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1.
3rd International Conference on Information Systems and Software Technologies, ICI2ST 2022 ; : 49-56, 2022.
Article in English | Scopus | ID: covidwho-2291954

ABSTRACT

The COVID-19 pandemic was the main reason why many organisations decided to include information and communication technologies in their processes to allow them to continue with their activities, be it providing services to users (food, medicine, etc.), training/education or disseminating culture. In the field of culture, some museums incorporated technology into their operating environment, moving from face-to-face visits to virtual visits. However, in many museums, the lack of apps designed to solve the problem of virtual visits caused some to stop receiving visitors during the pandemic. In this context, this paper describes the development of an application with a user-centred design that incorporates extended reality to allow virtual visits to the Remigio Crespo Museum in the city of Cuenca (Ecuador). The evaluation carried out to verify the application's usability and learnability is also included. The results obtained indicate that users/visitors found the application usable and easy to learn. © 2022 IEEE.

2.
2nd International Conference on ICT for Health, Accessibility and Wellbeing, IHAW 2022 ; 1799 CCIS:124-144, 2023.
Article in English | Scopus | ID: covidwho-2301319

ABSTRACT

Online mental health interventions have been posited as a way to reduce the mental health treatment gap among students in higher education. The effectiveness of these interventions is often limited by low user adherence. A potential solution is to improve user adherence by producing user-centred interventions. A total of 452 students from University College Cork, Ireland participated in the survey, "Tell us About Your Mental Health Post-COVID-19”. The survey examined students' mental health over the past year, their use of technological supports, their use of mental health support services and their ratings of mental health support services used. This study explores students' experiences with technological support. The thematic analysis of 138 open-ended responses produced seven main themes: 1) Appeal 2) Barriers to Use 3) Discovery 4) Drawbacks 5) Purpose 6) Reasons for Stopping and 7) Usage Patterns. The results of this study revealed students' openness to using online mental health resources. It also revealed the barriers and facilitators to their use of these resources. Finally, based on our findings, we provide recommendations to researchers/designers developing online mental health interventions for university students. Some of these recommendations were to ensure safety in online communities, provide good user interfaces, support students in crises and improve the accessibility of online resources to students with learning disabilities. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

3.
JMIR Serious Games ; 10(3): e36936, 2022 Aug 02.
Article in English | MEDLINE | ID: covidwho-1974512

ABSTRACT

BACKGROUND: Following the outbreak of COVID-19, several studies have reported that young adults encountered a rise in anxiety symptoms, which could negatively affect their quality of life. Promising evidence suggests that mobile apps with biofeedback, serious games, breathing exercises, and positive messaging, among other features, are useful for anxiety self-management and treatment. OBJECTIVE: This study aimed to develop and evaluate the usability of a biofeedback-based app with serious games for young adults with anxiety in the United Arab Emirates (UAE). METHODS: This study consists of two phases: Phase I describes the design and development of the app, while Phase II presents the results of a usability evaluation by experts. To elicit the app's requirements during Phase I, we conducted (1) a survey to investigate preferences of young adults in the UAE for mobile games for stress relief; (2) an analysis of serious games for anxiety; and (3) interviews with mental health professionals and young adults in the UAE. In Phase II, five experts tested the usability of the developed app using a set of Nielsen's usability heuristics. RESULTS: A fully functional biofeedback-based app with serious games was co-designed with mental health professionals. The app included 4 games (ie, a biofeedback game, card game, arcade game, and memory game), 2 relaxation techniques (ie, a breathing exercise and yoga videos), and 2 additional features (ie, positive messaging and a mood tracking calendar). The results of Phase II showed that the developed app is efficient, simple, and easy to use. Overall, the app design scored an average of 4 out of 5. CONCLUSIONS: The elicitation techniques used in Phase I resulted in the development of an easy-to-use app for the self-management of anxiety. Further research is required to determine the app's usability and effectiveness in the target population.

4.
Interaction Design and Architectures ; - (52):6-22, 2022.
Article in English | Web of Science | ID: covidwho-1913234

ABSTRACT

This study investigates COVID-19's impact on the education system by gathering data on how interactive and analogue technologies mitigated such disruption. It also analyses how and if educational approaches were modified during the pandemic. The procedures consisted of the analysis of evidence retrieved from three surveys delivered to three stakeholder groups: teachers, students, and parents (N=215), crossed with an examination of a set of 5-week longitudinal interviews (30) with the same groups (N=6). The results of the analysis are used to derive a set of important design implications that: (1) highlight shortcomings of the distance education (DE) strategies used during COVID-19 and how they can be mitigated;(2) empower the stakeholders with innovative pedagogical approaches that information communication technologies can foster, thus optimising DE;(3) promotes positive learning experiences supported with scientific evidence. Conclusions are derived from a collaborative reflection on the stakeholders' daily needs during unpredictable circumstances.

5.
Journal of Service Theory and Practice ; 32(3):353-377, 2022.
Article in English | ProQuest Central | ID: covidwho-1794883

ABSTRACT

Purpose>Participatory design involves users and other key stakeholders in processes that aim to ensure solutions generated meet their needs. This paper compares the processes and outcomes of two participatory design approaches (design thinking and co-design) to examine their utility in co-creating innovative service solutions for reducing household energy demand.Design/methodology/approach>Design thinking and co-design were implemented in two independent convenience samples of household energy users in Queensland, Australia. Workshops were conducted online using Zoom and Padlet technology. Informed by the capability-practice-ability (CPA) portfolio, a critical analysis based on the research team's experiences with implementing the two participatory design approaches is presented.Findings>The key distinguishing features that set design thinking apart from co-design is extent of user involvement, solution diversity and resource requirements. With a shorter duration and less intensive user involvement, co-design offers a more resource efficient means of solution generation. In contrast, design thinking expands the solution space by allowing for human-centred problem framing and in so doing gives rise to greater diversity in solutions generated.Research limitations/implications>Mapping the six constellations of service design outlined in the CPA portfolio to the research team's experiences implementing two different participatory design approaches within the same context reconciles theoretical understanding of how capabilities, practices and abilities may differ or converge in an applied setting.Practical implications>Understanding the benefits and expected outcomes across the two participatory design approaches will guide practitioners and funding agencies in the selection of an appropriate method to achieve desired outcomes.Originality/value>This paper compares two forms of participatory design (design thinking and co-design) for service innovation in the context of household energy demand offering theoretical and practical insights into the utility of each as categorised within the CPA portfolio.

6.
JMIR Hum Factors ; 9(1): e29973, 2022 Feb 08.
Article in English | MEDLINE | ID: covidwho-1714891

ABSTRACT

BACKGROUND: Diabetes and its complications account for 10% of annual health care spending in the United Kingdom. Digital health care interventions (DHIs) can provide scalable care, fostering diabetes self-management and reducing the risk of complications. Tailorability (providing personalized interventions) and usability are key to DHI engagement/effectiveness. User-centered design of DHIs (aligning features to end users' needs) can generate more usable interventions, avoiding unintended consequences and improving user engagement. OBJECTIVE: MyDiabetesIQ (MDIQ) is an artificial intelligence engine intended to predict users' diabetes complications risk. It will underpin a user interface in which users will alter lifestyle parameters to see the impact on their future risks. MDIQ will link to an existing DHI, My Diabetes My Way (MDMW). We describe the user-centered design of the user interface of MDIQ as informed by human factors engineering. METHODS: Current users of MDMW were invited to take part in focus groups to gather their insights about users being shown their likelihood of developing diabetes-related complications and any risks they perceived from using MDIQ. Findings from focus groups informed the development of a prototype MDIQ interface, which was then user-tested through the "think aloud" method, in which users speak aloud about their thoughts/impressions while performing prescribed tasks. Focus group and think aloud transcripts were analyzed thematically, using a combination of inductive and deductive analysis. For think aloud data, a sociotechnical model was used as a framework for thematic analysis. RESULTS: Focus group participants (n=8) felt that some users could become anxious when shown their future complications risks. They highlighted the importance of easy navigation, jargon avoidance, and the use of positive/encouraging language. User testing of the prototype site through think aloud sessions (n=7) highlighted several usability issues. Issues included confusing visual cues and confusion over whether user-updated information fed back to health care teams. Some issues could be compounded for users with limited digital skills. Results from the focus groups and think aloud workshops were used in the development of a live MDIQ platform. CONCLUSIONS: Acting on the input of end users at each iterative stage of a digital tool's development can help to prioritize users throughout the design process, ensuring the alignment of DHI features with user needs. The use of the sociotechnical framework encouraged the consideration of interactions between different sociotechnical dimensions in finding solutions to issues, for example, avoiding the exclusion of users with limited digital skills. Based on user feedback, the tool could scaffold good goal setting, allowing users to balance their palatable future complications risk against acceptable lifestyle changes. Optimal control of diabetes relies heavily on self-management. Tools such as MDMW/ MDIQ can offer personalized support for self-management alongside access to users' electronic health records, potentially helping to delay or reduce long-term complications, thereby providing significant reductions in health care costs.

7.
Comput Hum Behav Rep ; 6: 100179, 2022 May.
Article in English | MEDLINE | ID: covidwho-1700711

ABSTRACT

The COVID-19 pandemic is worsening loneliness for many older people through the challenges it poses in engaging with their social worlds. Digital technology has been offered as a potential aid, however, many popular digital tools have not been designed to address the needs of older adults during times of limited contact. We propose that the Social Identity Model of Identity Change (SIMIC) could be a foundation for digital loneliness interventions. While SIMIC is a well-established approach for maintaining wellbeing during life transitions, it has not been rigorously applied to digital interventions. There are known challenges to integrating psychological theory in the design of digital technology to enable efficacy, technology acceptance, and continued use. The interdisciplinary field of Human Computer Interaction has a history of drawing on models originating from psychology to improve the design of digital technology and to design technologies in an appropriate manner. Drawing on key lessons from this literature, we consolidate research and design guidelines for multidisciplinary research applying psychological theory such as SIMIC to digital social interventions for loneliness.

8.
34th British Human Computer Interaction Conference Interaction Conference, BCS HCI 2021 ; : 192-196, 2021.
Article in English | Scopus | ID: covidwho-1687536

ABSTRACT

The Hajj pilgrimage being the largest annual mass gathering globally with two to three million participants from over 180 counties, will remain a high priority for diseases surveillance for future epidemics or any other international public health emergencies with rapid scalability. This paper highlights the importance of monitoring mass gatherings during a pandemic and how mHealth applications can reduce the burden on health facilities during a mass gathering and tackle future infectious diseases outbreaks. The paper also highlights the importance of developing a user-centred application when designing for a diverse group of users with a shared purpose. As a result, a framework has been proposed to update the current applications or design and develop future mobile health applications. The framework has been developed based on the rationale and evidence found in the literature. © Islam et al. Published by BCS Learning and Development Ltd.

9.
Int J Environ Res Public Health ; 18(23)2021 11 26.
Article in English | MEDLINE | ID: covidwho-1561773

ABSTRACT

This article describes a user-centred approach taken by a group of five procurers to set specifications for the procurement of value-based research and development services for IT-supported integrated hypertension management. The approach considered the unmet needs of patients and health systems of the involved regions. The procurers established a framework for requirements and a solution design consisting of nine building blocks, divided into three domains: service delivery, devices and integration, and health care organisation. The approach included the development of questionnaires, capturing patients' and professionals' views on possible system functionalities, and a template collecting information about the organisation of healthcare, professionals involved and existing IT systems at the procurers' premises. A total of 28 patients diagnosed with hypertension and 26 professionals were interviewed. The interviewees identified 98 functional requirements, grouped in the nine building blocks. A total of nine use cases and their corresponding process models were defined by the procurers' working group. As result, a digitally enabled integrated approach to hypertension has been designed to allow citizens to learn how to prevent the development of hypertension and lead a healthy lifestyle, and to receive comprehensive, individualised treatment in close collaboration with healthcare professionals.


Subject(s)
Health Services , Hypertension , Delivery of Health Care , Health Personnel , Humans , Hypertension/prevention & control
10.
Eval J Australas ; 22(1): 18-29, 2022 Mar.
Article in English | MEDLINE | ID: covidwho-1556925

ABSTRACT

This paper details disruption and innovation in digital evaluation practice at Movember, as a result of the COVID-19 pandemic. The paper examines a men's digital health intervention (DHI) - Movember Conversations - and the product pivot that was necessary to ensure it could respond to the pandemic. The paper focuses on the implications of the pivot for the evaluation and how the evaluation was adapted to the COVID-19 exigencies. It details the redesign of the evaluation to ensure methods wrapped around the modified product and could deliver real-time, practical insights. The paper seeks to fill knowledge gaps in the DHI evaluation space and outlines four key principles that support evaluation re-design in an agile setting. These include a user-centred approach to evaluation design, proportionate data collection, mixed (and flexible) methodologies, and agile evaluation reporting. The paper concludes with key lessons and reflections from the evaluators about what worked at Movember, to support other evaluators planning digital evaluations.

11.
Stud Health Technol Inform ; 281: 901-905, 2021 May 27.
Article in English | MEDLINE | ID: covidwho-1247819

ABSTRACT

Care for patients with multimorbidity and long-term complex needs is costly and with demographic changes this group is growing. The research project Dignity Care addresses how to improve the care for this patient group by studying how a conceptual shared digital care plan for complex clinical pathways can guide and support cross-organisational care teams. This paper presents the user-centred design process for the digital care plan development. Panels of patients and health care professionals will participate in co-creation user workshops and simulation of complex patients' pathways. The main contribution from this work is recommendations for how to actively involve user groups in digital health development, applying a partly remote approach of user-centred design methodology during the Covid-19 pandemic.


Subject(s)
COVID-19 , Pandemics , Health Personnel , Humans , Multimorbidity , SARS-CoV-2
12.
Stud Health Technol Inform ; 275: 197-201, 2020 Nov 23.
Article in English | MEDLINE | ID: covidwho-983564

ABSTRACT

User-centred design involves end-users or user groups during all the parts of the development process. The research project Chronic Pain aims to develop a shared decision making application for patients and physicians, addressing individually adapted pain treatment. The project employs a user-centred design process, and in middle of it, Covid-19 pandemic social distancing restrictions were imposed. This paper presents how the user-centred design process together with a patient organisation was transformed to a digital approach and the experiences from performing a remote co-creation user workshop. The digital approximation had a satisfactory result and the main contribution lies in the sharing of recommendations for how to practically apply a remote user-centred design methodology.


Subject(s)
Chronic Pain , Coronavirus Infections , Pandemics , Pneumonia, Viral , Betacoronavirus , COVID-19 , Chronic Pain/therapy , Humans , Pain Management , SARS-CoV-2 , Telemedicine
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