scholarly journals The design of a game-based training environment to enhance health care professionals’ skills in using eMental health: study protocol for the user requirements analysis (Preprint)

10.2196/18815 ◽  
2020 ◽  
Author(s):  
Joyce JPA Bierbooms ◽  
Wouter RJW Sluis-Thiescheffer ◽  
Milou A Feijt ◽  
Wijnand A IJsselsteijn ◽  
Inge MB Bongers
2020 ◽  
Author(s):  
Joyce JPA Bierbooms ◽  
Wouter RJW Sluis-Thiescheffer ◽  
Milou A Feijt ◽  
Wijnand A IJsselsteijn ◽  
Inge MB Bongers

BACKGROUND eMental health offers various possibilities for mental healthcare delivery, with many studies demonstrating its clinical efficacy. However, the uptake of eMental health technologies by mental healthcare professionals remains low. One of the reasons for this is the lack of knowledge and skills in using these technologies. Skill enhancement by means of serious gaming has shown to be effective in other areas already, but has not yet been applied to developing eMental health skills of mental healthcare professionals. OBJECTIVE The objective of this paper is to describe a study protocol for the user requirements analysis for the design of a game-based training environment for mental healthcare professionals to enhance their skills in eMental health. METHODS The user requirements are formulated using three complementary outputs: personas (lively descriptions of potential users), scenarios (situations that require eMental health skills), and prerequisites (required technical and organizational conditions). We collected the data by using a questionnaire, co-design sessions, and interviews. The questionnaire was used to determine mental healthcare professionals’ characteristics, attitudes and skill levels regarding eMental health and was distributed among mental healthcare professionals in the Netherlands. This led to a number of recognizable (sub) user groups as the basis for personas. Co-design sessions with mental healthcare professionals resulted in a further specification of the personas and an identification of different user scenarios for the game-based training environment. Interviews with mental healthcare professionals helped to determine the preferences of mental healthcare professionals regarding training in eMental health, as well as the technical and organizational conditions required for the prospective game-based training environment to be used in practice. This combination of requirements elicitation methods allows for a good representation of the target population in terms of both a broad view of user needs (through the large N questionnaire) as well as an in-depth understanding of specific design requirements (through interviews and co-design). RESULTS The questionnaire was filled out by 432 respondents. Three co-design sessions with mental healthcare professionals and 17 interviews were held. The data has been analyzed and a full paper on the results is expected to be submitted in the first half of 2021. CONCLUSIONS To develop an environment that can effectively support professionals’ eMental Health skill development, it is important to offer training possibilities that address the specific needs of mental healthcare professionals. The approach as described in this protocol incorporates the elements that enable the design of a playful training environment that is user-driven and flexible, and considers the technical and organizational prerequisites that influence its implementation in practice. It describes a protocol that is replicable and that provides a methodology for user requirements analyses in other projects and healthcare areas. CLINICALTRIAL


Author(s):  
Reidner Santos Cavalcante ◽  
Edgard Lamounier ◽  
Alcimar Soares ◽  
Alexandre Cardoso ◽  
Gerson Mendes De Lima

This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to teach the patient how to control a virtual prosthesis, that lately, will be printed and attached to his forearm. Using a tether with different sensors the patient can interact with the virtual environment. The training protocols were provided by health-care professionals and the interaction technology was developed under their supervision, to ensure high levels of mobility and comfort for the user that are attached to the remaining forearm of the amputee. It was applied a questionnaire that evaluates several points of the game. It was observed that the methods and techniques used for the development of the serious game were shown to be consistent and adequate for the proposed goal.


2021 ◽  
Author(s):  
Marjolein Linders ◽  
Laura Bruinink ◽  
Lia Fluit ◽  
Willem de Boode ◽  
Marije Hogeveen

this is the study protocol for a scoping review regarding the ABCDE approach used by health care professionals . The main question we aim to answer is: What are the reported outcomes related to application or teaching of the ABCDE approach by healthcare professionals in a hospital setting?


2016 ◽  
Vol 16 (1) ◽  
Author(s):  
Mario Maia Bracco ◽  
Ana Carolina Cintra Nunes Mafra ◽  
Alexandre Hannud Abdo ◽  
Fernando Antonio Basile Colugnati ◽  
Marcello Dala Bernardina Dalla ◽  
...  

2010 ◽  
Vol 5 (1) ◽  
Author(s):  
Marie-Pierre Gagnon ◽  
Mathieu Ouimet ◽  
Gaston Godin ◽  
Michel Rousseau ◽  
Michel Labrecque ◽  
...  

2021 ◽  
Vol 3 ◽  
Author(s):  
Martin Ingvar ◽  
Mathias C. Blom ◽  
Casper Winsnes ◽  
Greg Robinson ◽  
Lowie Vanfleteren ◽  
...  

Objectives: Procedural interoperability in health care requires information support and monitoring of a common work practice. Our aim was to devise an information model for a complete annotation of actions in clinical pathways that allow use of multiple plans concomitantly as several partial processes underlie any composite clinical process.Materials and Methods: The development of the information model was based on the integration of a defined protocol for clinical interoperability in the care of patients with chronic obstructive pulmonary disease and an observational study protocol for cohort characterization at the group level. In the clinical process patient reported outcome measures were included.Results: The clinical protocol and the observation study protocol were developed on the clinical level and a single plan definition was developed by merging of the protocols. The information model and a common data model that had been developed for care pathways was successfully implemented and data for the medical records and the observational study could be extracted independently. The interprofessional process support improved the communication between the stakeholders (health care professionals, clinical scientists and providers).Discussion: We successfully merged the processes and had a functionally successful pilot demonstrating a seamless appearance for the health care professionals, while at the same time it was possible to generate data that could serve quality registries and clinical research. The adopted data model was initially tested and hereby published to the public domain.Conclusion: The use of a patient centered information model and data annotation focused on the care pathway simplifies the annotation of data for different purposes and supports sharing of knowledge along the patient care path.


2017 ◽  
Author(s):  
Jacqueline Floch ◽  
Annabel Zettl ◽  
Lena Fricke ◽  
Tina Weisser ◽  
Lisbet Grut ◽  
...  

BACKGROUND Digital self-management in cystic fibrosis (CF) is foreseen as a means toward better understanding of the disease and its treatment and better adherence to the treatment. Mobile apps hold the potential to provide access to information, motivate, and strengthen compliance. However, to deliver high-quality apps, the development should be based on thorough knowledge about user needs. Empirical research on the user-centered development of mobile apps for health care is, however, still limited. OBJECTIVE The aim of this research is to develop and evaluate an app ecosystem for self-management in CF. It targets not only those directly affected by CF but also parents and health care professionals involved in the treatment. This paper covers the first step of the design process that aims to analyze the context and the user requirements. The primary research question is as follows: what digital support has the potential to usefully support persons with CF and their caregivers in the CF care? To answer this question, we address two preliminary questions: what important factors in everyday life affect the care of persons with CF? and how is the CF care delivered today and what are the limitations of CF care services? METHODS The overall research adopts a user-centered design approach in which future users are involved in the development process from the very beginning to ensure that the apps developed best suit the potential users. The research presented in the paper follows an interpretative case study research strategy seeking to understand the concerns and needs of persons with CF and their caregivers. Data were collected through semistructured qualitative interviews involving 74 participants in seven European countries and from internet forums. RESULTS The results of the analysis phase show a strong need for individuality of the digital support, as well as for its adaptability to different contexts. The paper presents the concerns and needs of the participants in the study and extracts a set of relevant features for a self-management app ecosystem. Education, enzyme dosage calculation, nutrition management, treatment organization, health diary, treatment follow-up, practical guidelines for treatment, communication with doctors, and communication with peers are foreseen as useful features. CONCLUSIONS The results indicate the readiness for self-management in the CF care even in countries that provide well-functioning health care services for CF care. The large diversity of user requirements identified reflects the crucial role user integration plays in developing apps for a chronic condition such as CF. The need for personalization stemming from the individuality of the patients and the need for communication with health care professionals support the idea of an app ecosystem for the self-management of CF.


2021 ◽  
Author(s):  
Joyce Bierbooms ◽  
Milou A Feijt ◽  
Wijnand A IJsselsteijn ◽  
Inge MB Bongers

BACKGROUND A major factor hampering the adoption of technology in mental healthcare appears to be a lack of knowledge and skills. Serious gaming offers a potentially effective strategy to enhance the needed skills through experiencing and learning-by-doing in a playful way. Serious gaming solutions are however not widely available in mental healthcare. The development of a game-based training environment in mental healthcare was therefore pursued in a design project. The first step in such a design project is to identify the user requirements that should be met. OBJECTIVE This research aims to deliver the user requirements that inform the design of a game-based training environment for mental healthcare professionals to enhance their knowledge and skills regarding the use of eMental Health. METHODS We used an exploratory multiple methods design consisting of a an online questionnaire, co-design sessions, and interviews. To ensure a good representation of the target user group for each data collection method, professionals from various disciplines within mental healthcare were included in the research. The multiple methods design facilitates a broad view of user needs and in-depth knowledge of specific design requirements. We described the protocol for this research project in a protocol paper, which was published in JMIR Research Protocols in February 2021. RESULTS The user requirement analysis revealed three types of users for the envisioned game-based training environment: mental healthcare professionals that want to learn about the basic possibilities of eMental Health, mental healthcare professionals that want to develop their eMental Health skills to a next level, and mental healthcare professionals that want to learn and experiment with new technologies. This reflects the diversity of needs that were identified, as well as the need to develop a diversity of suitable scenarios in the environment. The user requirements analysis also show that the focus of a training environment should be on increasing knowledge about the possibilities of eMental Health in a broader sense, experiencing the benefits in particular situations and building confidence to use eMental Health in a therapeutic setting. This requires a careful consideration of which game characteristics are suitable. CONCLUSIONS To improve mental healthcare professionals’ skills in eMental Health requires an environment that is user driven and flexible, and at the same time incorporates the contextual factors that are relevant for its implementation in practice. This user requirements analysis contributes to the understanding of the issues that should be taken into account in the development of a game-based training environment by showing that ‘the’ mental healthcare professional does not exist. The various client populations, services and situations demand a variety of options for training. CLINICALTRIAL N/A.


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