Patients, Caregivers, and Healthcare Professionals’ Needs When Designing the Content of a Mobile Application for the Clinical Monitoring of Patients with Chronic Obstructive Pulmonary Disease and Home Oxygen Therapy: A User-Centered Design (Preprint)

2021 ◽  
Author(s):  
Anisbed Naranjo Rojas ◽  
Guillermo Molina-Recio ◽  
Luis Angel Perula-de-torres

BACKGROUND Patients with chronic respiratory diseases require oxygen supply in a considerable amount to reduce their symptoms and increase their survival. The development of abilities for the self-management of chronic diseases has been shown to be essential to decrease exacerbation of symptoms. Therefore, the design and development of health mobile applications (apps) that aid in educating and training for disease self-management are cost-effective strategies. OBJECTIVE The purpose of this research was to describe the main characteristics that, according to final users, should be included in a mobile application for monitoring patients prescribed home oxygen therapy. METHODS A participative-qualitative design was used, involving direct participation of patients, caregivers, and healthcare professionals. Focus groups were conducted to identify the needs and perspectives related to the app. A card sorting method was used to determine the contents and basic architecture of the app. RESULTS By means of the focus groups, we could identify nine basic functions of the app for the clinical monitoring of patients under home oxygen therapy. For both profiles, the app structure was determined by identifying the most frequent contents among participants. CONCLUSIONS The implementation of a user-centered design allowed for the detection of the functions, contents, and basic architecture of the app by identifying healthcare professionals and patients’ needs and preferences regarding the self-management and monitoring of home oxygen prescriptions. CLINICALTRIAL Trial Registration: The study is registered in ClinicalTrials.gov: NCT04820790

2021 ◽  
Author(s):  
Mirjam Ekstedt ◽  
Marie Kirsebom ◽  
Gunilla Lindqvist ◽  
Oscar Frykholm ◽  
Åsa Kneck ◽  
...  

BACKGROUND The increasing prevalence of chronic conditions and multimorbidity poses great challenges to healthcare systems. Therefore, patients’ engagement in self-managing their illness becomes increasingly important. eHealth interventions are a promising resource for the provision of adequate and timely support, but there is inconclusive evidence about how to design eHealth services to meet the complex needs of patients with multimorbidity. OBJECTIVE To apply an evidence-based and theory-informed user-centered design approach for a) identifying the needs of older adults and healthcare professionals in the collaborative management of multimorbidity, b) developing an eHealth service to address these needs, and c) testing the feasibility and acceptance of the eHealth service in a clinical setting. METHODS A theory-driven user-centered design approach was carried out in three interconnected phases: 1) exploration of user needs with patients and healthcare professionals; 2) design and development of content and software; 3) feasibility study of the software prototype and redesign. RESULTS Phase 1 resulted in the specification of twenty-two user needs, which were grouped into five themes: diagnosis-specific information, medication management support, self-management support, care coordination support, psychosocial support. A web-based application – ePATH (electronic Patient Activation in Treatment at Home) – with separate user interfaces for patients and healthcare professionals was developed to address these needs. Two nurses and five patients tested the ePATH service in clinical practice, resulting in a refined web interface and a mobile application (mPATH) to support self-tracking and make it possible to get reminders through push notifications. The feasibility study highlighted the importance of adequately addressing not only varying user needs, but also the complex nature of healthcare organizations when implementing new services and processes in chronic care management. CONCLUSIONS We conclude that user engagement in design and development should not be limited to the elicitation of user needs and creation of new services but should focus more holistically on improving current practices to shape better care, which requires adequate strategies and resources to implement changes in people’s lives and complex organizations. INTERNATIONAL REGISTERED REPORT RR2-10.2196/11625


2020 ◽  
Author(s):  
Iris A.G.M. Geerts ◽  
Liselore J.A.E Snaphaan ◽  
Inge M.B. Bongers

BACKGROUND Despite the potential value of assistive technology to support people with dementia (PWD) in everyday activities, use of these technologies is still limited. To ensure that assistive technologies better address the specific needs and daily context of PWD and their informal caregivers, it is particularly important to involve them in all different phases of assistive technology development. The literature rarely describes the involvement of PWD throughout the development process of assistive technologies, which makes it difficult to further reflect on and improve active involvement of PWD. OBJECTIVE This two-part study aimed to gather insights on the user-centered design (UCD) applied in the development process of the alpha prototype of the serious game PLAYTIME by describing the methods and procedures of the UCD as well as evaluating the UCD from the perspective of all involved stakeholders. METHODS The first three phases of the user-driven Living Lab of Innovate Dementia 2.0 were applied to directly involve PWD and their informal caregivers through qualitative research methods, including focus groups and a context-field study, in the development of the alpha prototype of PLAYTIME from exploration to design to testing. After the testing phase, a total number of 18 semi-structured interviews were conducted with PWD, their informal caregivers and the project members of PLAYTIME to evaluate the applied UCD from the perspective of all involved stakeholders. The interviews addressed five of the principles for successful UCD and the appropriateness of the different methods used in the focus groups and context-field study. RESULTS Results of the interviews focused, amongst others, on the level of involvement of PWD and their informal caregivers in the development process, the input provided by PWD and their informal caregivers, the value of early prototyping, continuous iterations of design solutions and in-context testing, the role of dementia care professionals in the multidisciplinary project team, and the appropriateness of open- and closed-ended questions for obtaining input from PWD and their informal caregivers. CONCLUSIONS The description and evaluation of the UCD applied in the development process of the alpha prototype of PLAYTIME resulted in several insights on the relevance of UCD for all involved stakeholders as well as how PWD can be involved in the subsequent phases of usable and meaningful assistive technology development.


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.


2019 ◽  
Vol 1175 ◽  
pp. 012094
Author(s):  
Riyanthi Angrainy Sianturi ◽  
Inggrid Sylvia Simanjuntak ◽  
Paul Marten Simanjuntak ◽  
Gomgom Purba

1992 ◽  
Vol 36 (11) ◽  
pp. 872-873
Author(s):  
Susan M. Dray ◽  
Debra S. George

This paper describes the results of focus groups done with I/S professionals and business users to identify “best practices” for design of distributed systems. Many of these are “obvious” to a Human Factors professional, but the value of this effort was to help others to identify them from their own experience.


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.


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