1,661 research outputs found

    Moving towards Sustainable Electronic Health Applications

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    Electronic healthcare applications, both web-based and mobile health (mHealth) provide new modalities for chronic disease. These tools allow patients to track their symptoms and help them manage their condition. The sustainability of these tools is often not considered during their development. To ensure these applications can be adopted and sustainable, where policy differs amongst states and provinces, we must present the benefits of our findings to highlight the justification for its development. For technology to be sustainable it has to utilize infrastructure that is secure, stable and to be agile so that it can be deployed quickly with minimal interruption to patients, family members and healthcare professionals

    Consumer Health Informatics: Empowering Healthy-Lifestyle-Seekers Through mHealth

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    People are at risk from noncommunicable diseases (NCD) and poor health habits, with interventions like medications and surgery carrying further risk of adverse effects. This paper addresses ways people are increasingly moving to healthy living medicine (HLM) to mitigate such health threats. HLM-seekers increasingly leverage mobile technologies that enable control of personal health information, collaboration with clinicians/other agents to establish healthy living practices. For example, outcomes from consumer health informatics research include empowering users to take charge of their health through active participation in decision-making about healthcare delivery. Because the success of health technology depends on its alignment/integration with a person's sociotechnical system, we introduce SEIPS 2.0 as a useful conceptual model and analytic tool. SEIPS 2.0 approaches human work (i.e., life's effortful activities) within the complexity of the design and implementation of mHealth technologies and their potential to emerge as consumer-facing NLM products that support NCDs like diabetes

    mHealth Technology: Towards a New Persuasive Mobile Application for Caregivers That Addresses Motivation and Usability

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    With the increasing use of mobile technologies and smartphones, new methods of promoting personal health have been developed. For example, there is now software for recording and tracking one\u27s exercise activity or blood pressure. Even though there are already many of these services, the mobile health field still presents many opportunities for new research. One apparent area of need would be software to support the efforts of caregivers for the elderly, especially those who suffer from multiple chronic conditions, such as cognitive impairment, chronic heart failure or diabetes. Very few mobile applications (apps) have been created that target caregivers of the elderly and most seem to be limited to a single condition or to creating generic to-do lists or tracking medications. None seem to address the complex tracking of multiple chronic conditions, nor one of the key difficulties found with written checklists for this population, namely that caregivers quit recording health information regularly as time passes. This dissertation will explore methods for improving the consistency of usage of health tracking software for the caregivers of the elderly with multiple chronic conditions by creating designs that explicitly address the context and motivations of caregivers. This work will assess a number of existing approaches and provide a design and a prototype for a new motivating application to help the caregivers of patients with multiple chronic conditions. It will assess how well the tool seems to address factors associated with intrinsic motivation (e.g. autonomy, competence, relatedness, and feedback). The overall usability of the software application will also be addressed, following guidelines from ISO standards and Nielsen’s theories

    A case study in open source innovation: developing the Tidepool Platform for interoperability in type 1 diabetes management.

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    OBJECTIVE:Develop a device-agnostic cloud platform to host diabetes device data and catalyze an ecosystem of software innovation for type 1 diabetes (T1D) management. MATERIALS AND METHODS:An interdisciplinary team decided to establish a nonprofit company, Tidepool, and build open-source software. RESULTS:Through a user-centered design process, the authors created a software platform, the Tidepool Platform, to upload and host T1D device data in an integrated, device-agnostic fashion, as well as an application ("app"), Blip, to visualize the data. Tidepool's software utilizes the principles of modular components, modern web design including REST APIs and JavaScript, cloud computing, agile development methodology, and robust privacy and security. DISCUSSION:By consolidating the currently scattered and siloed T1D device data ecosystem into one open platform, Tidepool can improve access to the data and enable new possibilities and efficiencies in T1D clinical care and research. The Tidepool Platform decouples diabetes apps from diabetes devices, allowing software developers to build innovative apps without requiring them to design a unique back-end (e.g., database and security) or unique ways of ingesting device data. It allows people with T1D to choose to use any preferred app regardless of which device(s) they use. CONCLUSION:The authors believe that the Tidepool Platform can solve two current problems in the T1D device landscape: 1) limited access to T1D device data and 2) poor interoperability of data from different devices. If proven effective, Tidepool's open source, cloud model for health data interoperability is applicable to other healthcare use cases

    Effect of Values and Technology Use on Exercise: Implications for Personalized Behavior Change Interventions

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    Technology has recently been recruited in the war against the ongoing obesity crisis; however, the adoption of Health & Fitness applications for regular exercise is a struggle. In this study, we present a unique demographically representative dataset of 15k US residents that combines technology use logs with surveys on moral views, human values, and emotional contagion. Combining these data, we provide a holistic view of individuals to model their physical exercise behavior. First, we show which values determine the adoption of Health & Fitness mobile applications, finding that users who prioritize the value of purity and de-emphasize values of conformity, hedonism, and security are more likely to use such apps. Further, we achieve a weighted AUROC of .673 in predicting whether individual exercises, and we also show that the application usage data allows for substantially better classification performance (.608) compared to using basic demographics (.513) or internet browsing data (.546). We also find a strong link of exercise to respondent socioeconomic status, as well as the value of happiness. Using these insights, we propose actionable design guidelines for persuasive technologies targeting health behavior modification

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

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    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    Trends in Patient Generated Data – An Initial Review

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    In recent years, patient-centered care has gained significant momentum in healthcare and the patient is more involved as an active participant in data generation. In this state of the art review we identify trends in patient generated data (PGD) and areas in need of further research by reviewing papers published in the health tracks of five high-ranked IS conferences. Our results suggest that research is mostly empirically grounded and primarily focuses on sickness rather than wellness issues. There is an emphasis on chronic diseases and self-management, dealing with user motivation, and a focus mostly on mobile apps. Though technology plays an important part, there is scarce problematization of and theorization on PGD. Further studies are needed that investigate the effects of PGD on patients and healthcare providers, include a wider range of issues and incorporate wearable devices more comprehensively

    Catarina I. Reis 1,* , ClĂĄudia Pernencar 2,3, Marta Carvalho 1 , Pedro Gaspar 1 , Ricardo Martinho 4,5 , Roberta Frontini 1,6, Rodrigo Alves 1 and Pedro Sousa

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    Obesity is a chronic condition that influences the quality of life of patients and families while increasing the economic burden for the world population. Multidisciplinary prevention programs are crucial to address it, allowing an early introduction of healthy behaviors into daily habits. Mobile health interventions provide adequate support for these programs, especially considering the gamification techniques used to promote users’ engagement. TeenPower is a multidisciplinary mHealth intervention program conducted in Portugal during 2018 to empower adolescents, promoting healthy behaviors while preventing obesity. An agile software development process was applied to the development of the digital platform that holds a web-based application and a mobile application. We also propose a model for future developments based on the user-centered design approach adopted for this development and the assessment conducted in each phase. The user-centered design approach model proposed has three distinct phases: (1) design study; (2) pre-production usability tests; and (3) post-production data. Phase 1 allowed us to obtain the high-fidelity version of the graphical user interfaces (n = 5). Phase 2 showed a task completion success rate of 100% (n = 5). Phase 3 was derived from statistical analysis of the usage of the platform by real end users (n = 90). We achieved an average retention rate of 35% (31 out of 90 participants). Each technique has provided input for the continuous design and improvement of the platform. This allowed the creation of a tailored platform that could meet users’ expectations. Nevertheless, the retention rate decreased significantly over a short period of time, revealing the need for further work in the improvement of the gamification experience.info:eu-repo/semantics/publishedVersio

    Co-Designing a Medication Notification Application with Multi-Channel Reminders

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    Evidence suggests that medication adherence applications (apps) are one of the most effective methods to remind patients to take medication on time. Reminders via apps are overwhelming today, consumers discard using them after a brief period of initial usage, eventually becoming unfavourable towards them and not using them at all. This study aims to qualitatively determine the key features and design of medication reminder apps that facilitate or disrupt usage from the users’ perceptive. Three focus groups were conducted with participants aged between 15 and 65+ (N= 12). The participants evaluated a smart medication reminder prototype, then sketched and discussed their thoughts and perceptions within the group. Participants identified, 1) Multi-channel reminders, 2) Medication intake acknowledgement for reporting and 3) Seamless addition of medications and associated reminders as important elements. Understanding consumers’ needs and concerns will inform the future development of medication reminder apps that are acceptable and valuable to consumers
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