23,674 research outputs found

    Usability and feasibility of consumer-facing technology to reduce unsafe medication use by older adults

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    Background Mobile health technology can improve medication safety for older adults, for instance, by educating patients about the risks associated with anticholinergic medication use. Objective This study's objective was to test the usability and feasibility of Brain Buddy, a consumer-facing mobile health technology designed to inform and empower older adults to consider the risks and benefits of anticholinergics. Methods Twenty-three primary care patients aged ≄60 years and using anticholinergic medications participated in summative, task-based usability testing of Brain Buddy. Self-report usability was assessed by the System Usability Scale and performance-based usability data were collected for each task through observation. A subset of 17 participants contributed data on feasibility, assessed by self-reported attitudes (feeling informed) and behaviors (speaking to a physician), with confirmation following a physician visit. Results Overall usability was acceptable or better, with 100% of participants completing each Brain Buddy task and a mean System Usability Scale score of 78.8, corresponding to “Good” to “Excellent” usability. Observed usability issues included higher rates of errors, hesitations, and need for assistance on three tasks, particularly those requiring data entry. Among participants contributing to feasibility data, 100% felt better informed after using Brain Buddy and 94% planned to speak to their physician about their anticholinergic related risk. On follow-up, 82% reported having spoken to their physician, a rate independently confirmed by physicians. Conclusion Consumer-facing technology can be a low-cost, scalable intervention to improve older adults’ medication safety, by informing and empowering patients. User-centered design and evaluation with demographically heterogeneous clinical samples uncovers correctable usability issues and confirms the value of interventions targeting consumers as agents in shared decision making and behavior change

    Building distributed heterogeneous smart phone Java applications an evaluation from a development perspective

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    The advances in mobile phone technology have enabled such devices to be programmed to run general-purpose applications using a special edition of the Java programming language. Java is designed to be a heterogeneous programming language targeting different platforms. Such ability when coupled with the provision of high-speed mobile Internet access would open the door for a new breed of distributed mobile applications. This paper explores the capabilities and limitations of this technology and addresses the considerations that must be taken when designing and developing such distributed applications. Our findings are verified by building a test client-server system where the clients in this system are mobile phones behaving as active processing elements not just mere service requesters

    Can mHealth Improve Risk Assessment in Underserved Populations? Acceptability of a Breast Health Questionnaire App in Ethnically Diverse, Older, Low-Income Women.

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    Background: Use of mobile health (mHealth) tools has expanded rapidly but little research has been done on its acceptability by low-income, diverse, older patient populations. Objective: To assess the attitudes of a diverse group of underserved women on the acceptability and usability of mHealth tools in a clinical setting using a breast health questionnaire application (app) at a public hospital mammography clinic. Methods: Semi-structured interviews were conducted in a breast-imaging center of an urban safety net institution from July-August 2012. Interviews included pre- and post-questions. Women completed the Athena breast health questionnaire app on an iPad and were asked about their experience and ways to improve the tool. Results: Fifteen women age 45-75 years from diverse ethnic and educational backgrounds were interviewed. The majority of women, 11 of 15, preferred the Athena app over a paper version and all the women thought the app was easy to use. Two Spanish-speaking Latinas preferred paper; and two women, with limited mobile phone use, did not have a preference. Many women indicated that it would be necessary to have staff available for instruction and assistance if the app were to be implemented. Conclusions: mHealth tools are an acceptable, if not preferred, method of collecting health information for diverse, older, low-income women. Further studies are required to evaluate the reliability and accuracy of data collection using mHealth tools in underserved populations. mHealth tools should be explored as a novel way to engage diverse populations to improve clinical care and bridge gaps in health disparities

    Evaluating an mHealth Application for Cancer Survivors with Disabilities through Usability Testing

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    The effect of cancer treatment can cause difficulties in a cancer survivor\u27s life due to the risk of attaining a long-term disability which has potential negative cognitive, psychological, physical, and social consequences. Furthermore, post-treatment support has been shown to be severely limited, leaving many to deal with new obstacles and struggles on their own. With no real support system in place, cancer survivors with disabilities can be lost during post-cancer transition. However, mHealth interventions have been proven to effectively aid users in dealing with various health issues. We aim to support and empower cancer survivors through an application called, WeCanManage. WeCanManage supports cancer survivors while navigating everyday life by providing resources such as a platform to interact with other users and modules on ways to deal with the after-effects of cancer treatment. Using Marvel, an online collaborative design platform for creating prototypes, we designed a high-fidelity prototype of WeCanManage. We evaluated it using Nielson’s 10 principles of heuristic evaluation with 22 Human-Computer Interaction university students. We modified the prototype based on the collected feedback. With the polished prototype, we conducted usability testing on 10 cancer survivors. Cancer survivors were given the opportunity to test the prototype and provide feedback to further improve the prototype’s usability, effectiveness, and accessibility for a better user experience. We captured data regarding task completion, satisfaction, and survey data which included their likes and dislikes of the app as well as the System Usability Scale (SUS). Overall, usability testing showed iv positive results for the design of our prototype with only a few design issues found and addressed through modifications

    Piloting mobile mixed reality simulation in paramedic distance education

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    New pedagogical methods delivered through mobile mixed reality (via a user-supplied mobile phone incorporating 3d printing and augmented reality) are becoming possible in distance education, shifting pedagogy from 2D images, words and videos to interactive simulations and immersive mobile skill training environments. This paper presents insights from the implementation and testing of a mobile mixed reality intervention in an Australian distance paramedic science classroom. The context of this mobile simulation study is skills acquisition in airways management focusing on direct laryngoscopy with foreign body removal. The intervention aims to assist distance education learners in practicing skills prior to attending mandatory residential schools and helps build a baseline equality between those students that study face to face and those at a distance. Outcomes from the pilot study showed improvements in several key performance indicators in the distance learners, but also demonstrated problems to overcome in the pedagogical method
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