6 research outputs found
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Children's perspectives on pain-logging: Insights from a Co-Design Approach
Pain is an essential indicator of health and guides clinical treatments. Logging pain is important in supporting this. However, there is little research into pre-adolescent children's pain logging tools. Utilising the Bluebells method to engage children as co-designers, we gathered children's perspectives on pain-logging tools; in the first workshop by using tangible design approaches to support creative thinking, and in the second workshop by discussing developed prototypes based on the children's designs. Our findings highlight design concepts that the research team – despite many years of pain-related research – had not considered in the context of paediatric logging, namely a) prioritizing children's privacy in social settings while using pain-logging tools; b) emphasizing personalization to boost engagement; and c) logging general well-being of children alongside pain intensity to collect more insightful data. These findings thus demonstrate the value of co-designing pain-logging technologies with children
Jeeves : a blocks-based approach to end-user development of experience sampling apps
Professional programmers are significantly outnumbered by end-users of software,
and cannot possibly predict the diverse and dynamic needs of user groups in advance.
This thesis is concerned with the provision of an end-user development (EUD)
approach, allowing end-users to independently create and modify their own software.
EUD activities are particularly applicable to the work practices of psychology researchers
and clinicians, who are increasingly dependent on software for assessment
of participants and patients, but must also depend on developers to realise their
requirements. This thesis targets these professionals, with an EUD solution to
creating assessment software.
The Experience Sampling Method (ESM) is one such means of assessment that
takes place in participants’ everyday lives. Through regular completion of subjective
self-reports, participants provide rich detail of their ongoing physical and emotional
well-being. However, lack of engagement with such studies remains a prevalent
issue. This thesis investigates features for maximising engagement with experience
sampling smartphone apps.
Such apps are becoming accepted as standard practice for remote assessment, but
researchers are stifled by the complexity and cost of implementation. Moreover,
existing EUD tools are insufficient for development of ESM apps that include
engaging features. This thesis presents the development of Jeeves, an EUD tool with
a blocks-based programming paradigm that empowers non-programmers to rapidly
develop tailored, context-sensitive ESM apps.
The adoption of Jeeves is contingent on a number of factors, including its ease-of-use,
real-world utility, and organisational conditions. Failure to incorporate the necessary
functionality pertaining to these factors into Jeeves will lead to abandonment. This
thesis is concerned with establishing the usability, utility, and external factors
necessary for adoption of Jeeves. Further, Jeeves is evaluated with respect to these
factors through a series of rigorous studies from a range of application domains."This work was supported by a University of St Andrews 600th Anniversary PhD
Scholarship (School of Computer Science)." -- Fundin