4 research outputs found

    Secondary users and the personal mhealth record: Designing tools to improve collaboration between patients and providers

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    Abstract: This paper describes a patient-centered health information technology (HIT) for primary and secondary users. Primary users are the main operators of a system and control dissemination of its information [1]. Secondary users have experiences through primary users [2]. A smartphone personal health record was prototyped for use in an experimental study with providers as secondary users. Patients are often secondary users in healthcare, but patientcentered care requires that patients have digital tools to manage their own health data to be better able to participate in healthcare decisions, making them primary users [3]

    Clinicians as Secondary Users of Patient-Centered Mobile Technology in Complex Healthcare Settings

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    This paper describes the preliminary research findings and prototype development of a Personal Health Record mobile application. A pilot study about patient-clinician interaction guided by common ground theory was performed. The goal of the pilot study was to gather requirements to support development of a smartphone application to be used in a future experimental study. Findings from the pilot study suggest that smartphones could be used to manage health information considered important for a successful healthcare consultation

    Promoting common ground in a clinical setting: The impact of designing for the secondary user experience

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    Primary users can create a user experience (UX) for others—secondary users—when interacting with a system in public. Common ground occurs when people have certain knowledge in common and each knows that they have this shared understanding. This research investigates how designing for a secondary UX improves common ground during a patient-provider first encounter. During formative work, patients and providers participated in telephonic interviews and answered online questionnaires so that their respective information requirements for clinical encounters could be understood. The outcome of the formative work was a smartphone application prototype to be used as the treatment in an experimental study. In a mixed methods study, with a patient role-player using the prototype during a simulated clinical encounter with 12 providers, the impact of the prototype upon secondary user satisfaction and common ground was assessed. The main finding was that the prototype was capable of positively impacting secondary user satisfaction and facilitating common ground in certain instances. Combining the notions of human-computer interaction design, common ground, and smartphone technology improved the efficiency and effectiveness of providers during the simulated face-to-face first encounter with a patient. The investigation substantiated the notion that properly designed interactive systems have the potential to provide a satisfactory secondary UX and facilitate common ground
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