user-centered approach

  • 文章类型: Journal Article
    背景:用移动货币激励措施补充数字依从性技术(DAT)可能会提高其在支持结核病药物依从性方面的效用,然而,这种综合方法的可行性和可接受性仍不清楚。
    目的:本研究旨在描述一种名为MyMobileWallet的新型DAT干预措施的可行性和可接受性,该措施由实时依从性监测组成,短信提醒,以及低收入环境中结核病药物依从性的移动货币激励措施。
    方法:我们有目的地从姆巴拉拉的姆巴拉拉地区转诊医院招募结核病患者,乌干达,谁(1)开始结核病治疗时或在过去4周内,(2)拥有一部手机,(3)能够使用短信测试消息,(4)年龄≥18岁,和(5)住在姆巴拉拉区。在研究结束时(第6个月),我们使用接受和使用技术统一理论(UTAUT)的访谈和问卷调查来收集可行性和可接受性数据,反映患者使用我的移动钱包每个组件的经验。可行性还包括跟踪依从性监测器的功能(即,电子药盒)以及SMS短信和移动货币交付。我们使用内容分析方法对定性数据进行归纳分析,使用Stata(第13版;StataCorpLLC)对定量数据进行分析。
    结果:所有39名参与者报告说干预措施是可行的,因为他们易于使用(例如,访问和阅读短信),并按预期工作。几乎所有的短信(6880/7064,97.4%)都按计划发送。监测员传递的依从性数据效果良好,98.37%(5682/5776)的数据按计划传输。所有参与者还报告说,干预措施是可以接受的,因为它帮助他们按照规定服用结核病药物;移动货币激励措施减轻了他们与结核病相关的经济负担;短信提醒和基于电子药丸盒的警报提醒他们按时服药;参与者认为实时依从性监测在服药时“被监视”。这鼓励他们按时服药以表明他们的承诺。干预被认为是一种护理的标志,最终创造了情感支持和与医疗保健的联系感。参与者更喜欢每日短信提醒(32/39,82%),而不是与错过剂量相关的提醒(7/39,18%),引用结核病药物每天服用的事实。
    结论:在基于贫困的结构性障碍严重限制结核病治疗和护理的低资源环境中,使用与SMS短信提醒和移动货币激励措施相关的实时依从性监测结核病药物依从性是可行和可接受的。
    BACKGROUND: Complementing digital adherence technologies (DATs) with mobile money incentives may improve their utility in supporting tuberculosis medication adherence, yet the feasibility and acceptability of this integrated approach remain unclear.
    OBJECTIVE: This study aims to describe the feasibility and acceptability of a novel DAT intervention called My Mobile Wallet composed of real-time adherence monitoring, SMS text message reminders, and mobile money incentives for tuberculosis medication adherence in a low-income setting.
    METHODS: We purposively recruited people living with tuberculosis from the Mbarara Regional Referral Hospital in Mbarara, Uganda, who (1) were starting tuberculosis treatment at enrollment or within the past 4 weeks, (2) owned a mobile phone, (3) were able to use SMS test messaging, (4) were aged ≥18 years, and (5) were living in Mbarara district. At study exit (month 6), we used interviews and questionnaires informed by the unified theory of acceptance and use of technology (UTAUT) to collect feasibility and acceptability data, reflecting patients\' experiences of using each component of My Mobile Wallet. Feasibility also included tracking the functionality of the adherence monitor (ie, an electronic pillbox) as well as SMS text message and mobile money delivery. We used a content analytical approach to inductively analyze qualitative data and Stata (version 13; StataCorp LLC) to analyze quantitative data.
    RESULTS: All 39 participants reported that the intervention was feasible because it was easy for them to use (eg, access and read SMS text messages) and worked as expected. Almost all SMS text messages (6880/7064, 97.4%) were sent as planned. The transmission of adherence data from the monitor worked well, with 98.37% (5682/5776) of the data transmitted as planned. All participants additionally reported that the intervention was acceptable because it helped them take their tuberculosis medication as prescribed; the mobile money incentives relieved them of tuberculosis-related financial burdens; SMS text message reminders and electronic pillbox-based alarms reminded them to take their medication on time; and participants perceived real-time adherence monitoring as \"being watched\" while taking their medication, which encouraged them to take their medication on time to demonstrate their commitment. The intervention was perceived as a sign of care, which eventually created emotional support and a sense of connectedness to health care. Participants preferred daily SMS text message reminders (32/39, 82%) to reminders linked to missed doses (7/39, 18%), citing the fact that tuberculosis medication is taken daily.
    CONCLUSIONS: The use of real-time adherence monitoring linked to SMS text message reminders and mobile money incentives for tuberculosis medication adherence was feasible and acceptable in a low-resource setting where poverty-based structural barriers heavily constrain tuberculosis treatment and care.
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  • 文章类型: Journal Article
    本研究是创新的,因为我们遵循以用户为中心的方法来实现和训练工业RB-KAIROS+机器人上的两种工作记忆架构:GRU,最先进的建筑,和WorkMATe,受生物启发的替代品。尽管以用户为中心的方法对于创建舒适和安全的HRI至关重要,它们在工业环境中仍然很少见。缩小这个研究差距,我们对大量异质样本进行了两项在线用户研究.这些研究的主要目的是评估RB-KAIROS+机器人的外观,运动,和感知记忆功能之前(用户研究1)和机器人工作记忆的实施和训练(用户研究2)。在用户研究1中,我们进一步探索了参与者关于机器人记忆的想法,以及参与者发现机器人运动的哪些方面是积极的,他们会改变哪些方面。参与者的人口统计学背景和态度的影响得到了控制。在用户研究1中,参与者对机器人的总体评价是中等的。参与者的年龄和对机器人的消极态度导致了更多负面的机器人评价。根据探索性分析,这些影响是由感知到的低机器人体验驱动的。参与者表达了对机器人记忆的清晰想法和对保险箱的精确建议,高效,和舒适的机器人导航,这对进一步的研究和开发是有价值的。在用户研究2中,WorkMATe和GRU的实施导致对感知的机器人记忆的更积极的评价,但不是机器人的外观和动作。参与者对机器人的评价是由他们对机器人的积极看法驱动的。我们的结果表明,考虑到潜在用户的意见可以大大有助于有效和积极感知机器人导航,而用户对机器人的体验对于积极的HRI至关重要。
    The present research is innovative as we followed a user-centered approach to implement and train two working memory architectures on an industrial RB-KAIROS + robot: GRU, a state-of-the-art architecture, and WorkMATe, a biologically-inspired alternative. Although user-centered approaches are essential to create a comfortable and safe HRI, they are still rare in industrial settings. Closing this research gap, we conducted two online user studies with large heterogeneous samples. The major aim of these studies was to evaluate the RB-KAIROS + robot\'s appearance, movements, and perceived memory functions before (User Study 1) and after the implementation and training of robot working memory (User Study 2). In User Study 1, we furthermore explored participants\' ideas about robot memory and what aspects of the robot\'s movements participants found positive and what aspects they would change. The effects of participants\' demographic background and attitudes were controlled for. In User Study 1, participants\' overall evaluations of the robot were moderate. Participant age and negative attitudes toward robots led to more negative robot evaluations. According to exploratory analyses, these effects were driven by perceived low experience with robots. Participants expressed clear ideas of robot memory and precise suggestions for a safe, efficient, and comfortable robot navigation which are valuable for further research and development. In User Study 2, the implementation of WorkMATe and GRU led to more positive evaluations of perceived robot memory, but not of robot appearance and movements. Participants\' robot evaluations were driven by their positive views of robots. Our results demonstrate that considering potential users\' views can greatly contribute to an efficient and positively perceived robot navigation, while users\' experience with robots is crucial for a positive HRI.
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  • 文章类型: Journal Article
    背景:多年来,针对痴呆症患者及其家庭护理人员的基于Web的工具已大大增加,并为一些未满足的需求提供了有希望的解决方案,例如支持日常生活中的自我护理。促进治疗交付,或确保他们的沟通能力。在痴呆症患者及其家庭照顾者的预先护理计划(ACP)领域使用基于网络的工具还有待探索,需要仔细考虑,鉴于痴呆症患者及其家人的敏感话题和特殊需求。
    目的:本文报告了一项旨在开发和同时测试ACP网站可用性的研究协议,和,痴呆症患者及其家人。
    方法:网站的开发基于用于开发基于网络的决策支持干预措施的过程图以及用于复杂干预措施开发和评估的医学研究委员会框架。此外,我们在整个开发过程中采用以用户为中心的方法,结合患者和公众参与(PPI).我们描述了我们对网站的迭代开发方法。参与者和PPI小组对ACP网站的4个原型提供反馈。对于每次迭代,我们的目标是包括12名参与者(3名痴呆症患者,3家庭照顾者,和3个二元组合)在可用性测试中。在前3次迭代中,可用性测试包括(1)大声思考练习,(2)研究者的观察,(3)系统可用性量表问卷。可用性测试的最后一次迭代由评估布局的半结构化访谈组成,内容,面部有效性,和网站的可读性。使用主题分析对来自大声思考练习和访谈的定性数据进行分析。计算系统可用性量表问卷的平均得分。
    结果:本研究获得布鲁塞尔自由大学布鲁塞尔大学医院伦理审查委员会的批准。2021年10月开始招聘。提交开发和可用性测试结果的目标日期为2023年。
    结论:本协议中的方法描述了一种可行且包容的方法,以与痴呆症患者一起开发ACP网站。他们的家庭照顾者,和其他利益相关者。我们提供了如何结合PPI输入和以用户为中心的开发方法的清晰概述,导致透明和可靠的开发过程。该协议可能会刺激痴呆症患者的积极参与,他们的照顾者,和区域利益相关者在未来的网络技术研究中。这项研究的结果将用于完善设计,并创建一个相关且用户友好的ACP网站,该网站已准备好在更大的评估研究中进行测试。
    DERR1-10.2196/46935。
    BACKGROUND: Web-based tools for people with dementia and their family caregivers have considerably increased over the years and offer promising solutions to several unmet needs such as supporting self-care in daily life, facilitating treatment delivery, or ensuring their ability to communicate. The use of web-based tools in the field of advance care planning (ACP) for people with dementia and their family caregivers has yet to be explored and requires careful consideration, given the sensitive topic and the specific needs of people with dementia and their families.
    OBJECTIVE: This paper reports the protocol for a study aiming to develop and simultaneously test the usability of an ACP website designed for, and with, people with dementia and their families.
    METHODS: The development of the website is based on a process map for the development of web-based decision support interventions and on the Medical Research Council framework for complex intervention development and evaluation. Additionally, we apply a user-centered approach in combination with patient and public involvement (PPI) throughout the development process. We describe our iterative development approach to the website. Participants and a PPI group give feedback on 4 prototypes of the ACP website. For each iteration, we aim to include 12 participants (3 people with dementia, 3 family caregivers, and 3 dyads) in usability testing. In the first 3 iterations, usability testing includes (1) a think-aloud exercise, (2) researcher observations, and (3) the System Usability Scale questionnaire. The last iteration of usability testing is composed of a semistructured interview assessing the layout, content, face validity, and readability of the website. Qualitative data from the think-aloud exercises and interviews are analyzed using thematic analysis. Mean scores are calculated for the System Usability Scale questionnaire.
    RESULTS: This study received approval from the Ethical Review Board of Brussels University Hospital of the Vrije Universiteit Brussel. Recruitment began in October 2021. The target date for paper submission of the results of the development and usability testing will be in 2023.
    CONCLUSIONS: The methods in this protocol describe a feasible and inclusive approach to the development of an ACP website together with people with dementia, their family caregivers, and other stakeholders. We provide a clear overview of how to combine PPI input and user-centered development methods, leading to a transparent and reliable development process. This protocol might stimulate the active participation of people with dementia, their caregivers, and regional stakeholders in future studies on web-based technologies. The results of this study will be used to refine the design and create a relevant and user-friendly ACP website that is ready to be tested in a larger evaluation study.
    UNASSIGNED: DERR1-10.2196/46935.
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  • 文章类型: Journal Article
    背景:尽管数字粘附技术(DAT)的使用越来越多,如结核病药物依从性的实时监控和短信提醒,据报道,患者对各种DAT的参与欠佳。此外,财务限制可能会限制DAT的效用。与结核病药物管理的移动货币财务激励措施相关的DAT的感知有用性和设计机制仍不清楚。
    目的:本研究的目的是描述一种名为MyMobileWallet的DAT干预措施的感知有用性和设计机制,它由实时依从性监测器组成,短信提醒,和移动资金激励措施,以支持低收入环境中的结核病药物依从性。
    方法:本研究在Mbarara地区转诊医院结核病诊所招募的结核病患者中使用了混合方法。我们有目的地抽取了21名18岁及以上的肺结核患者,拥有手机并能够使用SMS短信干预措施的人。我们还招募了9名在我们之前的研究中使用DAT的参与者。我们与30名参与者进行了焦点小组讨论,以征求对MyMobileWallet干预的初始版本的看法,然后按照以用户为中心的设计方法迭代地改进干预的后续版本,直到开发出适合他们需求的干预的测试版。还进行了调查,以获取有关参与者手机使用情况和对干预措施的看法的信息。内容分析用于归纳分析定性数据,以得出描述干预措施感知有用性的类别,关注,和设计机制。Stata(版本13;StataCorp)用于分析调查数据。
    结果:参与者表达了“我的手机钱包”干预措施在被提醒服药方面的有效性,支持运送到诊所,以及支付其他结核病药物相关费用的资金,所有这些都被认为意味着关心,这可以创造一种与医护人员的联系感。因此,这可能会导致参与者产生自我感知的需求,以证明他们对照顾他们的医护人员的坚持承诺,从而激发药物依从性。由于担心意外的结核病状况披露,20名(67%)参与者建议使用保密的短信语言-不容易与结核病相关。为了减少将资金用于其他竞争性需求的可能性,25(83%)的参与者更喜欢在预约前1-2天发送钱,以限制收到钱和访问诊所之间的时间间隔。
    结论:与移动货币金融激励措施相结合的DAT可能会提供可接受的提醒方法,支持,并激励患者坚持服用结核病药物。
    背景:ClinicalTrials.govNCT05656287;https://clinicaltrials.gov/ct2/show/NCT05656287。
    BACKGROUND: Although there is an increasing use of digital adherence technologies (DATs), such as real-time monitors and SMS reminders in tuberculosis medication adherence, suboptimal patient engagement with various DATs has been reported. Additionally, financial constraints can limit DAT\'s utility. The perceived usefulness and the design mechanisms of DATs linked to mobile money financial incentives for tuberculosis medication management remain unclear.
    OBJECTIVE: The aim of this study is to describe the perceived usefulness and design mechanisms for a DAT intervention called My Mobile Wallet, which is composed of real-time adherence monitors, SMS reminders, and mobile money incentives to support tuberculosis medication adherence in a low-income setting.
    METHODS: This study used mixed methods approaches among persons with tuberculosis recruited from the Tuberculosis Clinic in the Mbarara Regional Referral Hospital. We purposively sampled 21 persons with tuberculosis aged 18 years and older, who owned cell phones and were able to use SMS text messaging interventions. We also enrolled 9 participants who used DATs in our previous study. We used focus group discussions with the 30 participants to solicit perceptions about the initial version of the My Mobile Wallet intervention, and then iteratively refined subsequent versions of the intervention following a user-centered design approach until the beta version of the intervention that suited their needs was developed. Surveys eliciting information about participants\' cell phone use and perceptions of the intervention were also administered. Content analysis was used to inductively analyze qualitative data to derive categories describing the perceived usefulness of the intervention, concerns, and design mechanisms. Stata (version 13; StataCorp) was used to analyze survey data.
    RESULTS: Participants expressed the perceived usefulness of the My Mobile Wallet intervention in terms of being reminded to take medication, supported with transport to the clinic, and money to meet other tuberculosis medication-related costs, all of which were perceived to imply care, which could create a sense of connectedness to health care workers. This could consequently cause participants to develop a self-perceived need to prove their commitment to adherence to health care workers who care for them, thereby motivating medication adherence. For fear of unintended tuberculosis status disclosure, 20 (67%) participants suggested using SMS language that is confidential-not easily related to tuberculosis. To reduce the possibilities of using the money for other competing demands, 25 (83%) participants preferred sending the money 1-2 days before the appointment to limit the time lag between receiving the money and visiting the clinic.
    CONCLUSIONS: DATs complemented with mobile money financial incentives could potentially provide acceptable approaches to remind, support, and motivate patients to adhere to taking their tuberculosis medication.
    BACKGROUND: ClinicalTrials.gov NCT05656287; https://clinicaltrials.gov/ct2/show/NCT05656287.
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  • 文章类型: Journal Article
    仪表板越来越多地用于卫生领域,文献指出,准确高效的仪表板不仅需要处理数据问题,同时还要确保仪表板是用户友好的,并包含用户的观点和需求。将证据和数据整合到决策辅助工具中,如仪表板,评估和监测城市环境中的环境卫生(EH)需要仔细的设计。离开EH证据并利用EH利益相关者和专家的观点,这项研究旨在定义仪表板的要求,以帮助决策者在里斯本城市环境中分析和可视化EH信息。为了设定这些要求,它结合了以用户为中心的设计卡方法,以吸引潜在的EH最终用户,从而收集他们的可视化偏好并收集与仪表板要求相关的信息。具体来说,三个在线小组半结构化访谈,涉及来自不同组织的11个潜在最终用户,进行了;在访谈中使用了关于建筑和自然环境决定因素的17个指标的可视化选项的设计卡,以捕获参与者的偏好及其基本原理;还询问了有关其他仪表板功能的问题;访谈的结果被合成为四个单独的,但是相互关联的特征,并将仪表板的11项要求用于监控里斯本的EH。本研究通过产生知识来告知仪表板构造,从而为EH文献做出贡献。通过突出与可用性相关的问题,分析,以及数据的可视化,为城市环境中的EH决策提供信息,并通过设计一种可以复制到其他EH仪表板上下文的方法。
    Dashboards are being increasingly used in the health field, and literature points out that accurate and efficient dashboards require not only dealing with data issues, but also ensuring that dashboards are user-friendly and that incorporate users\' views and needs. The integration of evidence and data into decision aiding tools, such as dashboards, to assess and monitor environmental health (EH) in urban settings requires careful design. Departing from EH evidence and making use of the views of EH stakeholders and experts, this study aimed at defining requirements for a dashboard to help decision-makers analyzing and visualizing EH information in the Lisbon urban context. In order to set those requirements, it was combined a user-centered with a design card approach to engage EH potential end-users so as to collect their visualization preferences and gather information related to dashboard requirements. Specifically, three online group semi-structured interviews, involving 11 potential end-users from different organizations, were conducted; design cards with a set of visualization options regarding 17 indicators of built and natural environment determinants were used in the interviews to capture participants\' preferences and their rationale; questions about other dashboard features were also asked; and the results from the interviews were synthesized into four separate, but interrelated features, and operationalized into 11 requirements for a dashboard to monitor EH in Lisbon. This study contributes to EH literature by producing knowledge to inform dashboard construction, by highlighting issues related with the usability, analysis, and visualization of data to inform EH decision-making in urban contexts, and by designing an approach that can be replicated to other EH dashboard contexts.
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  • 文章类型: Journal Article
    背景:在接受适当的自我管理教育的T1D儿童中,可以延迟或预防1型糖尿病(T1D)的并发症。基于智能手机的严肃游戏越来越多地被用作教学自我管理的有效工具。当开发一个严肃的游戏时,开发过程必须以用户为中心。传统上,当儿童参与发展过程时,已经使用了不同的面对面方法。然而,面对面的数据收集并不总是可行的。在这种情况下,远程通信可以用来开发一个严肃的游戏。
    目的:本研究的目的是开发一种以用户为中心的基于智能手机的严肃游戏,该游戏通过远程通信在游戏的开发和评估中教授针对8-14岁T1D儿童碳水化合物摄入量的自我管理。
    方法:基于智能手机的严肃游戏原型的开发和评估受到精益原则的启发,并应用了以用户为中心的方法。开发过程包括1个专家访谈和与T1D儿童的设计研讨会。在访谈和设计研讨会结果的基础上,使用MicrosoftPowerPoint开发了一个严肃的游戏原型。对严肃游戏原型的评估包括对营养师的采访和对T1D儿童的测试。所有数据均使用距离通信收集。
    结果:开发并评估了以用户为中心的基于智能手机的严肃游戏原型。与营养师的专家访谈为游戏中的学习成果奠定了基础。四个孩子和他们的父母对偏好做出了贡献,需要,requirements,以及游戏设计的选定部分的想法。营养师对原型进行了积极的评估,并验证了其内容和准确性。严肃的游戏原型在游戏测试中受到孩子和他们的父母的欢迎。严肃的游戏原型被认为是一种有用且引人入胜的学习方式。然而,难度级别不合适,对于一年多前被诊断的参与者来说,这些信息太基本了。使用数字通信平台没有造成任何问题。
    结论:基于智能手机的严肃游戏原型有可能成为教授疾病自我管理的有用且有吸引力的工具。事实证明,使用远程通信是开发严肃游戏的有用方法。
    BACKGROUND: The complications of type 1 diabetes (T1D) can be delayed or prevented in children with T1D who receive proper self-management education. Smartphone-based serious games are increasingly being used as an effective tool for teaching self-management. When developing a serious game, it is important that the development process be user-centered. Traditionally, different face-to-face methods have been used when children participate in the development process. However, face-to-face data collection is not always feasible. In such situations, distance communication can be used when developing a serious game.
    OBJECTIVE: The objective of this study is to develop a user-centered smartphone-based serious game that teaches self-management focused on carbohydrate intake in children aged 8-14 years with T1D using distance communication in both the development and evaluation of the game.
    METHODS: The development and evaluation of a smartphone-based serious game prototype was inspired by the Lean principles, and a user-centered approach was applied. The development process included 1 expert interview and design workshops with children with T1D. On the basis of the interview and design workshop results, a serious game prototype was developed using Microsoft PowerPoint. The evaluation of the serious game prototype included an interview with a dietitian and a playtest with children with T1D. All data were collected using distance communication.
    RESULTS: A user-centered smartphone-based serious game prototype was developed and evaluated. The expert interview with the dietitian formed the basis for the learning outcomes in the game. Four children and their parents contributed to the preferences, needs, requirements, and ideas for selected parts of the game design. The dietitian evaluated the prototype positively and validated its content and accuracy. The serious game prototype was well-received by the children and their parents during the playtest. The serious game prototype was perceived as a useful and engaging way to learn. However, the difficulty level was not appropriate, and the information was too basic for participants who had been diagnosed over a year ago. The use of digital communication platforms did not cause any problems.
    CONCLUSIONS: The smartphone-based serious game prototype has the potential to be a useful and attractive tool for teaching disease self-management. The use of distance communication proved to be a useful approach in the development of a serious game.
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  • 文章类型: Journal Article
    UNASSIGNED: A user-centered approach is critical for increasing the adherence to and effectiveness of an internet- and mobile-based intervention program. Therefore, potential future intervention users were involved in the development of an internet- and mobile-based cognitive behavioral therapy program (iCBT) for adolescents and young adults (AYA) with chronic medical conditions and comorbid symptoms of anxiety or depression. We aimed to identify challenges and coping strategies of the intended target group, as well as their needs and preferred intervention characteristics for an iCBT program.
    UNASSIGNED: Twenty AYA (aged 14-20, 60% females) with either type 1 diabetes (55%), juvenile idiopathic arthritis (25%) or cystic fibrosis (20%) were interviewed in condition-specific focus groups (4-11 participants per group) either via videoconferencing or face-to-face. Transcript verbatim data was analyzed using content analysis.
    UNASSIGNED: Frequently reported disease-specific burdens were among others fear of disease progression, non-acceptance of disease and stressful incidents related to and aversions against medical therapy. Most frequently reported coping strategies included, seeking social support and accepting the disease. Recommendations for the content of an iCBT for comorbid symptoms of anxiety and depression comprised: dealing with disease-related fears and getting advice on health-promoting lifestyles. iCBT characteristics considered preferable by participants were: providing individual feedback by a real-person; implementation of a feature to monitor treatment progress; youthful and varied content presentation; time per session not exceeding 1 h; non-involvement of parents. A mobile-based reminder feature was considered useful, and individual tailoring and self-determination of iCBT content was considered desirable.
    UNASSIGNED: The findings highlight important patient perspectives and age-specific recommendations which can help design more optimal iCBT interventions for AYA with chronic medical conditions.
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  • 文章类型: Journal Article
    增强现实(AR)通过将虚拟对象实时投影到现实世界中来增强用户的环境。脑机接口(BCI)是使用户能够使用大脑信号控制外部设备的系统。BCI可以利用AR技术与物理和虚拟世界进行交互,并探索显示反馈的新方法。这对于用户在物理世界中操作时感知和调节他们的大脑活动或塑造他们的通信意图非常重要。在这项研究中,12名健康参与者被介绍给并被要求在两个运动想象任务之间进行选择:心理绘画和与虚拟立方体交互。参与者首先进行了功能性定位信标运行,用于选择单个fNIRS通道,以在随后的八个选择编码运行中解码其意图。在每次跑步中,参与者都被要求从六项列表中选择一个选项。计算机屏幕上显示了一个旋转的AR立方体作为主要刺激,其中立方体的每个面呈现6s,代表六项列表中的一个选择。连续五次试验,当代表他们选择的立方体面对参与者时,他们被指示执行运动想象任务(同时对所选选择进行时间编码).在每次跑步结束时,根据对所有5项试验的联合分析,为参与者提供了解码选择.如果解码的选择不正确,参与者应用了主动纠错程序.在每次运行中提供的选择列表基于先前运行的解码选择。如果所有选择都正确解码,则实验设计允许参与者通过由四个级别组成的虚拟菜单进行两次导航。在这里,我们首次展示了通过使用AR反馈和搜索树形式的灵活选择编码,我们可以增加BCI系统的自由度。我们还表明,参与者可以成功地通过嵌套菜单进行导航,并使用单个运动图像任务和单个fNIRS通道实现74%的平均准确度。
    Augmented reality (AR) enhances the user\'s environment by projecting virtual objects into the real world in real-time. Brain-computer interfaces (BCIs) are systems that enable users to control external devices with their brain signals. BCIs can exploit AR technology to interact with the physical and virtual world and to explore new ways of displaying feedback. This is important for users to perceive and regulate their brain activity or shape their communication intentions while operating in the physical world. In this study, twelve healthy participants were introduced to and asked to choose between two motor-imagery tasks: mental drawing and interacting with a virtual cube. Participants first performed a functional localizer run, which was used to select a single fNIRS channel for decoding their intentions in eight subsequent choice-encoding runs. In each run participants were asked to select one choice of a six-item list. A rotating AR cube was displayed on a computer screen as the main stimulus, where each face of the cube was presented for 6 s and represented one choice of the six-item list. For five consecutive trials, participants were instructed to perform the motor-imagery task when the face of the cube that represented their choice was facing them (therewith temporally encoding the selected choice). In the end of each run, participants were provided with the decoded choice based on a joint analysis of all five trials. If the decoded choice was incorrect, an active error-correction procedure was applied by the participant. The choice list provided in each run was based on the decoded choice of the previous run. The experimental design allowed participants to navigate twice through a virtual menu that consisted of four levels if all choices were correctly decoded. Here we demonstrate for the first time that by using AR feedback and flexible choice encoding in form of search trees, we can increase the degrees of freedom of a BCI system. We also show that participants can successfully navigate through a nested menu and achieve a mean accuracy of 74% using a single motor-imagery task and a single fNIRS channel.
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  • 文章类型: Journal Article
    The objective of this study was to identify criteria to be considered when developing an exoskeleton for low-back pain patients by exploring the perceptions and expectations of potential end users.
    Psychosocial, psychological, physical load, and personality influence incidence of low-back pain. Body-worn assistive devices that passively support the user\'s trunk, that is exoskeletons, can decrease mechanical loading and potentially reduce low-back pain. A user-centered approach improves patient safety and health outcomes, increases user satisfaction, and ensures usability. Still, previous studies have not taken psychological factors and the early involvement of end users into account.
    We conducted focus group studies with low-back pain patients (n = 4) and health care professionals (n = 8). Focus group sessions were audio-recorded, transcribed, and analyzed, using the general inductive approach. The focus group discussions included trying out an available exoskeleton. Questions were designed to elicit opinions about exoskeletons, desired design specifications, and usability.
    Important design characteristics were comfort, individual adjustability, independency in taking it on and off, and gradual adjustment of support. Patients raised concerns over loss of muscle strength. Health care professionals mentioned the risk of confirming disability of the user and increasing guarded movement in patients.
    The focus groups showed that implementation of a trunk exoskeleton to reduce low-back pain requires an adequate implementation strategy, including supervision and behavioral coaching.
    For health care professionals, the optimal field of application, prevention or rehabilitation, is still under debate. Patients see potential in an exoskeleton to overcome their limitations and expect it to improve their quality of life.
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  • 文章类型: Journal Article
    A pharmacogenomic clinical decision support tool (PGx-CDS) for thiopurine medications can help physicians incorporate pharmacogenomic results into prescribing decisions by providing up-to-date, real-time decision support. However, the PGx-CDS user interface may introduce errors and promote alert fatigue. The objective of this study was to develop and evaluate a prototype of a PGx-CDS user interface for thiopurine medications with user-centered design methods.
    This study had two phases: In phase I, we conducted qualitative interviews to assess providers\' information needs. Interview transcripts were analyzed through a combination of inductive and deductive qualitative analysis to develop design requirements for a PGx-CDS user interface. Using these requirements, we developed a user interface prototype and evaluated its usability (phase II).
    In total, 14 providers participated: 10 were interviewed in phase I, and seven providers completed usability testing in phase II (3 providers participated in both phases). Most (90%) participants were interested in PGx-CDS systems to help improve medication efficacy and patient safety. Interviews yielded 11 themes sorted into two main categories: 1) health care providers\' views on PGx-CDS and 2) important design features for PGx-CDS. We organized these findings into guidance for PGx-CDS content and display. Usability testing of the PGx-CDS prototype showed high provider satisfaction.
    This is one of the first studies to utilize a user-centered design approach to develop and assess a PGx-CDS interface prototype for Thiopurine Methyltransferase (TPMT). This study provides guidance for the development of a PGx-CDS, and particularly for biomarkers such as TPMT.
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