8,539 research outputs found

    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

    BlogForever D5.3: User Questionnaires and Reports

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    This report presents the feedback gathered from third party users during the BlogForever Case Studies. Therefore, the research framework is defined and the case studies results are presented, followed by a summary of conclusions and remarks

    65+ Membership Scheme

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    This report shares the journey of three partners' experiment with digital technology to address societal challenges linked to ageing and social isolation. In recent years artsdepot has seen enormous changes to its business model driven by the advance of digital communication tools, rapidly increasing use of social media, and changing consumer behaviours. The project team felt that digital innovation was typically aimed at the young but wondered if there was greater potential to increase attendance and sales while also addressing social isolation through creating digital innovations with older people. A range of partners worked on the project: artsdepot (arts partner and project lead) is a multi-art form venue based in North Finchley welcoming 130,000 audience members annually. DigiLab (research partner) is an R&D laboratory based at London College of Communication, University of the Arts London. Ingelby (tech partner) is a digital agency specialising in app building and mobile app development, as well as mobile website design , e-commerce development , customised CRM systems and creative digital media. This project aimed to explore digital technologies that could help create increased levels of arts attendance among older people by identifying barriers and designing digital solutions. artsdepot felt that by enabling increased arts attendance and therefore facilitating opportunities to socialise, they might help establish new friendships while providing enriching creative experiences. Additionally, the team felt there was an additional benefit in terms of demonstrating an economic model for engaging older audiences. Having learnt in the application phase that two thirds of older people have more disposable income than any other age group, artsdepot felt that if it could address other barriers to attendance, it could also improve ticket sales and build a case for increased focus on older audiences

    User-interface design and evaluation in a mobile application for detecting latent tuberculosis

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    Treatment and monitoring of tuberculosis have been met with various interventions to reduce its prevalence. One such intervention, to detect and prevent latent tuberculosis infection (LTBI), is the tuberculin skin test (TST), for which an induration response on a patient’s arm is an indication of LTBI. The test requires the patient to return to a clinic 48 to 72 hours after TST administration for assessment of the response. This is a challenge because of financial and accessibility obstacles, especially in under-resourced regions. A mobile health (mHealth) application (app) has been developed for remote assessment of the response to the TST. The previous version of the LTBI screening app, however, had usability limitations. The app is intended for use by patients and healthcare workers; thus, ease of use is important. There is a lack of literature on the usability of mHealth apps, especially in under-resourced settings. In this project, the user interface of the app was redesigned and tested. The Information Systems Research (ISR) framework was integrated with design thinking for this purpose. The project included creating mock-ups of the interface which were iteratively prototyped with ten student participants, adjusted, and assessed according to the user feedback. Thereafter, the Android Studio software was used to adjust the user interface based on the insights gained through the progression of prototypes. The usability of the updated app was tested and assessed with ten healthcare workers at a community health clinic in Khayelitsha in Cape Town, South Africa. Data collection and analysis comprised both qualitative and quantitative methods. Observations, the “think aloud” approach, and the post-study system usability questionnaire were used for data collection. Student participants highlighted various usability limitations of the app during each iteration. The major usability limitations included: the complex image capture protocol, misunderstanding of instructions, and time taken to capture images. Engagement with students allowed for improvement of the app interface and enabled adequate preparation for testing in the field with end-users. Furthermore, improving the app interface before engaging with healthcare workers, enabled context specific limitations that would affect the usability of the app, to be explored during the field testing. These included safety concerns when using the app and the privacy of health information. Future work should explore how these concerns, as well as other social factors, affect usability. Furthermore, improving the image capture protocol is required for improving the usability of the app

    A digital intervention for adolescent depression ‘MoodHwb’: mixed-methods feasibility evaluation

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    Background: Treatment and prevention guidelines highlight the key role of health information and evidence-based psychosocial interventions for adolescent depression. Digital health technologies and psychoeducational interventions have been recommended to help engage young people, provide accurate health information, enhance self-management skills and promote social support. However, few digital psychoeducational interventions for adolescent depression have been robustly developed and evaluated. Objective: We aimed to evaluate the feasibility, acceptability and potential impact of a theory-informed, co-designed digital intervention programme, ‘MoodHwb’. Methods: We used a mixed-methods (quantitative and qualitative) approach to evaluate the programme and the assessment process. Adolescents with or at elevated risk of depression and their parents/carers were recruited from mental health services, school counsellors/nurses and participants from a previous study. They completed questionnaires before and after the programme (to gather views and assess changes in mood, knowledge/attitudes and behaviour), and their Web usage was monitored. A subsample was also interviewed. A focus group was conducted with professionals from health, education, social and youth services/charities. Interview and focus group transcripts were analysed using inductive thematic analysis with NVivo 10. Results: Forty-four young people and 31 parents/carers were recruited, and 36 (82%) young people and 21 (68%) parents/carers completed follow-up questionnaires. Nineteen young people and 12 parents/carers were interviewed. Thirteen professionals from a range of disciplines participated in the focus group. Overall, participants found the intervention engaging, clear, user-friendly, comprehensive and helpful (particularly the ‘self help’ section), and stated it could be integrated into existing services. The findings provided initial support for the intervention programme theory, for example depression literacy improved after using the intervention. Conclusions: Findings from this early-stage evaluation suggest that ‘MoodHwb’ and the assessment process were feasible and acceptable, and that the intervention has potential to be helpful for young people and families/carers as an early intervention programme in health, education, youth and social services/charities. A randomised controlled trial is needed to further evaluate the digital programme

    Social Machinery and Intelligence

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    Social machines are systems formed by technical and human elements interacting in a structured manner. The use of digital platforms as mediators allows large numbers of human participants to join such mechanisms, creating systems where interconnected digital and human components operate as a single machine capable of highly sophisticated behaviour. Under certain conditions, such systems can be described as autonomous and goal-driven agents. Many examples of modern Artificial Intelligence (AI) can be regarded as instances of this class of mechanisms. We argue that this type of autonomous social machines has provided a new paradigm for the design of intelligent systems marking a new phase in the field of AI. The consequences of this observation range from methodological, philosophical to ethical. On the one side, it emphasises the role of Human-Computer Interaction in the design of intelligent systems, while on the other side it draws attention to both the risks for a human being and those for a society relying on mechanisms that are not necessarily controllable. The difficulty by companies in regulating the spread of misinformation, as well as those by authorities to protect task-workers managed by a software infrastructure, could be just some of the effects of this technological paradigm

    Selected Computing Research Papers Volume 7 June 2018

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    Contents Critical Evaluation of Arabic Sentimental Analysis and Their Accuracy on Microblogs (Maha Al-Sakran) Evaluating Current Research on Psychometric Factors Affecting Teachers in ICT Integration (Daniel Otieno Aoko) A Critical Analysis of Current Measures for Preventing Use of Fraudulent Resources in Cloud Computing (Grant Bulman) An Analytical Assessment of Modern Human Robot Interaction Systems (Dominic Button) Critical Evaluation of Current Power Management Methods Used in Mobile Devices (One Lekula) A Critical Evaluation of Current Face Recognition Systems Research Aimed at Improving Accuracy for Class Attendance (Gladys B. Mogotsi) Usability of E-commerce Website Based on Perceived Homepage Visual Aesthetics (Mercy Ochiel) An Overview Investigation of Reducing the Impact of DDOS Attacks on Cloud Computing within Organisations (Jabed Rahman) Critical Analysis of Online Verification Techniques in Internet Banking Transactions (Fredrick Tshane

    Internet‐Based Pain Self‐Management for Veterans: Feasibility and Preliminary Efficacy of the Pain EASE Program

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    ObjectiveTo develop and test the feasibility and preliminary efficacy of a cognitive behavioral therapy–based, internet‐delivered self‐management program for chronic low back pain (cLBP) in veterans.MethodsPhase I included program development, involving expert panel and participant feedback. Phase II was a single‐arm feasibility and preliminary efficacy study of the Pain e‐health for Activity, Skills, and Education (Pain EASE) program. Feasibility (ie, website use, treatment credibility, satisfaction) was measured using descriptive methods. Mixed models were used to assess mean within‐subject changes from baseline to 10 weeks post‐baseline in pain interference (primary outcome, West Haven‐Yale Multidimensional Pain Inventory, scale of 0 to 6), pain intensity, mood, fatigue, sleep, and depression.ResultsPhase I participants (n = 15) suggested modifications including style changes, content reduction, additional “Test Your Knowledge” quizzes, and cognitive behavioral therapy skill practice monitoring form revisions for enhanced usability. In Phase II, participants (n = 58) were mostly male (93%) and White (60%), and had an average age of 55 years (standard deviation [SD] = 12) and moderate pain (mean score 5.9/10); 41 (71%) completed the post‐baseline assessment. Participants (N = 58) logged on 6.1 (SD = 8.6) times over 10 weeks, and 85% reported being very or moderately satisfied with Pain EASE. Pain interference improved from a mean of 3.8 at baseline to 3.3 at 10 weeks (difference 0.5 [95% confidence interval 0.1 to 0.9], P = 0.008). Within‐subject improvement also occurred for some secondary outcomes, including mood and depression symptoms.DiscussionVeterans with cLBP may benefit from technology‐delivered interventions, which may also reduce pain interference. Overall, veterans found that Pain EASE, an internet‐based self‐management program, is feasible and satisfactory for cLBP.Peer Reviewedhttps://deepblue.lib.umich.edu/bitstream/2027.42/154929/1/papr12861.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/154929/2/papr12861_am.pd

    Including the voice of children:Towards patient-centered care

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    Patient-centered care (PCC) is characterized by the provision of care that respects and responds to individual patient preferences, needs and values, and ensures that patient’s wishes guide all clinical decisions. PCC places the patient, not the disease, at the center of health care and promotes a collaboration between patient, family, and clinicians to provide care that is tailored to the patient’s wishes and needs. Although the importance of PCC is recognized, its implementation is difficult because it requires a different mindset and changing roles of patients, parents, and clinicians. This thesis focused on scientific approaches and the development of tools to enhance PCC in children. Three aspects of PCC were examined; pediatric patient engagement, Patient Reported Outcome Measures (PROMs), and Patient Reported Experience Measures (PREMs). The first part of the thesis provides a synopsis of the existing literature on pediatric patient engagement and discusses the development of a tool to enhance pediatric patient engagement. The second part of the thesis focuses on facilitators and barriers in the implementation of PROMs in clinical practice, using the KLIK PROM portal and the PROMIS measures as an example. The last part of the thesis provides an overview of the available PREMs in pediatrics

    Falls from height : risk perception of ladder users within the UK construction industry

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    Accidents involving falls from portable ladders occur at a rate of forty per week in the construction industry. Ladders are so common that they are taken for granted and the perceived risks are often under-estimated. The purpose of this study was to analyse the risk perception of operatives using portable ladders, and to develop and test a ladder-use training aid. The research used a quantitative, within-subjects survey, consisting of three structured questionnaires administered to four hundred respondents attending construction related training programmes. The surveys used images of actual ladder-use situations, and were carried out in two stages; the first stage measured the level of risk perception and sensation seeking before any training had taken place, and the second measured any change in the level of risk perception following the use of the ladder training-aid. Initial pre-training results revealed that operatives over-estimated the risks from high-level ladder use situations, and underestimated the risks from low-level ladder use situations. Post-training results showed an improvement in risk perception, especially for low-level situations. It was concluded that risk perception varies both with the individual and their level of experience, and that the training-aid had a positive impact on the improvement of ladder-use risk perception. Keywords: Falls, ladder, risk perception, training aid
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