for the enhancement of the Mobile User Experience in goal orientated interactions.


2020 ◽  
Vol 10 (22) ◽  
pp. 8199
Author(s):  
Luis Martín Sánchez-Adame ◽  
José Fidel Urquiza-Yllescas ◽  
Sonia Mendoza

Today, social networks are crucial commodities that allow people to share different contents and opinions. In addition to participation, the information shared within social networks makes them attractive, but success is also accompanied by a positive User eXperience (UX). Social networks must offer useful and well-designed user-tools, i.e., sets of widgets that allow interaction among users. To satisfy this requirement, Episodic User eXperience (EUX) yields reactions of users after having interacted with an artifact. Anticipated User eXperience (AUX) grants the designers the capacity to recollect users’ aspirations, assumptions, and needs in the initial development phase of an artifact. In this work, we collect UX perceived in both periods to contrast user expectations and experiences offered on social networks, in order to find elements that could improve the design of user-tools. We arrange a test where participants (N=20) designed prototypes on paper to solve tasks and then did the same tasks on online social networks. Both stages are assessed with the help of AttrakDiff, and then we analyze the results through t-tests. The results we obtained suggest that users are inclined towards pragmatic aspects of their user-tools expectations.


Technologies ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 31 ◽  
Author(s):  
Costas Boletsis ◽  
Stian Kongsvik

The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusing on the text entry rate and accuracy as well as its usability and the user experience it offers. Seventeen participants evaluated the drum-like VR keyboard by having a typing session and completing a usability and a user experience questionnaire. The interface achieved a good usability score, positive experiential feedback around its entertaining and immersive qualities, a satisfying text entry rate (24.61 words-per-minute), as well as moderate-to-high total error rate (7.2%) that can probably be further improved in future studies. The work provides strong indications that the drum-like VR keyboard can be an effective and entertaining way to type in VR.


Author(s):  
Miguel Saona-Vallejos ◽  
Michael Thomas

This chapter investigates the user experience of the language learning platform Busuu as a tool for learning Spanish as a Foreign Language (SFL). Social constructionism has been highlighted by previous research as the theory on which Busuu is based, however, Álvarez concluded that Busuu constitutes an ecological system of nested semiotic spaces where pedagogical elements and principles from different theories of language learning interweave in complementary ways. Following a review of existing research, the chapter analyses data arising from a study involving a mixed group of university students who used the premium version of Busuu for four weeks. Data were collected via pre- and post-tests, a user experience questionnaire, and individual interviews, and were analysed using descriptive statistics and thematic analysis. Findings suggest that Busuu did not fully satisfy the requirements of a social network in terms of ease of participation, communication, and collaboration. Further research is required to explore the implications of usability testing for the design of effective SNSLL.


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