24 research outputs found

    Telecare and self-management: a guideline for anticipating future care in scenario-based design

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    An important aim of telecare technologies for chronic patients is supporting self-management. Although patient involvement is crucial for successful implementation, any adaptation of telecare systems to needs of users requires explicit reflection regarding which form of self-management it should support. Scenario-based methods (SBDs) are proposed to involve users in the earlier phases of development. This paper aims to extend SBDs by incorporating explicit exploration of self-management forms. We first analyzed what self-management forms were inscribed in the design of a telecare system for COPD patients. These were mainly based on compliance to medical treatment. However, our study shows that many patients thrive better on self-management based on cooperation and concordance with healthcare professionals. To overcome this discrepancy between design and use practices we developed a guideline enabling designers to anticipate and reflect on which form of self-management is desirable to incorporate in the design of telecare technologies for chronic patients

    Mobile health systems and emergence

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    Changes in the age distribution of the population and increased prevalence of chronic illnesses, together with a shortage of health professionals and other resources, will increasingly challenge the ability of national healthcare systems to meet rising demand for services. Large-scale use of eHealth and mHealth services enabled by advances in ICT are frequently cited as providing part of the solution to this crisis in future provision. As part of this picture, self-monitoring and remote monitoring of patients, for example by means of smartphone apps and body-worn sensors, is on the way to becoming mainstream. In future, each individual’s personal health system may be able to access a large number of devices, including sensors embedded in the environment as well as in-body smart medical implants, in order to provide (semi-)autonomous health-related services to the user. This article presents some examples of mHealth systems based on emerging technologies, including body area networks (BANs), wireless and mobile technologies, miniature body-worn sensors and distributed decision support. Applications are described in the areas of management of chronic illnesses and management of (large- scale) emergency situations. In the latter setting BANs form part of an advanced ICT system proposed for future major incident management; including BANs for monitoring casualties and emergency services personnel during first response. Some challenges and possibilities arising from current and future emerging mHealth technologies, and the question of how emergence theory might have a bearing on understanding these challenges, is discussed here

    Experience with Using the Sensewear BMS Sensor System in the Context of a Health and Wellbeing Application

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    An assessment of a sensor designed for monitoring energy expenditure, activity, and sleep was conducted in the context of a research project which develops a weight management application. The overall goal of this project is to affect sustainable behavioural change with respect to diet and exercise in order to improve health and wellbeing. This paper reports results of a pretrial in which three volunteers wore the sensor for a total of 11 days. The aim was to gain experience with the sensor and determine if it would be suitable for incorporation into the ICT system developed by the project to be trialled later on a larger population. In this paper we focus mainly on activity monitoring and user experience. Data and results including visualizations and reports are presented and discussed. User experience proved positive in most respects. Exercise levels and sleep patterns correspond to user logs relating to exercise sessions and sleep patterns. Issues raised relate to accuracy, one source of possible interference, the desirability of enhancing the system with real-time data transmission, and analysis to enable real-time feedback. It is argued that automatic activity classification is needed to properly analyse and interpret physical activity data captured by accelerometry

    Telerehabilitation and recovery of motor function: a systematic review and meta-analysis

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    Recent advances in telecommunication technologies have boosted the possibility to deliver rehabilitation via the internet (i.e. telerehabilitation). Several studies have shown that telerehabilitation is effective to improve clinical outcomes in disabling conditions. The aim of this review was to determine whether telerehabilitation was more effective than other modes of delivering rehabilitation to regain motor function, in different populations of patients. We searched PubMed, Embase and the Cochrane library retrieving 2360 records. Twelve studies were included involving different populations (i.e. neurological, total knee arthroplasty (TKA), cardiac) of patients. Inconclusive finding were found on the effect of telerehabilitation for neurological patients (SMD = 0.08, CI 95% = −0.13, 0.29), while both for cardiac (SMD = 0.24, CI 95% = 0.04, 0.43) and TKA patients (Timed Up and Go test: MD = −5.17, CI 95% = −9.79, −0.55) the results were in favour of telerehabilitation. Conclusive evidence on the efficacy of telerehabilitation for treatment of motor function, regardless of pathology, was not reached. Nevertheless, a strong positive effect was found for patients following orthopaedic surgery, suggesting that the increased intensity provided by telerehabilitation is a promising option to be offered to patients. More and higher quality research is needed in this field especially with neurological patients

    Game-based design for eHealth in practice

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    Background: Games are increasingly used in eHealth as a strategy for user engagement. While these game-based applications receive attention in literature, there is an enormous diversity of end users and objectives targeted by eHealth. Identifying game content that drives and sustains engagement is therefore challenging. Future developments would benefit from more openness on the game design process and motivational strategies applied. Objective: Our objective was to provide insight in our approach in the development of game-based eHealth in practice. By means of a case study, PERSSILAA, we elaborate the entire game design process and show the motivational strategies applied, to aid researchers and designers of future game-based applications. PERSSILAA is a self-management platform which aims to counter frailty by offering older adults training modules in the domains of healthy nutrition, physical and cognitive training to maintain a healthy lifestyle. Methods: We introduce four phases in the process towards game-based eHealth: 1) end-user research, 2) conceptualisation, 3) creative design and 4) refinement. Results: A total number of 168 participants participated in end-user research (1), resulting in an overview of their preferences for game content and a set of game design recommendations. We found that conventional games currently popular among older adults do not necessarily translate well into engaging concepts for eHealth. Recommendations include: focusing game concepts on thinking, problem solving, variation, discovery and achievement, using high quality aesthetics. Stakeholder sessions with developing partners resulted in strategies for long-term engagement (2), using indicators of user performance on the platform's training modules. These performance indicators, e.g. completed training sessions or exercises, form the basis for game progression. Results from prior phases were used in creative design (3) to create the game "Stranded!". The user plays a shipwrecked person who has to gather parts for a life raft by completing in-game objectives. Iterative prototyping (4) resulted in the final prototype of the game-based application. A total number of 35 end users participated using simulated training modules. The online game-based application was used without reported errors for a six weeks. End users scored appreciation (74/100), ease of use (73/100), expected effectivity and motivation (62/100), fun and pleasantness of using the application (75/100) and intended future use (66/100) which implicates that the application is ready for use by a larger population. Conclusions: The study resulted in a game-based application for which the entire game design process within eHealth was transparently documented. We believe we have contributed to the transfer of knowledge on game design that supports engagement in eHealth applications. Our user evaluations indicate that results from end-user research and consequential strategies for long-term engagement led to game content that is engaging to the older adult end user.</p

    The Role of Image Quality in Telehealth: Adoption Challenges in the Subcontinent

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    Background: The purpose of this paper is to explore the underlying challenges in the telehealth environment in India and Pakistan that impede the delivery of high-quality images between a patient and health care professional. Method: An exploratory study was conducted among healthcare professionals in India and Pakistan to assess their perceptions regarding image quality, which is used for the diagnosis and treatment decision making. This cross-sectional qualitative study used semi-structured interviews with healthcare professionals in both India and Pakistan. Results: The interviews were analyzed using a thematic analysis, which revealed three major themes. These themes being: ICT infrastructure and connectivity, expertise of persons taking images, and multiple transmission degrading image quality. Conclusions: Findings indicate that in both countries, the main underlying challenge is the lack of consistency in the network infrastructure between urban, rural and remote areas. Additionally, training patients to use hand-held devices to take high-quality images could hold the key to improving the reliability and, consequently, the quality of images transmitted between patients and health care professionals

    Mobile Health Technologies

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    Mobile Health Technologies, also known as mHealth technologies, have emerged, amongst healthcare providers, as the ultimate Technologies-of-Choice for the 21st century in delivering not only transformative change in healthcare delivery, but also critical health information to different communities of practice in integrated healthcare information systems. mHealth technologies nurture seamless platforms and pragmatic tools for managing pertinent health information across the continuum of different healthcare providers. mHealth technologies commonly utilize mobile medical devices, monitoring and wireless devices, and/or telemedicine in healthcare delivery and health research. Today, mHealth technologies provide opportunities to record and monitor conditions of patients with chronic diseases such as asthma, Chronic Obstructive Pulmonary Diseases (COPD) and diabetes mellitus. The intent of this book is to enlighten readers about the theories and applications of mHealth technologies in the healthcare domain
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