user experience design

用户体验设计
  • 文章类型: Journal Article
    人口老龄化是21世纪医疗保健日益重要的考虑因素,继续获取数字健康信息并与之互动是老龄化人口面临的关键挑战。基于语音的智能虚拟助手(IVA)有望改善老年人的生活质量(QoL)。再加上生态瞬时评估(EMA),它们可以有效地从老年人那里收集重要的健康信息,尤其是当涉及到重复的基于时间的事件时。然而,老年人很难访问相同的EMA数据:尽管最新的IVA配备了显示器,尚未探索在独立IVA上可视化基于时间序列的EMA数据的有效性。为了调查在独立IVA上可视化基于时间序列的EMA数据的潜在机会,我们设计了一个原型系统,老年人可以在AmazonEchoShow上查询和检查时间序列EMA数据-这是一种广泛使用的商用独立基于屏幕的IVA。我们对一位老年病学家和一位年长的成年人进行了初步的半结构化访谈,并确定了在设计此类可视化时应仔细考虑的三个发现。
    Population aging is an increasingly important consideration for health care in the 21th century, and continuing to have access and interact with digital health information is a key challenge for aging populations. Voice-based Intelligent Virtual Assistants (IVAs) are promising to improve the Quality of Life (QoL) of older adults, and coupled with Ecological Momentary Assessments (EMA) they can be effective to collect important health information from older adults, especially when it comes to repeated time-based events. However, this same EMA data is hard to access for the older adult: although the newest IVAs are equipped with a display, the effectiveness of visualizing time-series based EMA data on standalone IVAs has not been explored. To investigate the potential opportunities for visualizing time-series based EMA data on standalone IVAs, we designed a prototype system, where older adults are able to query and examine the time-series EMA data on Amazon Echo Show - a widely used commercially available standalone screen-based IVA. We conducted a preliminary semi-structured interview with a geriatrician and an older adult, and identified three findings that should be carefully considered when designing such visualizations.
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  • 文章类型: Journal Article
    基于语音的智能虚拟助理(IVA)承诺通过引入免提和无眼交互的范例来改善医疗保健管理和生活质量(QOL)。然而,对于为老年人设计这样的系统所面临的挑战知之甚少,特别是当涉及到医疗保健相关的任务。为了解决这个问题,我们认为,老年人的医疗服务流程和QOL增强是患者和医疗服务提供者之间的一项协作任务.通过采访16名独立或半独立生活的老年人和5名提供者,我们确定了老年人在日常生活和健康管理过程中可能遇到的12个障碍.我们最终强调了在将基于语音的IVA集成到老年人生活中时可能引入的关键设计挑战和机遇。我们的工作将使研究和尝试创建成熟的IVA驱动的智能设备的从业者受益,以提供更好的护理并支持老年人口的QOL增加。
    Voice-based Intelligent Virtual Assistants (IVAs) promise to improve healthcare management and Quality of Life (QOL) by introducing the paradigm of hands-free and eye-free interactions. However, there has been little understanding regarding the challenges for designing such systems for older adults, especially when it comes to healthcare related tasks. To tackle this, we consider the processes of care delivery and QOL enhancements for older adults as a collaborative task between patients and providers. By interviewing 16 older adults living independently or semi-independently and 5 providers, we identified 12 barriers that older adults might encounter during daily routine and while managing health. We ultimately highlighted key design challenges and opportunities that might be introduced when integrating voice-based IVAs into the life of older adults. Our work will benefit practitioners who study and attempt to create full-fledged IVA-powered smart devices to deliver better care and support an increased QOL for aging populations.
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  • 文章类型: Journal Article
    背景:数字包容被认为是健康的关键社会决定因素,特别是对于老年人,他们可能由于身体原因而面临数字访问的重大障碍,感官,和社会限制。全球健康老龄化技术(AGATHA)头像是世界卫生组织为应对这些挑战而开发的虚拟健康老龄化教练。设计成一个全面的虚拟教练,AGATHA包括一个游戏化平台,涵盖多个与健康相关的主题和模块,旨在促进用户参与和促进健康老龄化。
    目的:这项研究的目的是探索马来西亚老年人在与AGATHA应用程序及其头像互动中的感知和用户体验。这项研究的重点是检查参与,可用性,以及该应用程序对健康素养和数字技能的教育影响。
    方法:我们对马来西亚六个州的郊区和农村社区的60岁及以上的成年人进行了定性研究。有意招募参与者,以确保代表各种社会经济和文化背景。每个参与者都参加了1小时的培训课程,以熟悉AGATHA的界面和功能。随后,要求所有参与者每周使用AGATHA应用程序2~3次,最长2周.在这个试验阶段完成后,进行了深入的访谈,以收集有关他们经历的详细反馈。
    结果:总体而言,参与者发现AGATHA是高度可访问和参与。据报道,该内容具有全面的结构,并以易于理解和提供信息的方式提供。此外,参与者发现该应用程序有助于增强他们对衰老中与健康相关问题的理解。收集的一些关键反馈强调需要增加交互式功能,以便与同行进行交互,更好地个性化适合个人健康状况的内容,以及用户体验设计的改进,以适应老年用户的特定需求。此外,建议在应用程序中增强决策支持功能,以更好地帮助用户做出健康决策。
    结论:原型数字健康教练程序AGATHA作为一种适合初学者的用户友好工具而广受好评,也被认为是有用的,以提高老年人的数字素养和信心。这项研究的结果为设计其他针对老年人的数字健康工具和干预措施提供了重要的见解。强调以用户为中心的设计和个性化的重要性,以改善老年人对数字健康解决方案的采用。这项研究也是进一步发展和完善数字健康计划的有用起点,旨在促进包容性,支持老年人的数字环境。
    Digital inclusion is considered a pivotal social determinant of health, particularly for older adults who may face significant barriers to digital access due to physical, sensory, and social limitations. Avatar for Global Access to Technology for Healthy Aging (AGATHA) is a virtual healthy aging coach developed by the World Health Organization to address these challenges. Designed as a comprehensive virtual coach, AGATHA comprises a gamified platform that covers multiple health-related topics and modules aimed at fostering user engagement and promoting healthy aging.
    The aim of this study was to explore the perception and user experience of Malaysian older adults in their interactions with the AGATHA app and its avatar. The focus of this study was to examine the engagement, usability, and educational impact of the app on health literacy and digital skills.
    We performed a qualitative study among adults 60 years and older from suburban and rural communities across six states in Malaysia. Participants were purposefully recruited to ensure representation across various socioeconomic and cultural backgrounds. Each participant attended a 1-hour training session to familiarize themselves with the interface and functionalities of AGATHA. Subsequently, all participants were required to engage with the AGATHA app two to three times per week for up to 2 weeks. Upon completion of this trial phase, an in-depth interview session was conducted to gather detailed feedback on their experiences.
    Overall, the participants found AGATHA to be highly accessible and engaging. The content was reported to have a comprehensive structure and was delivered in an easily understandable and informative manner. Moreover, the participants found the app to be beneficial in enhancing their understanding pertaining to health-related issues in aging. Some key feedback gathered highlighted the need for increased interactive features that would allow for interaction with peers, better personalization of content tailored to the individual\'s health condition, and improvement in the user-experience design to accommodate older users\' specific needs. Furthermore, enhancements in decision-support features within the app were suggested to better assist users in making health decisions.
    The prototype digital health coaching program AGATHA was well received as a user-friendly tool suitable for beginners, and was also perceived to be useful to enhance older adults\' digital literacy and confidence. The findings of this study offer important insights for designing other digital health tools and interventions targeting older adults, highlighting the importance of a user-centered design and personalization to improve the adoption of digital health solutions among older adults. This study also serves as a useful starting point for further development and refinement of digital health programs aimed at fostering an inclusive, supportive digital environment for older adults.
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  • 文章类型: Journal Article
    背景:睡眠问题在青少年中很常见,对身心健康和日常功能有不利影响。循证治疗,如失眠的认知行为疗法(CBT-I)通常很难获得,青少年不得从事和坚持更长时间,临床医生提供的干预措施。Brief,自我引导,需要可获得的睡眠干预措施。
    目的:探索为青少年开发的在线自助单次睡眠干预原型的用户体验。
    方法:11名17-19岁的参与者(8名女性,3名男性)参加了在线回顾性的大声思考访谈。参与者首先独立完成原型干预,然后逐页向参与者展示干预,并要求他们用言语表达自己的想法和经验。对成绩单进行了主题分析。
    结果:参与者发现干预有帮助。产生了四个主题-“教育性:学习,但更有趣\',\'轻松:更快,更轻松\',\'个性化:选择的力量\',和“积极性:只是好的共鸣”。主题\'教育:学习,但更多的乐趣\'包含两个子主题\'学习的机会\'和\'美学和学习\'。这些主题反映了参与者的观点,即干预是教育性的,个性化,面向解决方案且易于使用,但是可以结合更多的图形和视觉效果来帮助学习,并且可以通过修改其设计来变得更加轻松和积极。
    结论:研究结果传达了确保教育设计良好的内容的重要性,个性化,积极的语气,并且易于使用,同时设计针对青少年睡眠和心理健康的干预措施。它们还指出了进一步发展干预措施的领域。
    BACKGROUND: Sleep problems are common in adolescents and have detrimental impacts on physical and mental health and daily functioning. Evidence-based treatment like cognitive behaviour therapy for insomnia (CBT-I) is often hard to access, and adolescents may not engage in and adhere to longer, clinician-delivered interventions. Brief, self-guided, and accessible sleep interventions are needed.
    OBJECTIVE: To explore the user experience of a prototype online self-help single session sleep intervention developed for adolescents.
    METHODS: Eleven participants aged 17-19 years (8 females, 3 males) took part in online retrospective think-aloud interviews. Participants first completed the prototype intervention independently and were then shown the intervention page by page and asked to verbalise their thoughts and experiences. Transcripts were analyzed thematically.
    RESULTS: Participants found the intervention helpful. Four themes were generated - \'Educative: Learning, but more fun\', \'Effortless: Quicker and Easier\', \'Personalization: Power of Choice\', and \'Positivity: Just Good Vibes\'. The theme \'Educative: Learning, but more fun\' encompassed two sub-themes \'Opportunity to Learn\' and \'Aesthetics and Learning\'. These themes reflected participants\' views that the intervention was educative, personalised, solution-oriented and easy to use, but could incorporate more graphics and visuals to aid in learning and could be made more effortless and positive through modifications to its design.
    CONCLUSIONS: Findings convey the importance of ensuring educative well-designed content, personalization, a positive tone, and ease of use while designing interventions targeting adolescents\'s sleep and mental health. They also indicate areas for further developing the intervention.
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  • 文章类型: Systematic Review
    背景:移动应用程序是当今社会实践和社会努力的基本工具。然而,这些技术通常不适用于老年用户。鉴于这部分用户越来越多地使用移动应用程序,以及某些服务可能对他们的生活质量产生的影响,比如移动医疗,个人理财,或在线行政程序,移动应用程序设计师需要一套明确的指导方针。针对老年人的现有建议侧重于对某些老年人群体的调查,或者尚未从实验结果中提取。
    目的:在这项研究工作中,我们系统地回顾了为基于对老年人的可用性测试的移动应用程序设计提供建议的科学文献,并将这些建议组织成一套有意义的设计指南.
    方法:我们对2010年至2021年的期刊和会议文章进行了系统的文献综述。我们纳入了对60岁以上人群进行可用性测试的文章,并提出了有关移动软件设计的可转让指南,最终形成了40篇文章。然后,我们进行了3轮分析的主题分析,以提供其他不同建议的含义。在这个阶段,我们放弃了只有一篇文章提出的建议,基于特定的移动应用程序,因此是不可转让的,基于其他作者的文献(而不是基于可用性测试结果的建议),或者没有充分争论。剩下的建议,我们确定了共同点,为每个指导方针写了一份忠实的声明,使用了一套通用语言,并将指南分类,从而形成一组不同的建议。
    结果:在27个结果指南中,规则简化和增加交互式控件之间的大小和距离是横向的,意义最大。其余的指导方针分为5类(帮助和培训,导航,视觉设计,认知负荷,和交互)以及视觉设计中的相应子类别(布局,图标,和外观)和交互(输入和输出)。这些建议是结构化的,详细解释,并用从选定的研究中提取的应用实例进行说明,在适当的地方。我们讨论了应用这些准则的设计含义,与相关研究的背景。我们还讨论了以下方法的局限性,强调需要进行进一步的实验,以更好地了解老年人如何使用移动应用程序,以及如何在考虑到这些用户的情况下更好地设计此类应用程序。
    结论:编制的指南支持设计满足老年人需求的移动应用程序,因为它们基于对60岁以上用户的实际可用性测试结果。
    Mobile apps are fundamental tools in today\'s society for practical and social endeavors. However, these technologies are often not usable for older users. Given the increased use of mobile apps by this group of users and the impact that certain services may have on their quality of life, such as mobile health, personal finance, or online administrative procedures, a clear set of guidelines for mobile app designers is needed. Existing recommendations for older adults focus on investigations with certain groups of older adults or have not been extracted from experimental results.
    In this research work, we systematically reviewed the scientific literature that provided recommendations for the design of mobile apps based on usability testing with older adults and organized such recommendations into a meaningful set of design guidelines.
    We conducted a systematic literature review of journal and conference articles from 2010 to 2021. We included articles that carried out usability tests with populations aged >60 years and presented transferable guidelines on mobile software design, resulting in a final set of 40 articles. We then carried out a thematic analysis with 3 rounds of analysis to provide meaning to an otherwise diverse set of recommendations. At this stage, we discarded recommendations that were made by just 1 article, were based on a specific mobile app and were therefore nontransferrable, were based on other authors\' literature (as opposed to recommendations based on the results of usability tests), or were not sufficiently argued. With the remaining recommendations, we identified commonalities, wrote a faithful statement for each guideline, used a common language for the entire set, and organized the guidelines into categories, thereby giving shape to an otherwise diverse set of recommendations.
    Among the 27 resulting guidelines, the rules Simplify and Increase the size and distance between interactive controls were transversal and of the greatest significance. The rest of the guidelines were divided into 5 categories (Help & Training, Navigation, Visual Design, Cognitive Load, and Interaction) and consequent subcategories in Visual Design (Layout, Icons, and Appearance) and Interaction (Input and Output). The recommendations were structured, explained in detail, and illustrated with applied examples extracted from the selected studies, where appropriate. We discussed the design implications of applying these guidelines, contextualized with relevant studies. We also discussed the limitations of the approach followed, stressing the need for further experimentation to gain a better understanding of how older adults use mobile apps and how to better design such apps with these users in mind.
    The compiled guidelines support the design of mobile apps that cater to the needs of older adults because they are based on the results of actual usability tests with users aged >60 years.
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  • 文章类型: Editorial
    数字健康的基础组成部分包括收集和利用电子健康数据来改善健康和福祉。收集这些数据的核心技术之一是电子健康记录(EHR)。在这篇评论中,作者探索了数字健康和数据驱动的反思性实践之间的交叉,包括EHR在医疗保健领域支撑技术创新的作用概述。随后,他们认为,EHR是关于卫生专业人员和医疗团队绩效的丰富但未充分利用的信息来源,可以用来支持反思性实践和行为改变。EHR目前充当数据收集系统,而不是最终用户(如卫生专业人员和医疗机构)的数据参与和反映系统。应进一步考虑在EHR和其他临床信息系统的设计中支持卫生专业人员的反思性实践。
    A foundational component of digital health involves collecting and leveraging electronic health data to improve health and wellbeing. One of the central technologies for collecting these data are electronic health records (EHRs). In this commentary, the authors explore intersection between digital health and data-driven reflective practice that is described, including an overview of the role of EHRs underpinning technology innovation in healthcare. Subsequently, they argue that EHRs are a rich but under-utilised source of information on the performance of health professionals and healthcare teams that could be harnessed to support reflective practice and behaviour change. EHRs currently act as systems of data collection, not systems of data engagement and reflection by end users such as health professionals and healthcare organisations. Further consideration should be given to supporting reflective practice by health professionals in the design of EHRs and other clinical information systems.
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  • 文章类型: Journal Article
    自从Covid-19大流行以来,对学习经验或教学设计师的需求日益增长。因此,在线课程的用户体验(UX)设计的学习是在需求准备那些急需的专业人士。本文报告了这种完全在线的基于问题的课程的教育设计研究(EDR)的第一个圈子,该课程使用团体合同和同行评估来促进合作。从研究生课程的一系列数据源中收集了多个数据集,并由两名研究人员进行了分析。该研究产生了一些有意义的结果:(1)小组合同帮助学生顺利工作,并将目标集中在PBL中的协作学习上;(2)教师可以促进小组形成过程;(3)同伴评估有助于小组协作和监控;(4)协作技术对于协作至关重要。研究结果还揭示了PBL中协作学习的重要设计原则,可用于类似课程。此外,这项研究为如何在在线PBL环境中教授UX设计提供了一个成功的例子,并阐明了如何进一步改进类似的实践,同时为有限的UX设计学习研究做出贡献。
    UNASSIGNED:在线版本包含补充材料,可在10.1007/s10639-022-11495-6获得。
    Since the Covid-19 pandemic, there has been an increasing growing need for learning experience or instructional designers. As a result, online courses on user experience (UX) design for learning are in demand to prepare those much-needed professionals. This paper reports the first circle of educational design research (EDR) on such a completely online problem-based course using group contracts and peer-evaluations to promote collaborations. Multiple datasets were collected from a range of data sources from a graduate-level course and were analyzed by two researchers. The study yielded several meaningful results: (1) group contracts helped students work smoothly and keep goals focused on collaborative learning in PBL; (2) the instructor could facilitate the group formation process; (3) peer evaluations helped group collaboration and monitoring; and (4) collaborative technologies are critical for collaboration. The findings also revealed important design principles for collaborative learning in PBL that can be used in similar courses. In addition, this study provides a successful example of how to teach UX design in an online PBL environment, and sheds light on how to further improve similar practices while contributing to the limited body of research on UX design for learning.
    UNASSIGNED: The online version contains supplementary material available at 10.1007/s10639-022-11495-6.
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  • 文章类型: Journal Article
    高等教育可能会受益于调查替代的基于证据的在线学习方法,以了解学生的学习行为,同时考虑学生的社会认知动机特征。研究人员进行了一项基于设计的原位研究(DBR)研究,以研究学习者体验设计(LXD)方法,异步视频的部署方法,课程仪表板,和增强的用户体验。这项混合方法研究(N=181)评估了学生社会认知动机特征(自我效能感,任务值,自我调节)影响他们的学习行为(参与,阐述,批判性思维)源于LXD。社会认知动机特征对学习行为有正向预测作用。随着动机因素的增加,学生\'课程参与,阐述的用法,批判性思维能力提高了。自我效能感,任务值,自我调节解释了参与差异的31%,47%的批判性思维技能解释差异,57%的解释差异在阐述的用法中。作为预测器,任务价值信念显著增加了每个模型中解释方差的比例,以上的自我效能感和自我调节。定性内容分析证实了这些发现,解释LXD的努力是如何促成动机的,学习行为,和学习经验。结果表明,支持LXD和学生学习行为的机制可能是动态催化社会认知动机因素的结果。ThediscussionconcludedwiththeLXDaffirementsthatexplainthepositiveinfluencesinstudents\'socialcognitivemotivationalcharactersandlearningbehavior,同时还要考虑未来迭代的约束。
    Higher education may benefit from investigating alternative evidence-based methods of online learning to understand students\' learning behaviors while considering students\' social cognitive motivational traits. Researchers conducted an in situ design-based research (DBR) study to investigate learner experience design (LXD) methods, deploying approaches of asynchronous video, course dashboards, and enhanced user experience. This mixed-methods study (N = 181) assessed associations of students\' social cognitive motivational traits (self-efficacy, task-value, self-regulation) influencing their learning behaviors (engagement, elaboration, critical thinking) resulting from LXD. Social cognitive motivational traits were positively predictive of learning behaviors. As motivational factors increased, students\' course engagement, usage of elaboration, and critical thinking skills increased. Self-efficacy, task-value, and self-regulation explained 31% of the variance of engagement, 47% of the explained variance of critical thinking skills, and 57% of the explained variance in the usage of elaboration. As a predictor, task-value beliefs increased the proportion of explained variance in each model significantly, above self-efficacy and self-regulation. Qualitative content analysis corroborated these findings, explaining how LXD efforts contributed to motivations, learning behaviors, and learning experience. Results suggest that mechanisms underpinning LXD and students\' learning behaviors are likely the result of dynamically catalyzing social cognitive motivational factors. The discussion concludes with the LXD affordances that explain the positive influences in students\' social cognitive motivational traits and learning behaviors, while also considering constraints for future iterations.
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  • 文章类型: Journal Article
    自上个世纪以来,用户体验一直被视为产品和服务设计过程中的关键概念。随着积极心理学的发展,用户体验领域也发生了从消极到积极的用户体验的转变,它强调探索积极用户体验的未来可能性,而不仅仅是解决存在的问题。在研究和分析现有文献的基础上,这项研究明确了积极的用户体验研究应该基于“积极的体验,“并激发积极的情绪有利于改善积极的用户体验。在此基础上,将产品情感理论应用于“积极体验”的分析过程。\"通过词频筛选,专题分析,和相关性计算,产品刺激(对象,活动,和身份)和用户关注(目标,态度,和标准)基于积极的“用户评论”构建,从多个层面理解积极的用户体验。根据评论评分,积极的用户体验区间进行划分,以明确改进方向。最后,以“天使橙”无人零售终端为例,本研究进行了实证分析。作为一项探索性研究,这项研究可以为积极用户体验设计的定量研究过程提供一些见解,该过程可以从用户的“积极体验”故事中唤起积极的情绪。
    Since the last century, user experience has been regarded as a key concept in the process of product and service design. With the development of positive psychology, the transformation from negative to positive user experience has also taken place in the field of user experience; it emphasizes exploring the future possibility of positive user experience rather than just solving existing problems. Based on the research and analysis of existing literature, this study makes it clear that positive user experience research should be based on the \"positive experience,\" and arousing a positive emotion is conducive to improving positive user experience. On this basis, the product emotion theory is applied to the analysis process of \"positive experience.\" Through word frequency screening, thematic analysis, and correlation calculation, the relationship between product stimulus (object, activity, and identity) and user concern (goal, attitude, and standard) based on positive \"user comments\" is constructed, and positive user experience is understood from multiple levels. Based on the comment score, the positive user experience interval is divided in order to clarify the improvement direction. Finally, taking the \"Angel Orange\" unmanned retail terminal as an example, this study carried out an empirical analysis. As an exploratory study, this study can provide some insights into the quantitative research process of positive user experience design that evokes positive emotions from a user\'s \"positive experience\" story.
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  • 文章类型: Journal Article
    本文的目的是描述迭代设计,发展,并对癫痫儿童父母的新型健康学习环境进行了评估。mHealth学习环境是更广泛的行为干预措施的组成部分,称为eACT(儿童和技术中的癫痫依从性)。旨在提高癫痫儿童抗癫痫药物的依从性。eACTmHealth学习环境将学习科学的理论原理与以用户为中心的设计方法和先进的学习技术相结合,提供专门为成人学习者量身定制的高效而有吸引力的学习体验。
    eACTmHealth学习环境由跨三个主要阶段的多学科专家团队开发,包括:1)准备,2)迭代设计,3)迭代开发。准备阶段包括开发用户角色和进行焦点小组,确定了产品的用户需求和用例。迭代学习体验设计过程利用了快速原型,在不同版本之间改进了产品设计,导致最终的设计证明。在迭代开发阶段部署了可用性和用户体验方法来评估系统。
    迭代设计和开发的三个阶段的结果通过用户角色呈现,可用性数据,和定性分析。研究结果表明,eACTmHealth学习环境具有很高的实用性,并且与癫痫儿童的成人护理人员的独特需求相关。研究结果还表明,用户体验在很大程度上是积极的。
    本文揭示了关于形成性学习体验设计过程如何为成人学习者带来高度相关和可用的干预措施的关键见解。
    The purpose of this paper is to describe the iterative design, development, and evaluation of a novel mHealth learning environment for parents of children with epilepsy. The mHealth learning environment is a component of a broader behavioral intervention called eACT (Epilepsy Adherence in Children and Technology), which seeks to improve antiepileptic drug adherence in children with epilepsy. The eACT mHealth learning environment integrates theoretical principles from the learning sciences with user-centered design methods and advanced learning technologies to provide an efficient and appealing learning experience that is specifically tailored to adult learners.
    The eACT mHealth learning environment was developed by a multidisciplinary team of experts across three major phases including: 1) preparation, 2) iterative design, and 3) iterative development. The preparation phase included developing user personas and conducting focus groups, which identified user needs and use cases for the product. The iterative learning experience design process made use of rapid prototypes in which the product design was improved between versions, resulting in a final design proof. Usability and user experience methods were deployed to evaluate the system during the iterative development phase.
    Results from three phases of iterative design and development are presented through user personas, usability data, and qualitative analysis. Findings suggest the eACT mHealth learning environment is highly usable and relevant to the unique needs of adult caregivers of children with epilepsy. Findings also suggest that user experience was largely positive.
    This paper reveals key insights about how formative learning experience design processes can lead to highly relevant and usable interventions for adult learners.
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