Bethany Umpleby, Nick Hex, Teresa Martins, Husanain Soori
Background: The existing intravenous systemic anticancer therapy (SACT) pathway in pharmacies is operationally inefficient. Manual, paper-based workflows render the system prone to human error, and the need for time-consuming manual verification diverts pharmacy staff time. The introduction of an automated workflow solution for the intravenous SACT pathway could optimize treatment timeliness and improve oncological outcomes for patients, aligning with the National Health Service Long Term Plan for improved cancer care.
Objective: This observational analysis aimed to assess the change in time, cost, and errors following the implementation of the Becton Dickinson (BD) Cato Pharmacy system in an aseptic unit producing intravenous SACT at Watford General Hospital.
Methods: Data on compounding process times were collected manually by pharmacy staff before and after the implementation of the intravenous compounding software (BD Cato). The data were analyzed to estimate annual time savings, opportunity cost savings, and error reduction.
Results: The intravenous compounding software produced a time saving of 18 (SD 9) minutes per drug, equating to 1034 hours saved per year (1034/2591, 39.9% reduction). If this time were repurposed to producing more intravenous SACT, Watford General Hospital could increase production by 66% (2298/3482) annually (2298 additional intravenous SACT). This represents an average cost saving of £11.29 (£1=US $1.273) per drug, equating to an annual opportunity cost saving of £39,246. The intravenous compounding software also decreased observed errors by 86% (43/50), a reduction of 43 errors over 2 months (approximately 258 fewer errors annually). Staff also preferred the intravenous compounding software to the manual system.
Conclusions: Implementing intravenous compounding software can save time, reduce costs, and lower errors in intravenous SACT preparation. This could improve timely treatment access for patients with cancer.
{"title":"Improving the Efficiency of the Intravenous Medicine Preparation Pathway With an Intravenous Workflow Software Solution in Full-Capacity Pharmacy Units at Watford General Hospital: Observational Study and Economic Analysis.","authors":"Bethany Umpleby, Nick Hex, Teresa Martins, Husanain Soori","doi":"10.2196/85408","DOIUrl":"10.2196/85408","url":null,"abstract":"<p><strong>Background: </strong>The existing intravenous systemic anticancer therapy (SACT) pathway in pharmacies is operationally inefficient. Manual, paper-based workflows render the system prone to human error, and the need for time-consuming manual verification diverts pharmacy staff time. The introduction of an automated workflow solution for the intravenous SACT pathway could optimize treatment timeliness and improve oncological outcomes for patients, aligning with the National Health Service Long Term Plan for improved cancer care.</p><p><strong>Objective: </strong>This observational analysis aimed to assess the change in time, cost, and errors following the implementation of the Becton Dickinson (BD) Cato Pharmacy system in an aseptic unit producing intravenous SACT at Watford General Hospital.</p><p><strong>Methods: </strong>Data on compounding process times were collected manually by pharmacy staff before and after the implementation of the intravenous compounding software (BD Cato). The data were analyzed to estimate annual time savings, opportunity cost savings, and error reduction.</p><p><strong>Results: </strong>The intravenous compounding software produced a time saving of 18 (SD 9) minutes per drug, equating to 1034 hours saved per year (1034/2591, 39.9% reduction). If this time were repurposed to producing more intravenous SACT, Watford General Hospital could increase production by 66% (2298/3482) annually (2298 additional intravenous SACT). This represents an average cost saving of £11.29 (£1=US $1.273) per drug, equating to an annual opportunity cost saving of £39,246. The intravenous compounding software also decreased observed errors by 86% (43/50), a reduction of 43 errors over 2 months (approximately 258 fewer errors annually). Staff also preferred the intravenous compounding software to the manual system.</p><p><strong>Conclusions: </strong>Implementing intravenous compounding software can save time, reduce costs, and lower errors in intravenous SACT preparation. This could improve timely treatment access for patients with cancer.</p>","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e85408"},"PeriodicalIF":3.0,"publicationDate":"2026-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12961383/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146221166","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Moayad Alshawmar, Bengisu Tulu, E Vance Wilson, Adrienne Hall-Phillips, Ibrahim Aljadani, Emmanuel Agu
<p><strong>Background: </strong>Although fitness apps could promote healthier lifestyles, evidence on the effectiveness of app-based interventions remains inconsistent. Previous studies have used affordance theory to identify the factors that generate exercise-related value for users. However, many fitness app affordance studies have examined multiple fitness apps collectively, assuming similar design intentions across platforms. Moreover, most have relied on predefined affordances rather than investigating emergent or novel ones that may reveal unique user-fitness app interactions.</p><p><strong>Objective: </strong>This study aimed to identify the common affordances actualized by Fitbit users and uncover novel affordances that emerge from their interactions with this specific app, thereby extending the understanding of how affordances contribute to user engagement and health outcomes.</p><p><strong>Methods: </strong>We used a 2-stage mixed methods design. First, a cross-sectional web-based survey was conducted with 442 US-based Fitbit users engaging in regular exercise. The participants selected affordances from a list identified in prior literature and could report additional affordances in open-text responses. To corroborate and extend the survey findings, 15,000 user reviews were collected from the Google Play Store, of which 2674 (17.8%) comments were automatically categorized into affordance themes and 1182 (7.9%) were manually validated as relevant. Reviews were thematically classified into affordance categories via a generative pretrained transformer-based approach guided by survey-identified affordances.</p><p><strong>Results: </strong>The survey revealed that the most frequently actualized affordances were updating (351 participants and 749 review mentions; total=1100) and reminding (319 participants and 143 mentions; total=462), underscoring Fitbit's role in tracking progress and sustaining routines. Competing (99 participants and 88 mentions; total=187) and rewards (133 participants and 32 mentions; total=165) highlighted gamification, whereas comparing (151 participants and 8 mentions; total=159) and guidance (118 participants and 25 mentions; total=143) reflected benchmarking and instructional support. Other affordances such as searching (135 participants and 2 mentions; total=137), encouraging (75 participants and 19 mentions; total=94), and watching others (68 participants and 3 mentions; total=71) were less common, whereas recognizing (58 participants and 0 mentions; total=58) and self-presentation (47 participants and 1 mention; total=50) were the least common. The novel affordances included encouraging others (14 participants and 1 mention; total=15), accountability (3 participants and 9 mentions; total=12), and self-comparison (3 participants and 5 mentions; total=8).</p><p><strong>Conclusions: </strong>Most Fitbit users actualized updating and reminding affordances, whereas a limited number of users actualized the other affor
{"title":"Exploring Common and Novel Actualized Affordances of Fitbit: Mixed Methods Study.","authors":"Moayad Alshawmar, Bengisu Tulu, E Vance Wilson, Adrienne Hall-Phillips, Ibrahim Aljadani, Emmanuel Agu","doi":"10.2196/85412","DOIUrl":"10.2196/85412","url":null,"abstract":"<p><strong>Background: </strong>Although fitness apps could promote healthier lifestyles, evidence on the effectiveness of app-based interventions remains inconsistent. Previous studies have used affordance theory to identify the factors that generate exercise-related value for users. However, many fitness app affordance studies have examined multiple fitness apps collectively, assuming similar design intentions across platforms. Moreover, most have relied on predefined affordances rather than investigating emergent or novel ones that may reveal unique user-fitness app interactions.</p><p><strong>Objective: </strong>This study aimed to identify the common affordances actualized by Fitbit users and uncover novel affordances that emerge from their interactions with this specific app, thereby extending the understanding of how affordances contribute to user engagement and health outcomes.</p><p><strong>Methods: </strong>We used a 2-stage mixed methods design. First, a cross-sectional web-based survey was conducted with 442 US-based Fitbit users engaging in regular exercise. The participants selected affordances from a list identified in prior literature and could report additional affordances in open-text responses. To corroborate and extend the survey findings, 15,000 user reviews were collected from the Google Play Store, of which 2674 (17.8%) comments were automatically categorized into affordance themes and 1182 (7.9%) were manually validated as relevant. Reviews were thematically classified into affordance categories via a generative pretrained transformer-based approach guided by survey-identified affordances.</p><p><strong>Results: </strong>The survey revealed that the most frequently actualized affordances were updating (351 participants and 749 review mentions; total=1100) and reminding (319 participants and 143 mentions; total=462), underscoring Fitbit's role in tracking progress and sustaining routines. Competing (99 participants and 88 mentions; total=187) and rewards (133 participants and 32 mentions; total=165) highlighted gamification, whereas comparing (151 participants and 8 mentions; total=159) and guidance (118 participants and 25 mentions; total=143) reflected benchmarking and instructional support. Other affordances such as searching (135 participants and 2 mentions; total=137), encouraging (75 participants and 19 mentions; total=94), and watching others (68 participants and 3 mentions; total=71) were less common, whereas recognizing (58 participants and 0 mentions; total=58) and self-presentation (47 participants and 1 mention; total=50) were the least common. The novel affordances included encouraging others (14 participants and 1 mention; total=15), accountability (3 participants and 9 mentions; total=12), and self-comparison (3 participants and 5 mentions; total=8).</p><p><strong>Conclusions: </strong>Most Fitbit users actualized updating and reminding affordances, whereas a limited number of users actualized the other affor","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e85412"},"PeriodicalIF":3.0,"publicationDate":"2026-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12961385/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146221135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Frederic Ehrler, Ana Rajic, Alexandre De Masi, Sharleen Olanka, Marco Generelli, Jennifer Davidson, Yiqun Lin, Kangsoo Kim, Pierre-Louis Rebours, Marc Ibrahim, Donovan Duncan, Ryan Kang, Sergio Manzano, Adam Cheng, Johan N Siebert
<p><strong>Background: </strong>Pediatric cardiopulmonary resuscitation (CPR) is a highly complex and time-critical process that demands precise team coordination and strict adherence to pediatric advanced life support (PALS) guidelines. In real-world practice, adherence often deteriorates due to cognitive overload, fragmented communication, and disruption of information flow under stress. Although digital cognitive aids have shown potential to improve adherence, existing tools are often limited to single tasks, lack team-wide integration, or fail to adapt in real time to dynamic clinical environments.</p><p><strong>Objective: </strong>This study aimed to design and evaluate InterFACE (Interconnected and Focused Mobile Applications on Patient Care Environment), an integrated, augmented reality (AR)-enabled digital health system developed to support real-time PALS adherence and enhance team coordination during pediatric resuscitation.</p><p><strong>Methods: </strong>A structured, mixed methods, user-centered design process was used. Persona development and spatial analysis characterized the needs and positions of key resuscitation roles. A 3-round Delphi process with experts identified critical information elements for display. Iterative user experience (UX) prototyping was performed, followed by simulation-based evaluations of three system components: (1) TeamScreen, a wall-mounted team display providing a shared overview of the resuscitation process; (2) Guiding Pad (developed by Pierre Louis Rebours and Marc Ibrahim), a tablet-based app for documentation and algorithm navigation; and (3) AR head-mounted displays (HMDs) for team leaders and medication nurses, delivering role-specific, context-aware guidance. Usability was assessed with standardized instruments, including the System Usability Scale (SUS), Technology Acceptance Model (TAM), and User Experience Questionnaire (UEQ).</p><p><strong>Results: </strong>The Delphi study achieved consensus on 20 core information elements, distributed across the 3 interfaces. Usability testing demonstrated high acceptance across all modalities. The Guiding Pad supported effective navigation of resuscitation algorithms with a 78%-100% task completion rate. The TeamScreen achieved an overall task success rate of 81%, improving situational awareness despite some confusion in high-density regions. AR HMDs received favorable evaluations, with SUS scores rated "Good" to "Excellent," and UEQ ratings indicating high intuitiveness, stimulation, and attractiveness. Participants consistently described InterFACE as intuitive, useful for real-time decision-making, and supportive of team synchronization. Reported challenges included interface complexity, incomplete integration with patient monitors, and potential cognitive load from simultaneous information streams.</p><p><strong>Conclusions: </strong>InterFACE represents a significant advancement in digital cognitive aids by combining shared displays, tablets, and AR gu
背景:儿科心肺复苏(CPR)是一个高度复杂和时间紧迫的过程,需要精确的团队协调和严格遵守儿科高级生命支持(PALS)指南。在现实世界的实践中,由于认知超载、沟通碎片化和压力下信息流的中断,依从性往往会恶化。尽管数字认知辅助工具显示出提高依从性的潜力,但现有工具通常仅限于单一任务,缺乏团队范围的整合,或者无法实时适应动态的临床环境。目的:本研究旨在设计和评估InterFACE(患者护理环境的互联和集中移动应用程序),这是一种集成的增强现实(AR)数字卫生系统,用于支持儿科复苏期间的实时PALS依从性并增强团队协调。方法:采用结构化、混合式、以用户为中心的设计流程。角色发展和空间分析表征了关键复苏角色的需求和位置。由专家组成的3轮德尔福程序确定了要显示的关键信息元素。进行了迭代用户体验(UX)原型设计,然后对三个系统组件进行了基于模拟的评估:(1)TeamScreen,一个壁挂式团队显示器,提供复苏过程的共享概述;(2) guidepad(由Pierre Louis Rebours和Marc Ibrahim开发),用于文档和算法导航的平板电脑应用程序;(3)针对团队领导和用药护士的AR头戴式显示器(hmd),提供角色特定的上下文感知指导。可用性通过标准化的工具进行评估,包括系统可用性量表(SUS)、技术接受模型(TAM)和用户体验问卷(UEQ)。结果:德尔菲研究在20个核心信息要素上达成共识,分布在3个界面上。可用性测试证明了所有模式的高接受度。指导板支持复苏算法的有效导航,任务完成率为78%-100%。TeamScreen实现了81%的总体任务成功率,提高了态势感知能力,尽管在高密度区域存在一些混乱。AR头戴式显示器获得了良好的评价,SUS评分为“好”到“优秀”,UEQ评级表明高直观性,刺激和吸引力。参与者一致地将InterFACE描述为直观的、对实时决策有用的、支持团队同步的。报告的挑战包括界面复杂性,与患者监护仪的不完整集成,以及同时信息流的潜在认知负荷。结论:InterFACE通过将共享显示器、平板电脑和AR引导结合到一个同步的、角色特定的生态系统中,代表了数字认知辅助方面的重大进步。在模拟儿科复苏中,该系统有望提高对PALS的依从性,减少认知负荷,并改善团队协作。虽然结果显示了强大的可用性和可接受性,但需要进一步的研究来评估现实环境中的临床有效性,包括随机对照试验,通过快速医疗互操作性资源(FHIR)标准与医院信息系统的集成,以及潜在的人工智能驱动的决策支持,以优化适应性和长期技能保留。
{"title":"Overview of a User-Centered, Mixed-Methods Process for Designing Interconnected and Focused Mobile Applications on Patient Care Environment (InterFACE): Augmented-Reality Decision Support System for Pediatric Resuscitation.","authors":"Frederic Ehrler, Ana Rajic, Alexandre De Masi, Sharleen Olanka, Marco Generelli, Jennifer Davidson, Yiqun Lin, Kangsoo Kim, Pierre-Louis Rebours, Marc Ibrahim, Donovan Duncan, Ryan Kang, Sergio Manzano, Adam Cheng, Johan N Siebert","doi":"10.2196/78144","DOIUrl":"10.2196/78144","url":null,"abstract":"<p><strong>Background: </strong>Pediatric cardiopulmonary resuscitation (CPR) is a highly complex and time-critical process that demands precise team coordination and strict adherence to pediatric advanced life support (PALS) guidelines. In real-world practice, adherence often deteriorates due to cognitive overload, fragmented communication, and disruption of information flow under stress. Although digital cognitive aids have shown potential to improve adherence, existing tools are often limited to single tasks, lack team-wide integration, or fail to adapt in real time to dynamic clinical environments.</p><p><strong>Objective: </strong>This study aimed to design and evaluate InterFACE (Interconnected and Focused Mobile Applications on Patient Care Environment), an integrated, augmented reality (AR)-enabled digital health system developed to support real-time PALS adherence and enhance team coordination during pediatric resuscitation.</p><p><strong>Methods: </strong>A structured, mixed methods, user-centered design process was used. Persona development and spatial analysis characterized the needs and positions of key resuscitation roles. A 3-round Delphi process with experts identified critical information elements for display. Iterative user experience (UX) prototyping was performed, followed by simulation-based evaluations of three system components: (1) TeamScreen, a wall-mounted team display providing a shared overview of the resuscitation process; (2) Guiding Pad (developed by Pierre Louis Rebours and Marc Ibrahim), a tablet-based app for documentation and algorithm navigation; and (3) AR head-mounted displays (HMDs) for team leaders and medication nurses, delivering role-specific, context-aware guidance. Usability was assessed with standardized instruments, including the System Usability Scale (SUS), Technology Acceptance Model (TAM), and User Experience Questionnaire (UEQ).</p><p><strong>Results: </strong>The Delphi study achieved consensus on 20 core information elements, distributed across the 3 interfaces. Usability testing demonstrated high acceptance across all modalities. The Guiding Pad supported effective navigation of resuscitation algorithms with a 78%-100% task completion rate. The TeamScreen achieved an overall task success rate of 81%, improving situational awareness despite some confusion in high-density regions. AR HMDs received favorable evaluations, with SUS scores rated \"Good\" to \"Excellent,\" and UEQ ratings indicating high intuitiveness, stimulation, and attractiveness. Participants consistently described InterFACE as intuitive, useful for real-time decision-making, and supportive of team synchronization. Reported challenges included interface complexity, incomplete integration with patient monitors, and potential cognitive load from simultaneous information streams.</p><p><strong>Conclusions: </strong>InterFACE represents a significant advancement in digital cognitive aids by combining shared displays, tablets, and AR gu","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e78144"},"PeriodicalIF":3.0,"publicationDate":"2026-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12904346/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146195746","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Background: With the global increase in population aging, promoting walking as a health behavior to maintain and enhance well-being among older adults has become increasingly important. In recent years, advances in information and communication technology and mobile health have supported the development of health interventions delivered through smartphone apps. However, no review to date has included psychological aspects such as motivation or intention to walk, and the behavior change techniques (BCTs) embedded in smartphone apps that effectively promote walking remain unclear.
Objective: This study had 2 primary aims: (1) to evaluate the effects of smartphone app use on walking behavior and intention to walk among community-dwelling older adults and (2) to identify the specific BCTs delivered through these apps that may promote walking behavior and intention effectively.
Methods: Eligible studies were those published in English or Japanese between March 1, 2015, and February 28, 2025, that focused on community-dwelling older adults, implemented smartphone app-based interventions, and reported walking-related outcomes. A systematic search strategy was designed using keywords such as "older," "smartphone," and "walking." Risk of bias was evaluated using the Study Quality Assessment Tools. The features of the apps described in the selected studies were examined to identify the BCTs they used, as categorized by the BCT Taxonomy.
Results: Of the 296 studies initially retrieved, 8 met the inclusion criteria. These studies varied in terms of participant characteristics, intervention duration, app features, and outcomes, and most were pilot studies. While several apps were designed specifically to increase walking, others included features that facilitated social interaction among users. In addition, 2 studies also reported improved motivation to walk. Apps that were associated with statistically significant improvements in walking behavior frequently used BCTs from the following clusters: (1) goals and planning, (2) feedback and monitoring, and (4) shaping knowledge. Notably, 5 BCTs were not incorporated into any of the reviewed apps.
Conclusions: Although smartphone apps have the potential to improve walking behavior and intention among community-dwelling older adults, the current body of evidence remains limited. Apps that deliver walking-related knowledge, facilitate goal setting, and support behavioral monitoring appear especially effective and may strengthen walking behavior and intention in this population.
{"title":"Physical and Psychological Effects of Smartphone App-Based Walking Interventions in Community-Dwelling Older Adults: Systematic Review and Behavior Change Technique-Informed Analysis.","authors":"Hiroki Abe, Tomohiro Isinuki, Rinako Ono, Naoki Kanaya, Masaya Tanno, Michiyo Hirano","doi":"10.2196/78042","DOIUrl":"10.2196/78042","url":null,"abstract":"<p><strong>Background: </strong>With the global increase in population aging, promoting walking as a health behavior to maintain and enhance well-being among older adults has become increasingly important. In recent years, advances in information and communication technology and mobile health have supported the development of health interventions delivered through smartphone apps. However, no review to date has included psychological aspects such as motivation or intention to walk, and the behavior change techniques (BCTs) embedded in smartphone apps that effectively promote walking remain unclear.</p><p><strong>Objective: </strong>This study had 2 primary aims: (1) to evaluate the effects of smartphone app use on walking behavior and intention to walk among community-dwelling older adults and (2) to identify the specific BCTs delivered through these apps that may promote walking behavior and intention effectively.</p><p><strong>Methods: </strong>Eligible studies were those published in English or Japanese between March 1, 2015, and February 28, 2025, that focused on community-dwelling older adults, implemented smartphone app-based interventions, and reported walking-related outcomes. A systematic search strategy was designed using keywords such as \"older,\" \"smartphone,\" and \"walking.\" Risk of bias was evaluated using the Study Quality Assessment Tools. The features of the apps described in the selected studies were examined to identify the BCTs they used, as categorized by the BCT Taxonomy.</p><p><strong>Results: </strong>Of the 296 studies initially retrieved, 8 met the inclusion criteria. These studies varied in terms of participant characteristics, intervention duration, app features, and outcomes, and most were pilot studies. While several apps were designed specifically to increase walking, others included features that facilitated social interaction among users. In addition, 2 studies also reported improved motivation to walk. Apps that were associated with statistically significant improvements in walking behavior frequently used BCTs from the following clusters: (1) goals and planning, (2) feedback and monitoring, and (4) shaping knowledge. Notably, 5 BCTs were not incorporated into any of the reviewed apps.</p><p><strong>Conclusions: </strong>Although smartphone apps have the potential to improve walking behavior and intention among community-dwelling older adults, the current body of evidence remains limited. Apps that deliver walking-related knowledge, facilitate goal setting, and support behavioral monitoring appear especially effective and may strengthen walking behavior and intention in this population.</p>","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e78042"},"PeriodicalIF":3.0,"publicationDate":"2026-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12900276/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146182909","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Meriel Charles, James D Sauer, Erin Roehrer, Jeremy Prichard, Paul Watters, Joel Scanlan
Background: Adolescents face a variety of potential harms in the online environment, including exposure to distressing illegal material, cyberbullying, image-based abuse, and "sextortion." Various agencies provide on-demand helpline and information services for children and adolescents to support them with navigating online (and offline) harms.
Objective: This study examined whether a chat-based conversational agent (chatbot) might be a useful additional tool for meeting the needs of adolescents at risk from online harms. We developed a prototype chatbot-including both conversational and menu-driven user options-and evaluated users' trust in the chatbot. In this context, trust relates to perceptions of the chatbot's usability and the value of the information and support it provides.
Methods: Participants (n=224; mean age 16.8 years) interacted with the chatbots and evaluated them in terms of user trust: perceived usability and utility (ie, relevance of support resources provided).
Results: Most participants (conversational chatbot: 141/224, 63% and menu-driven chatbot: 142/224, 63%) showed a willingness to click on the chatbots' recommended support links. Participants with higher trust in the chatbots were more likely to click the links for recommended support services (with extreme evidence for large effects: δ=0.73, 95% credible interval [CrI] 0.46-1.00 and δ=0.78, 95% CrI 0.50-1.07, for the conversational and menu-driven chatbots, respectively; Bayes factor [BF10]>50,000), and participants who clicked the links, compared with those who did not, reported higher rates of positive attitudes toward their decision (with extreme evidence for large effects: δ=0.87, 95% CrI 0.58-1.15 and δ=0.84, 95% CrI 0.54-1.12, for the conversational and menu-driven chatbots, respectively; BF10>3,000,000). The conversational and menu-driven chatbots differed little in perceived trust or effectiveness.
Conclusions: Chatbots represent a promising additional tool to help adolescents access mental health-related support services and navigate online harms. However, establishing trust is critical.
{"title":"Adolescent Perceptions of an Online Safety Chatbot: Survey Study.","authors":"Meriel Charles, James D Sauer, Erin Roehrer, Jeremy Prichard, Paul Watters, Joel Scanlan","doi":"10.2196/71498","DOIUrl":"10.2196/71498","url":null,"abstract":"<p><strong>Background: </strong>Adolescents face a variety of potential harms in the online environment, including exposure to distressing illegal material, cyberbullying, image-based abuse, and \"sextortion.\" Various agencies provide on-demand helpline and information services for children and adolescents to support them with navigating online (and offline) harms.</p><p><strong>Objective: </strong>This study examined whether a chat-based conversational agent (chatbot) might be a useful additional tool for meeting the needs of adolescents at risk from online harms. We developed a prototype chatbot-including both conversational and menu-driven user options-and evaluated users' trust in the chatbot. In this context, trust relates to perceptions of the chatbot's usability and the value of the information and support it provides.</p><p><strong>Methods: </strong>Participants (n=224; mean age 16.8 years) interacted with the chatbots and evaluated them in terms of user trust: perceived usability and utility (ie, relevance of support resources provided).</p><p><strong>Results: </strong>Most participants (conversational chatbot: 141/224, 63% and menu-driven chatbot: 142/224, 63%) showed a willingness to click on the chatbots' recommended support links. Participants with higher trust in the chatbots were more likely to click the links for recommended support services (with extreme evidence for large effects: δ=0.73, 95% credible interval [CrI] 0.46-1.00 and δ=0.78, 95% CrI 0.50-1.07, for the conversational and menu-driven chatbots, respectively; Bayes factor [BF<sub>10</sub>]>50,000), and participants who clicked the links, compared with those who did not, reported higher rates of positive attitudes toward their decision (with extreme evidence for large effects: δ=0.87, 95% CrI 0.58-1.15 and δ=0.84, 95% CrI 0.54-1.12, for the conversational and menu-driven chatbots, respectively; BF<sub>10</sub>>3,000,000). The conversational and menu-driven chatbots differed little in perceived trust or effectiveness.</p><p><strong>Conclusions: </strong>Chatbots represent a promising additional tool to help adolescents access mental health-related support services and navigate online harms. However, establishing trust is critical.</p>","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e71498"},"PeriodicalIF":3.0,"publicationDate":"2026-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12946778/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146182889","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Angélica Garzón Umerenkova, Marisleidy Alba Cabañas, Erika Andrea Malpica-Chavarria
<p><strong>Background: </strong>The widespread use of digital technologies has raised growing concerns about their impact on mental health. While self-regulation has been proposed as a protective factor, little is known about how distinct psychological profiles based on self-regulatory and technology use patterns relate to psychological distress. Person-centered approaches, such as latent profile analysis, may offer deeper insights, particularly in underrepresented populations.</p><p><strong>Objective: </strong>This study aimed to identify latent psychological profiles based on self-regulation, nomophobia (fear of being without a phone), and problematic use of the internet and social media (defined by behavioral symptoms), to examine their associations with general psychological distress and the presence of emotional symptoms in a Colombian sample. Additionally, the predictive roles of age and gender in class membership were explored.</p><p><strong>Methods: </strong>Participants were recruited through a convenience sampling strategy aimed at ensuring heterogeneity of the sample in terms of age and gender. A total of 453 participants aged 12 to 57 years (mean 21.03, SD 8.41 years; 257/453, 56.7% female) completed validated measures of self-regulation (Abbreviated Self-Regulation Questionnaire), nomophobia (Nomophobia Questionnaire), internet and social media use (MULTICAGE-TIC, a multidomain screening questionnaire based on the CAGE framework), and psychological distress (General Health Questionnaire-12). Latent profile analysis was conducted using standardized scores of continuous variables. Model fit was assessed using the Bayesian information criterion, entropy, and bootstrapped likelihood ratio test. Differences in psychological distress scores across latent classes were examined through variance analysis (ANOVA) and regression models. A multinomial logistic regression tested the predictive value of age and gender for class membership.</p><p><strong>Results: </strong>The optimal solution revealed 4 distinct latent profiles (entropy=0.85). Class 1 showed high self-regulation and low problematic technology use, displaying the lowest psychological distress scores. Class 2 presented moderate levels across all indicators but the highest level of psychological distress. Classes 3 and 4 showed mixed patterns. Class 3 (higher information and communication technology [ICT] use and lower self-regulation) exhibited lower distress than class 2, whereas class 4 (younger individuals with low self-regulation and moderately high ICT use) showed higher distress than class 3. Psychological distress differed significantly across profiles (ANOVA, P<.001). Age and gender predicted class membership. Older males were more likely to belong to class 1, and younger females were more likely to be classified into classes 3 and 4.</p><p><strong>Conclusions: </strong>Latent profile analysis identified distinct configurations of digital behavior, self-regulation, and psycho
{"title":"Mental Health Profiles Based on Self-Regulation and Technology Use in the Digital Era in a Spanish-Speaking Sample: Latent Profile Analysis.","authors":"Angélica Garzón Umerenkova, Marisleidy Alba Cabañas, Erika Andrea Malpica-Chavarria","doi":"10.2196/77167","DOIUrl":"10.2196/77167","url":null,"abstract":"<p><strong>Background: </strong>The widespread use of digital technologies has raised growing concerns about their impact on mental health. While self-regulation has been proposed as a protective factor, little is known about how distinct psychological profiles based on self-regulatory and technology use patterns relate to psychological distress. Person-centered approaches, such as latent profile analysis, may offer deeper insights, particularly in underrepresented populations.</p><p><strong>Objective: </strong>This study aimed to identify latent psychological profiles based on self-regulation, nomophobia (fear of being without a phone), and problematic use of the internet and social media (defined by behavioral symptoms), to examine their associations with general psychological distress and the presence of emotional symptoms in a Colombian sample. Additionally, the predictive roles of age and gender in class membership were explored.</p><p><strong>Methods: </strong>Participants were recruited through a convenience sampling strategy aimed at ensuring heterogeneity of the sample in terms of age and gender. A total of 453 participants aged 12 to 57 years (mean 21.03, SD 8.41 years; 257/453, 56.7% female) completed validated measures of self-regulation (Abbreviated Self-Regulation Questionnaire), nomophobia (Nomophobia Questionnaire), internet and social media use (MULTICAGE-TIC, a multidomain screening questionnaire based on the CAGE framework), and psychological distress (General Health Questionnaire-12). Latent profile analysis was conducted using standardized scores of continuous variables. Model fit was assessed using the Bayesian information criterion, entropy, and bootstrapped likelihood ratio test. Differences in psychological distress scores across latent classes were examined through variance analysis (ANOVA) and regression models. A multinomial logistic regression tested the predictive value of age and gender for class membership.</p><p><strong>Results: </strong>The optimal solution revealed 4 distinct latent profiles (entropy=0.85). Class 1 showed high self-regulation and low problematic technology use, displaying the lowest psychological distress scores. Class 2 presented moderate levels across all indicators but the highest level of psychological distress. Classes 3 and 4 showed mixed patterns. Class 3 (higher information and communication technology [ICT] use and lower self-regulation) exhibited lower distress than class 2, whereas class 4 (younger individuals with low self-regulation and moderately high ICT use) showed higher distress than class 3. Psychological distress differed significantly across profiles (ANOVA, P<.001). Age and gender predicted class membership. Older males were more likely to belong to class 1, and younger females were more likely to be classified into classes 3 and 4.</p><p><strong>Conclusions: </strong>Latent profile analysis identified distinct configurations of digital behavior, self-regulation, and psycho","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e77167"},"PeriodicalIF":3.0,"publicationDate":"2026-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12893522/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146167270","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Genevieve R Bryant, Samuel A Holzman, Hector R Perez
Background: Although chronic pain (CP) is highly prevalent, current modalities are not sufficient to address the needs of people living with this condition. Pharmacological treatments for CP can have severe side effects and increased likelihood of patients overdosing or developing addiction. Behavioral treatments are often indicated for the treatment of CP, but barriers to treatment are common. Virtual reality (VR)-based interventions have shown promise as an effective and potentially accessible form of treatment for CP. However, previous research on VR interventions for people living with CP has not often included diverse populations, including racial and ethnic minority groups and people with low socioeconomic status.
Objective: This study aimed to gauge the interest of patients with CP in participating in a hypothetical study of at-home VR for CP and to identify predictors of interest. Patients were recruited from a low socioeconomic and racially and ethnically diverse community.
Methods: A total of 48 participants living with CP were recruited from an electronic medical record database, a research participant database, and a pain clinic, and they completed surveys about demographics, pain levels, technology use, and knowledge of VR. Bivariate testing was used to determine which, if any, of the aforementioned variables were associated with interest in a hypothetical study of at-home VR for CP. Stepwise logistic regression models predicting interest were built based on bivariate testing. Finally, we used a thematic analysis framework to analyze an additional open-ended question about reasons for interest in participating in a VR intervention for CP.
Results: Despite low technology use and little knowledge and experience with VR, results showed high interest (42/48, 88%) among patients in participating in a hypothetical study of at-home VR for CP. More frequent email use and using Facebook demonstrated nonsignificant trends toward interest in participating in a VR clinical trial for pain (P=.06 for email use and P=.06 for Facebook use). In stepwise multivariate models controlling for pain score, Facebook use was predictive of being somewhat or very interested in participating in a VR clinical trial for pain (P=.047). Open-ended responses tended to cite the novelty of VR and desperation for pain relief as reasons for participants' interest.
Conclusions: We found high interest in participating in a clinical trial of VR despite low use of technology and low knowledge of VR. Future fully powered studies should seek to confirm the effectiveness of VR treatments for people with CP, especially people from lower socioeconomic, and racially and ethnically diverse backgrounds.
{"title":"Interest in and Predictors of Engagement With a Virtual Reality Intervention Among People With Chronic Pain: Cross-Sectional Survey Study.","authors":"Genevieve R Bryant, Samuel A Holzman, Hector R Perez","doi":"10.2196/70598","DOIUrl":"10.2196/70598","url":null,"abstract":"<p><strong>Background: </strong>Although chronic pain (CP) is highly prevalent, current modalities are not sufficient to address the needs of people living with this condition. Pharmacological treatments for CP can have severe side effects and increased likelihood of patients overdosing or developing addiction. Behavioral treatments are often indicated for the treatment of CP, but barriers to treatment are common. Virtual reality (VR)-based interventions have shown promise as an effective and potentially accessible form of treatment for CP. However, previous research on VR interventions for people living with CP has not often included diverse populations, including racial and ethnic minority groups and people with low socioeconomic status.</p><p><strong>Objective: </strong>This study aimed to gauge the interest of patients with CP in participating in a hypothetical study of at-home VR for CP and to identify predictors of interest. Patients were recruited from a low socioeconomic and racially and ethnically diverse community.</p><p><strong>Methods: </strong>A total of 48 participants living with CP were recruited from an electronic medical record database, a research participant database, and a pain clinic, and they completed surveys about demographics, pain levels, technology use, and knowledge of VR. Bivariate testing was used to determine which, if any, of the aforementioned variables were associated with interest in a hypothetical study of at-home VR for CP. Stepwise logistic regression models predicting interest were built based on bivariate testing. Finally, we used a thematic analysis framework to analyze an additional open-ended question about reasons for interest in participating in a VR intervention for CP.</p><p><strong>Results: </strong>Despite low technology use and little knowledge and experience with VR, results showed high interest (42/48, 88%) among patients in participating in a hypothetical study of at-home VR for CP. More frequent email use and using Facebook demonstrated nonsignificant trends toward interest in participating in a VR clinical trial for pain (P=.06 for email use and P=.06 for Facebook use). In stepwise multivariate models controlling for pain score, Facebook use was predictive of being somewhat or very interested in participating in a VR clinical trial for pain (P=.047). Open-ended responses tended to cite the novelty of VR and desperation for pain relief as reasons for participants' interest.</p><p><strong>Conclusions: </strong>We found high interest in participating in a clinical trial of VR despite low use of technology and low knowledge of VR. Future fully powered studies should seek to confirm the effectiveness of VR treatments for people with CP, especially people from lower socioeconomic, and racially and ethnically diverse backgrounds.</p>","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e70598"},"PeriodicalIF":3.0,"publicationDate":"2026-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12936654/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146167299","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vanessa T Vaillancourt, Marie-Dominique Poirier, Amélie Fournier, Sabrina T Wong, Marie-Eve Poitras
Background: Recruiting patients in primary care research remains challenging due to clinical workload, staffing constraints, and the need to limit disruption to routine care. Traditional recruitment methods often place a substantial burden on clinics, prompting research teams to adopt low-burden and scalable approaches such as email-based recruitment. Despite its growing use, limited empirical evidence describes how email recruitment campaigns are designed and how they perform when targeting primary care patients in real-world settings.
Objective: This article aims to descriptively examine engagement metrics from an email recruitment campaign targeting primary care patients.
Methods: We conducted a formative, descriptive secondary analysis of engagement metrics generated during a large-scale email recruitment campaign conducted as part of the Quebec component of the PaRIS-OECD survey. Between June 2023 and January 2024, 12 primary care clinics invited eligible adult patients (≥45 years) to complete an online survey using a standardized email template distributed via an email marketing platform. Collected engagement metrics included delivery rates, open rates, click-through rates, conversion rates and device type. Analyses were descriptive and conducted at the clinic level.
Results: Invitations were successfully delivered to 14,758 patients (97%). The mean open rate for the initial invitation was 73% (range: 57%-88%), decreasing with reminders. Most emails were opened on computers (85%). A total of 445 emails were undelivered due to technical issues (n = 42) or incorrect email addresses (n = 403). The overall conversion rate was 10%. Click-through rates varied by content, with the highest engagement observed for the survey link and lower engagement for supplementary video materials. Reminder emails substantially increased survey participation across clinics (200%). Participants who completed the questionnaire were predominantly aged.
Conclusions: This formative analysis suggests that email-based recruitment is a feasible and low-burden approach for engaging primary care patients in research. Engagement metrics offer valuable insights at the implementation level to inform the design, adaptation, and monitoring of digital recruitment strategies in real-world primary care settings. These findings provide practical, implementation-oriented insights to inform the design, refinement, and evaluation of email recruitment campaigns in primary care research.
{"title":"Design and Performance of an Email-Based Patient Recruitment Campaign in Primary Care Research: A Formative Secondary Analysis.","authors":"Vanessa T Vaillancourt, Marie-Dominique Poirier, Amélie Fournier, Sabrina T Wong, Marie-Eve Poitras","doi":"10.2196/67088","DOIUrl":"10.2196/67088","url":null,"abstract":"<p><strong>Background: </strong>Recruiting patients in primary care research remains challenging due to clinical workload, staffing constraints, and the need to limit disruption to routine care. Traditional recruitment methods often place a substantial burden on clinics, prompting research teams to adopt low-burden and scalable approaches such as email-based recruitment. Despite its growing use, limited empirical evidence describes how email recruitment campaigns are designed and how they perform when targeting primary care patients in real-world settings.</p><p><strong>Objective: </strong>This article aims to descriptively examine engagement metrics from an email recruitment campaign targeting primary care patients.</p><p><strong>Methods: </strong>We conducted a formative, descriptive secondary analysis of engagement metrics generated during a large-scale email recruitment campaign conducted as part of the Quebec component of the PaRIS-OECD survey. Between June 2023 and January 2024, 12 primary care clinics invited eligible adult patients (≥45 years) to complete an online survey using a standardized email template distributed via an email marketing platform. Collected engagement metrics included delivery rates, open rates, click-through rates, conversion rates and device type. Analyses were descriptive and conducted at the clinic level.</p><p><strong>Results: </strong>Invitations were successfully delivered to 14,758 patients (97%). The mean open rate for the initial invitation was 73% (range: 57%-88%), decreasing with reminders. Most emails were opened on computers (85%). A total of 445 emails were undelivered due to technical issues (n = 42) or incorrect email addresses (n = 403). The overall conversion rate was 10%. Click-through rates varied by content, with the highest engagement observed for the survey link and lower engagement for supplementary video materials. Reminder emails substantially increased survey participation across clinics (200%). Participants who completed the questionnaire were predominantly aged.</p><p><strong>Conclusions: </strong>This formative analysis suggests that email-based recruitment is a feasible and low-burden approach for engaging primary care patients in research. Engagement metrics offer valuable insights at the implementation level to inform the design, adaptation, and monitoring of digital recruitment strategies in real-world primary care settings. These findings provide practical, implementation-oriented insights to inform the design, refinement, and evaluation of email recruitment campaigns in primary care research.</p><p><strong>Clinicaltrial: </strong></p>","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":" ","pages":""},"PeriodicalIF":3.0,"publicationDate":"2026-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12978913/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146150878","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Curtis Parfitt-Ford, Lisa Ballard, Adriane Chapman
Background: Patient autonomy through informed consent is a foundational ethical principle for health care practitioners. Online consent processes risk producing "consent in name only," using manipulative or confusing user interfaces to extract consent artificially. This presents a significant danger for safe and ethical remote consultations for primary care providers, which often extract significant amounts of sensitive personal data.
Objective: This study aims to examine the quality of consent obtained through both currently used and novel consent acquisition interfaces for remote e-consultations between a patient and a primary care provider.
Methods: A total of 55 adult participants in the United Kingdom completed an interaction with a mock-up e-consultation system's consent interface for data processing, with 54 completing the full study protocol. The participants were then asked questions regarding what they had provided consent for and the usability of the interface. These responses led to the calculation of an industry-standard System Usability Scale (SUS) score and a novel Quality of Informed Consent Collected Digitally (QuICCDig) score.
Results: Users perceiving interfaces to be more usable (with a greater SUS score) were statistically significantly (n=54; P=.004) correlated with an increase in the quality of consent collected from those users (with a higher QuICCDig score). Nonetheless, both existing and novel user interfaces for collecting e-consultation consent were rated poorly, achieving a maximum SUS letter grade of "F." In total, 45% (25/55) of all the participants reported not recalling making a privacy-related decision at all during their consultation, and 87% (48/55) did not recall being offered any alternatives to e-consultation.
Conclusions: The findings demonstrate that current methods for collecting consent in telemedical applications may not be fit for purpose and potentially fail to collect valid informed consent. However, increased usability scores from users do appear to drive improvements in the quality of consent collected. Therefore, decision-makers should place importance on high-quality interface design when building or procuring these systems. We have also provided the QuICCDig score for further use.
{"title":"Quality of Informed Consent and Interface Usability in Primary Care e-Consultation: Cross-Sectional Study.","authors":"Curtis Parfitt-Ford, Lisa Ballard, Adriane Chapman","doi":"10.2196/78483","DOIUrl":"10.2196/78483","url":null,"abstract":"<p><strong>Background: </strong>Patient autonomy through informed consent is a foundational ethical principle for health care practitioners. Online consent processes risk producing \"consent in name only,\" using manipulative or confusing user interfaces to extract consent artificially. This presents a significant danger for safe and ethical remote consultations for primary care providers, which often extract significant amounts of sensitive personal data.</p><p><strong>Objective: </strong>This study aims to examine the quality of consent obtained through both currently used and novel consent acquisition interfaces for remote e-consultations between a patient and a primary care provider.</p><p><strong>Methods: </strong>A total of 55 adult participants in the United Kingdom completed an interaction with a mock-up e-consultation system's consent interface for data processing, with 54 completing the full study protocol. The participants were then asked questions regarding what they had provided consent for and the usability of the interface. These responses led to the calculation of an industry-standard System Usability Scale (SUS) score and a novel Quality of Informed Consent Collected Digitally (QuICCDig) score.</p><p><strong>Results: </strong>Users perceiving interfaces to be more usable (with a greater SUS score) were statistically significantly (n=54; P=.004) correlated with an increase in the quality of consent collected from those users (with a higher QuICCDig score). Nonetheless, both existing and novel user interfaces for collecting e-consultation consent were rated poorly, achieving a maximum SUS letter grade of \"F.\" In total, 45% (25/55) of all the participants reported not recalling making a privacy-related decision at all during their consultation, and 87% (48/55) did not recall being offered any alternatives to e-consultation.</p><p><strong>Conclusions: </strong>The findings demonstrate that current methods for collecting consent in telemedical applications may not be fit for purpose and potentially fail to collect valid informed consent. However, increased usability scores from users do appear to drive improvements in the quality of consent collected. Therefore, decision-makers should place importance on high-quality interface design when building or procuring these systems. We have also provided the QuICCDig score for further use.</p>","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e78483"},"PeriodicalIF":3.0,"publicationDate":"2026-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12930146/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146150813","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Liselot N van den Berg, Lisenka Te Lindert, Jiska J Aardoom, Anke Versluis, Sofie H Willems, Niels H Chavannes, Marise J Kasteleyn
<p><strong>Background: </strong>Over 1 million Dutch people have diabetes, of whom 90% have type 2 diabetes. Studies show that lifestyle plays an important role in the course of type 2 diabetes. MiGuide (MiGuide Ltd) is an online platform that helps people adopt and sustain lifestyle changes. The platform is integrated into existing diabetes care within primary care. Previous research has shown that implementing new (eHealth) interventions is challenging and may reduce effectiveness. Mapping out the barriers and success factors in the implementation process is essential so that eHealth interventions such as MiGuide can be used effectively in regular health care.</p><p><strong>Objective: </strong>This study aimed to evaluate the implementation of MiGuide within Dutch primary care.</p><p><strong>Methods: </strong>A qualitative study design was used, supplemented by quantitative data from patients. Five general practices participated. Three focus groups (FGs; at baseline, after 6 months, and after 12 months) were conducted with 3 general practitioners, 3 FGs with 8 specialized practice nurses (divided into 2 separate groups with 4 participants per group), 2 FGs (at 6 months and after 12 months) with 5 patients, and 2 FGs (at baseline and after 12 months) with 4 stakeholders from the management of the care group. The implementation process was discussed with health care professionals and management, and usage and user-friendliness were discussed with patients. The framework method was used to analyze the data. The following quantitative data were collected: patient characteristics, user data, and questionnaires at baseline and 6 months, assessing quality of life, usability, and diabetes self-care. The quantitative data were examined using exploratory analyses.</p><p><strong>Results: </strong>Four themes were found in the qualitative data: "innovation," "capability, motivation, and opportunity," "processes," and "setting." Different factors within these themes played an essential role throughout the implementation process, such as facilities, technical difficulties, motivation, COVID-19, and the work processes. Areas for improvement were also identified. The supplemented quantitative data showed that usability scored below average at 6 months (mean 53.8; SD 9.3; n=8). Participants had a mean score of 0.84 (SD 0.13) on the EuroQoL-5 dimension and 81.9 (SD 13.4) on the EuroQoL visual analogue scale at baseline. Moreover, the average number of days someone exercised was 4.2 (SD 1.7), and the number of days someone ate a generally healthy diet was 5.1 (SD 1.3). Insufficient data on quality of life and diabetes self-care were collected at 6 months and therefore not presented in this study.</p><p><strong>Conclusions: </strong>Implementation is a complex process with multiple barriers and facilitators. It is essential to explore the use of context-specific strategies that are aligned with the implementation process phase. Further research is needed to evalua
{"title":"Evaluation of the Implementation of a Mobile Health App to Support Dutch Primary Care for Diabetes: Qualitative Study.","authors":"Liselot N van den Berg, Lisenka Te Lindert, Jiska J Aardoom, Anke Versluis, Sofie H Willems, Niels H Chavannes, Marise J Kasteleyn","doi":"10.2196/54431","DOIUrl":"10.2196/54431","url":null,"abstract":"<p><strong>Background: </strong>Over 1 million Dutch people have diabetes, of whom 90% have type 2 diabetes. Studies show that lifestyle plays an important role in the course of type 2 diabetes. MiGuide (MiGuide Ltd) is an online platform that helps people adopt and sustain lifestyle changes. The platform is integrated into existing diabetes care within primary care. Previous research has shown that implementing new (eHealth) interventions is challenging and may reduce effectiveness. Mapping out the barriers and success factors in the implementation process is essential so that eHealth interventions such as MiGuide can be used effectively in regular health care.</p><p><strong>Objective: </strong>This study aimed to evaluate the implementation of MiGuide within Dutch primary care.</p><p><strong>Methods: </strong>A qualitative study design was used, supplemented by quantitative data from patients. Five general practices participated. Three focus groups (FGs; at baseline, after 6 months, and after 12 months) were conducted with 3 general practitioners, 3 FGs with 8 specialized practice nurses (divided into 2 separate groups with 4 participants per group), 2 FGs (at 6 months and after 12 months) with 5 patients, and 2 FGs (at baseline and after 12 months) with 4 stakeholders from the management of the care group. The implementation process was discussed with health care professionals and management, and usage and user-friendliness were discussed with patients. The framework method was used to analyze the data. The following quantitative data were collected: patient characteristics, user data, and questionnaires at baseline and 6 months, assessing quality of life, usability, and diabetes self-care. The quantitative data were examined using exploratory analyses.</p><p><strong>Results: </strong>Four themes were found in the qualitative data: \"innovation,\" \"capability, motivation, and opportunity,\" \"processes,\" and \"setting.\" Different factors within these themes played an essential role throughout the implementation process, such as facilities, technical difficulties, motivation, COVID-19, and the work processes. Areas for improvement were also identified. The supplemented quantitative data showed that usability scored below average at 6 months (mean 53.8; SD 9.3; n=8). Participants had a mean score of 0.84 (SD 0.13) on the EuroQoL-5 dimension and 81.9 (SD 13.4) on the EuroQoL visual analogue scale at baseline. Moreover, the average number of days someone exercised was 4.2 (SD 1.7), and the number of days someone ate a generally healthy diet was 5.1 (SD 1.3). Insufficient data on quality of life and diabetes self-care were collected at 6 months and therefore not presented in this study.</p><p><strong>Conclusions: </strong>Implementation is a complex process with multiple barriers and facilitators. It is essential to explore the use of context-specific strategies that are aligned with the implementation process phase. Further research is needed to evalua","PeriodicalId":36351,"journal":{"name":"JMIR Human Factors","volume":"13 ","pages":"e54431"},"PeriodicalIF":3.0,"publicationDate":"2026-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12930143/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146150840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}