Initiating Collaboration among Organ Transplant Professionals through Web Portals and Mobile Applications

Author(s):  
Susan Alexander ◽  
Haley Hoy ◽  
Manil Maskey ◽  
Helen Conover ◽  
John Gamble ◽  
...  

The knowledge base for healthcare providers working in the field of organ transplantation has grown exponentially. However, the field has no centralized ‘space’ dedicated to efficient access and sharing of information.The ease of use and portability of mobile applications (apps) make them ideal for subspecialists working in complex healthcare environments. In this article, the authors review the literature related to healthcare technology; describe the development of health-related technology; present their mobile app pilot project assessing the effects of a collaborative, mobile app based on a freely available content manage framework; and report their findings. They conclude by sharing both lessons learned while completing this project and future directions.

Author(s):  
Matthias Kranz ◽  
Andreas Möller ◽  
Florian Michahelles

Large-scale research has gained momentum in the context of Mobile Human-Computer Interaction (Mobile HCI), as many aspects of mobile app usage can only be evaluated in the real world. In this chapter, we present findings on the challenges of research in the large via app stores, in conjunction with selected data collection methods (logging, self-reporting) we identified and have proven as useful in our research. As a case study, we investigated the adoption of NFC technology, based on a gamification approach. We therefore describe the development of the game NFC Heroes involving two release cycles. We conclude with lessons learned and provide recommendations for conducting research in the large for mobile applications.


Author(s):  
Sean J. Barbeau

Offering real-time arrival information to riders via mobile applications has been shown to improve the rider’s perception of transit, and even increase ridership. This direct connection to riders also offers the transit agency an opportunity to collect feedback on how transit service and infrastructure can be improved, including pedestrian and bike access to transit. These improvements will lead to an enhanced customer experience and can potentially help address Title VI access equity concerns. However, managing the sheer volume of this rider feedback can be very challenging, especially when various departments and agencies (e.g., city/county government) are involved (e.g., who owns the bench by the bus stop?). This paper discusses the design and deployment of a pilot project in Tampa, Florida, which focused on the improvement of the feedback loop from riders back to transit agencies, local government, and departments of transportation. This project made enhancements to the open-source OneBusAway mobile app, originally deployed in Tampa in 2013, to include support for the Open311 standard for issue reporting. Open311 support gives agencies the option of selecting a hosted issue management solution such as SeeClickFix.com and PublicStuff.com, or the option to utilize existing open-source Open311-compliant software. Lessons learned from regional collaboration surrounding issue reporting and infrastructure improvements are discussed, as are the technical design and challenges behind implementing such a system. The results of the first 6 months of system deployment covering 677 issue reports are presented, including specific examples of cross-jurisdictional and multimodal issues reported by the public.


2022 ◽  
Vol 18 (1) ◽  
pp. 0-0

Based on an extended version of the Technology Acceptance Model (TAM), this study aims to understand the intention to use tourism mobile applications. WOM about app and personal innovativeness was added to the original model along with perceived usefulness, perceived ease of use and attitude. A questionnaire was distributed through the convenience sampling method and 440 valid respondents were retained and analysed using Structural Equation Modeling (SEM). The results of this study show that WOM about app represents the strongest predictor of the intention to use of tourism mobile applications followed respectively by perceived usefulness, attitude toward using tourism mobile applications and personal innovativeness. The findings provide implications that would benefit managers in the hospitality and tourism sector as well as mobile app developers in order to ensure the effectiveness of their marketing and communication strategies and adapt their activities to the needs of a customer of the digital age.


2017 ◽  
Vol 35 (15_suppl) ◽  
pp. e18044-e18044
Author(s):  
Andrea Carolina Anampa-Guzman ◽  
Pamela Contreras Chavez ◽  
César Gutiérrez ◽  
Joanne M. Jeter

e18044 Background: In 2014, there existed 166 mobile applications related to cancer. However, many mobile applications are being developed without published validation by the medical community. The aim of this review was to provide an overview of the studies about mobile applications related to cancer. Methods: Scopus, PubMed, PMC, BVS and Scielo were systematically searched for studies published up to December 2016. A broad search using the terms “neoplasia”, “cancer”, “neoplasm”, “smartphone application” and “mobile app” was conducted. Article abstracts were reviewed for study eligibility, followed by reviews of full papers. We found 195 articles and 48 were included. Articles were included if they reviewed commercial mobile applications or if they described the development and evaluation of a mobile application related to cancer. Articles were excluded if they were about other telehealth technologies, primarily editorials, solely described study protocols, abstracts of congresses or books. Results: The earliest article was published in 2012 and there is an increasing rate of articles published. The majority of articles are original articles (85.42%) and 10 of them are clinical trials. Almost all articles were written in English (95.83%). Nearly 40% of the articles talked about mobile applications for the management of cancer. The intended audience of the mobile applications described in the studies was mostly patients. The cancers most popular among the articles were breast and skin cancers. The countries with the most studies on mobile applications related to cancer are the United States and South Korea. Conclusions: There is a large number of cancer related mobile applications. Further studies would help us understand the current and future use of these health related technologies. [Table: see text]


2020 ◽  
Author(s):  
Trent Ernest Hammond ◽  
Lisa Lampe ◽  
Andrew Campbell ◽  
Steve Perisic ◽  
Vlasios Brakoulias

BACKGROUND Wide usage of mobile applications (apps) has created new possibilities in social anxiety education and treatment. Anecdotally, people are more comfortable in using psycho-educational apps than attending initial psychotherapy sessions. However, the quality of social anxiety apps for smartphones and tablets remains unclear, making it difficult for people in the community to choose appropriate apps to use. Academic literature regarding the content, empirical evidence, and quality of these apps is scarce. OBJECTIVE To 1) identify the psycho-educational social anxiety apps in the most popular Australian app stores; 2) report the descriptive and technical information provided in apps exclusively for social anxiety; 3) evaluate app quality; and 4) identify whether any apps would be appropriate for people to use. METHODS This systematic stepwise review was guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) standards, and entailed: 1) systematically searching for, identifying, and selecting apps in the Australian Apple App and Google Play Stores; 2) downloading, using, and reviewing identified apps; 3) reporting technical and descriptive information in the app stores and individual apps; 4) evaluating app quality; and 5) deciding whether to recommend using the apps. RESULTS Initially, 1,043 apps were identified in the app stores containing the keywords 'social anxiety', 'social phobia', or 'shyness' in app names or descriptions. Of those, 12 were evaluated (3 iOS apps and 9 Android apps). At the time of evaluation, apps were compatible with smartphones and tablet devices. Nine were free to download from the app stores and three were priced between $3.99 and $5.00 Australian Dollars. Three apps were developed for treatment purposes, three provided supportive resources, one was intended for self-assessment, and the remaining five were designed for multiple purposes. At the time of download, app store ratings were available for five apps. Overall app quality was acceptable. Based on the ‘App Quality Rating Sub-Scale’ of the Mobile App Rating Scale (MARS) (Sections A–D), apps functioned well in performance, ease of use, navigation, and gestural design. However, those outcomes were less favorable when apps were rated using the MARS ‘App Subjective Quality Sub-Scale’ (Section E). CONCLUSIONS Psycho-educational social anxiety apps may be beneficial for people with social anxiety, health professionals, and others in the community. However, given no apps reviewed appeared to contain empirical information or were clinically effective in managing social anxiety, we do not recommend their use. App accessibility could be improved by developing more apps which are free to download and available for a wider range of operating systems, both between and within countries/regions. Information, communication and technology professionals should collaborate with academics and mental health clinicians to develop apps that contain current information.


2014 ◽  
Vol 75 (4) ◽  
pp. 191-194
Author(s):  
Emily Rose Bell ◽  
Maureen Rose ◽  
Caryn Roll ◽  
Stéphanie Dupont

The Good Food Box (GFB) is a program that offers fresh produce to community members. The implementation of a GFB pilot project targeting the elderly in Côte Saint-Luc (CSL) is described. Feasibility is evaluated in terms of partnerships necessary to realize the project and suitability of the GFB among seniors. Outcomes, lessons learned, and future directions are also discussed. GFBs were delivered biweekly for 10 weeks to 14 participants over the age of 65 years. Baseline and final surveys were administered to assess user satisfaction and effects of the project. Overall, participants were satisfied, finding the location convenient and the produce to be of excellent quality. Respondents also indicated an increased quantity of fresh fruits and vegetables in their home and an enhanced connection with the community. Many participants commented on excessive quantity and difficulty preparing certain products, demonstrating that the GFB may not be practical for all seniors. Smaller quantities and volunteer assistance could improve the program. Following the successful pilot project, the GFB was expanded to all members of the CSL community. Using the GFB as a major source of fresh produce will positively impact the health and quality of life for those who reside within the community.


Author(s):  
Wayne Parker ◽  
Jennifer McLellan ◽  
Jeremy Steffler ◽  
Rocco Fondacaro

The Business Employment Transferable Skills (BETS) program was a pilot project established for unemployed first year Waterloo Engineering students to train them in entrepreneurial skills and provide them with experience in start-up companies. Twenty students participated in the BETS program and they were “hired” in a similar competitive manner used for regular co-op jobs. The students were from 8 different engineering programs and had completed 8 months of academic study prior to entering the program. Students initially completed 80 hours of training to build workplace skills required to succeed in an entrepreneurial work place. Employers submitted a one-page form, describing a proposed project and the BETS coordinator “matched” them with teams of two students for 3 week work placements. Each student completed a total of 4 placements over a 12 week period. A total of 29 start-ups, with limited financial resources to staff projects, in local technology incubators participated. Most were in various ICT sectors however a few other sectors were represented. Most companies had fewer than 5 employees and most personnel were non-salaried “founders”. Students worked on a range of projects including web site development, market research, data gathering and database development, mobile app development and product testing. At the end of each placement the students received an assessment of their performance by the employers. The students completed an assessment of the work placement where they identified skills developed, challenges encountered and successes achieved. BETS was well received by students and employers. Companies benefited from completion of short-term projects and developed a rapport with potential future employees. BETS students gained insight into start-ups and relevant, transferable and marketable skills and outcompeted classmates in the next co-op round. The lessons learned during the trial will be presented at the conference.


2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii465-iii465
Author(s):  
Sharon Granville ◽  
Jessica Spat-Lemus ◽  
Blakely Rice ◽  
Allison Pzena ◽  
Phil Stieg ◽  
...  

Abstract BACKGROUND Children with brain tumors experience significant anxiety secondary to diagnosis and interventions such as surgical management. Preoperative anxiety is known to adversely affect operative outcomes and overall quality of life. Programs that utilize “child-friendly” approaches have been shown to ease anxiety, decrease analgesic requirements, shorten hospital stay, and contribute toward better outcomes. Implementation of these programs is limited due to time, cost, and staffing constraints as well as sociodemographic factors (i.e., language barriers). Therefore, an effective and cost-efficient method could be advantageous. We sought to develop a universally available APP that can assist with these goals and address the current barriers. METHODS In conjunction with a philanthropic resource (Brain Tumor Foundation, New York, NY, USA) a developer was tasked with creating an App for children with brain tumors. The developer integrated published clinical research, multi-specialty input, and patient and family testimonials for possible integration into the tool. RESULTS A mobile App was developed that is modifiable for patient-specific features (age, language, and ethnicity). Initial evaluations of the prototype by healthcare providers, appropriately aged children, and their parents have demonstrated positive engagement, appeal, and ease of use. CONCLUSIONS The mobile App provides a rapid, affordable, and modifiable platform for assisting children with brain tumors cope with their diagnosis and intervention options. Validation with measurable outcomes is planned. The App is currently being evaluated for purposes of psycho-social clinical research tool.


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