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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. 沃特福德综合医院全容量药房使用静脉工作流程软件解决方案提高静脉药物制备途径的效率:观察研究和经济分析
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-18 DOI: 10.2196/85408
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.

背景:现有的静脉全身抗癌治疗(SACT)途径在操作上效率低下。手动的、基于纸张的工作流程使系统容易出现人为错误,并且需要耗时的手动验证分散了药房工作人员的时间。静脉注射SACT途径的自动化工作流程解决方案的引入可以优化治疗及时性并改善患者的肿瘤预后,与改善癌症护理的国家卫生服务长期计划保持一致。目的:本观察性分析旨在评估在沃特福德总医院无菌单位静脉注射SACT实施Becton Dickinson (BD) Cato Pharmacy系统后时间、成本和错误的变化。方法:采用静脉配药软件(BD Cato)实施前后,由药学人员手工采集配药过程次数数据。对数据进行分析,以估计每年节省的时间、机会成本和减少的错误。结果:静脉配药软件每支药物节省时间18 (SD 9)分钟,相当于每年节省1034小时(1034/2591,减少39.9%)。如果将这段时间用于生产更多的静脉注射SACT,沃特福德总医院每年可以增加66%(2298/3482)的产量(2298额外的静脉注射SACT)。这意味着每个药物平均节省11.29英镑(1英镑= 1.273美元)的成本,相当于每年节省39246英镑的机会成本。静脉配药软件也减少了86%的观察错误(43/50),在2个月内减少了43个错误(每年大约减少258个错误)。员工也更喜欢静脉配药软件,而不是手工系统。结论:静脉配药软件在SACT静脉配药过程中可节省时间、降低成本、减少差错。这可以改善癌症患者获得及时治疗的机会。
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引用次数: 0
Exploring Common and Novel Actualized Affordances of Fitbit: Mixed Methods Study. 探索Fitbit常见和新颖的可实现功能:混合方法研究。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-18 DOI: 10.2196/85412
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
背景:尽管健身应用程序可以促进更健康的生活方式,但基于应用程序的干预措施的有效性证据仍然不一致。之前的研究已经使用了可视性理论来确定为用户产生运动相关价值的因素。然而,许多健身应用的易用性研究都是将多个健身应用放在一起进行研究,假设不同平台的设计意图相似。此外,它们大多依赖于预定义的功能,而不是研究可能揭示独特用户健身应用交互的突发或新颖功能。目的:本研究旨在确定Fitbit用户实现的常见功能,并揭示他们与该特定应用程序交互时出现的新功能,从而扩展对功能如何促进用户参与度和健康结果的理解。方法:采用两阶段混合方法设计。首先,对442名定期锻炼的美国Fitbit用户进行了一项基于网络的横断面调查。参与者从先前文献中确定的列表中选择启示,并可以在开放文本响应中报告其他启示。为了证实和扩展调查结果,我们从b谷歌Play Store收集了15,000条用户评论,其中2674条(17.8%)评论被自动归类为功能主题,1182条(7.9%)被手动验证为相关。通过生成预训练的基于变压器的方法,通过调查确定的功能,将评论按主题分类为功能类别。结果:调查显示,最常实现的功能是更新(351名参与者和749次评论提及,总数=1100)和提醒(319名参与者和143次提及,总数=462),强调了Fitbit在跟踪进度和维持常规方面的作用。竞赛(99名参与者,88次提及;总数=187)和奖励(133名参与者,32次提及;总数=165)突出了游戏化,而比较(151名参与者,8次提及;总数=159)和指导(118名参与者,25次提及;总数=143)反映了基准和教学支持。其他启示如搜索(135名参与者和2次提及;总数=137)、鼓励(75名参与者和19次提及;总数=94)和观察他人(68名参与者和3次提及;总数=71)不太常见,而识别(58名参与者和0次提及;总数=58)和自我展示(47名参与者和1次提及;总数=50)是最不常见的。新的启示包括鼓励他人(14名参与者,1次提及;总数=15)、问责(3名参与者,9次提及;总数=12)和自我比较(3名参与者,5次提及;总数=8)。结论:大多数Fitbit用户实现了更新和提醒功能,而少数用户实现了其他功能。此外,很少有Fitbit用户实现了反映自我调节、社会联系延伸和个人意义的新颖启示。这项研究强调,Fitbit应该专注于大多数用户的核心跟踪和提醒,同时提供可选功能,促进指导、社区、问责制和个人相关性。设计有助于实现常见和新颖功能的功能可能会提高应用程序的有效性,并最终提高健身技术的健康效益。
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引用次数: 0
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. 以用户为中心的混合方法流程概述,用于设计患者护理环境(界面)中相互连接和集中的移动应用程序:用于儿科复苏的增强现实决策支持系统。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-13 DOI: 10.2196/78144
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":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;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).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;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}
引用次数: 0
Physical and Psychological Effects of Smartphone App-Based Walking Interventions in Community-Dwelling Older Adults: Systematic Review and Behavior Change Technique-Informed Analysis. 基于智能手机应用程序的社区老年人步行干预的生理和心理影响:系统评价和行为改变技术知情分析。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-12 DOI: 10.2196/78042
Hiroki Abe, Tomohiro Isinuki, Rinako Ono, Naoki Kanaya, Masaya Tanno, Michiyo Hirano

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.

背景:随着全球人口老龄化的加剧,促进步行作为一种健康行为来维持和提高老年人的幸福感变得越来越重要。近年来,信息和通信技术以及移动卫生方面的进步为开发通过智能手机应用程序提供的卫生干预措施提供了支持。然而,到目前为止,还没有一项研究将步行的动机或意图等心理因素纳入其中,而智能手机应用程序中嵌入的有效促进步行的行为改变技术(bct)仍不清楚。目的:本研究有两个主要目的:(1)评估智能手机应用程序使用对社区居住老年人步行行为和步行意愿的影响;(2)确定通过这些应用程序提供的特定btc可能有效促进步行行为和意愿。方法:符合条件的研究是在2015年3月1日至2025年2月28日期间以英语或日语发表的研究,这些研究的重点是社区居住的老年人,实施了基于智能手机应用程序的干预措施,并报告了步行相关的结果。使用“老年人”、“智能手机”和“步行”等关键词设计了系统的搜索策略。使用研究质量评估工具评估偏倚风险。对所选研究中描述的应用程序的特征进行检查,以确定它们使用的BCT,并根据BCT分类法进行分类。结果:在最初检索的296项研究中,有8项符合纳入标准。这些研究在参与者特征、干预持续时间、应用程序功能和结果方面各不相同,而且大多数是初步研究。虽然有几个应用程序是专门为增加步行量而设计的,但其他应用程序包括促进用户之间社交互动的功能。此外,两项研究也报告了步行动力的提高。与统计上显著改善步行行为相关的应用程序经常使用以下类别的bct:(1)目标和计划,(2)反馈和监控,以及(4)塑造知识。值得注意的是,有5个bct没有被纳入任何被审查的应用程序。结论:尽管智能手机应用程序有可能改善社区老年人的步行行为和意愿,但目前的证据仍然有限。提供步行相关知识、促进目标设定和支持行为监控的应用程序似乎特别有效,可能会加强这一人群的步行行为和意图。
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引用次数: 0
Adolescent Perceptions of an Online Safety Chatbot: Survey Study. 青少年对在线安全聊天机器人的看法:调查研究。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-12 DOI: 10.2196/71498
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.

背景:青少年在网络环境中面临各种潜在危害,包括接触令人痛苦的非法材料、网络欺凌、基于图像的虐待和“性勒索”。各机构为儿童和青少年提供按需求助热线和信息服务,以帮助他们应对在线(和离线)危害。目的:本研究考察了基于聊天的会话代理(聊天机器人)是否可能成为满足面临网络危害风险的青少年需求的有用附加工具。我们开发了一个原型聊天机器人——包括会话和菜单驱动的用户选项——并评估了用户对聊天机器人的信任。在这种情况下,信任与聊天机器人的可用性以及它提供的信息和支持的价值有关。方法:参与者(n=224,平均年龄16.8岁)与聊天机器人互动,并根据用户信任、感知可用性和实用性(即所提供支持资源的相关性)对它们进行评估。结果:大多数参与者(会话聊天机器人:141/224,63%和菜单驱动聊天机器人:142/224,63%)表示愿意点击聊天机器人推荐的支持链接。对聊天机器人信任度较高的参与者更有可能点击推荐的支持服务链接(有极端证据表明大影响:δ=0.73, 95%可信区间[CrI] 0.46-1.00; δ=0.78, 95%可信区间[CrI] 0.50-1.07,分别为会话和菜单驱动的聊天机器人;与没有点击链接的参与者相比,点击链接的参与者对他们的决定持积极态度的比例更高(有极端证据表明,大影响:δ=0.87, 95% CrI 0.58-1.15和δ=0.84, 95% CrI 0.54-1.12,分别为会话和菜单驱动的聊天机器人;BF10> 300万)。对话式聊天机器人和菜单驱动型聊天机器人在信任度和有效性方面差别不大。结论:聊天机器人是一种很有前途的额外工具,可以帮助青少年获得与心理健康相关的支持服务,并防范网络危害。然而,建立信任是至关重要的。
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引用次数: 0
Mental Health Profiles Based on Self-Regulation and Technology Use in the Digital Era in a Spanish-Speaking Sample: Latent Profile Analysis. 基于自我调节和数字时代技术使用的西班牙语样本的心理健康概况:潜在概况分析。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-11 DOI: 10.2196/77167
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
背景:数字技术的广泛使用引起了人们对其对心理健康影响的日益关注。虽然自我调节被认为是一种保护因素,但人们对基于自我调节和技术使用模式的不同心理特征与心理困扰的关系知之甚少。以人为中心的方法,如潜在概况分析,可能提供更深入的见解,特别是在代表性不足的人群中。目的:本研究旨在识别基于自我调节、无手机恐惧症(害怕没有手机)以及有问题地使用互联网和社交媒体(由行为症状定义)的潜在心理特征,以检查它们与哥伦比亚样本中一般心理困扰和情绪症状的存在的关联。此外,还探讨了年龄和性别对班级成员的预测作用。方法:通过方便抽样策略招募参与者,旨在确保样本在年龄和性别方面的异质性。共有453名12至57岁的参与者(平均21.03岁,标准差8.41岁;257/453,56.7%为女性)完成了自我调节(简化自我调节问卷)、无恐惧症(无恐惧症问卷)、互联网和社交媒体使用(MULTICAGE-TIC,基于CAGE框架的多域筛选问卷)和心理困扰(一般健康问卷-12)的有效测量。使用连续变量的标准化分数进行潜在剖面分析。使用贝叶斯信息准则、熵和自举似然比检验评估模型拟合。通过方差分析(ANOVA)和回归模型检验各潜在类别心理困扰得分的差异。多元逻辑回归检验了年龄和性别对班级成员的预测价值。结果:最优解有4个不同的隐型(熵值=0.85)。第一类学生自我调节能力强,不良技术使用程度低,心理困扰得分最低。第2类在所有指标上表现为中等水平,但心理困扰水平最高。3班和4班呈现混合模式。第3类(信息和通信技术的高使用和低自我调节)比第2类表现出更低的痛苦,而第4类(自我调节低和适度高的信息和通信技术使用的年轻个体)比第3类表现出更高的痛苦。结论:潜在特征分析发现了数字行为、自我调节和心理困扰的不同配置。自我调节始终与较低的痛苦得分区分,表明其与理解个人如何管理ICT使用的相关性。这些发现支持了以人为中心的方法在描述技术相关行为的异质模式方面的价值。该研究从讲西班牙语的样本中提供了证据,为心理困扰和有问题的技术使用提供了一个新的视角,这在文献中仍未得到充分体现。
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引用次数: 0
Interest in and Predictors of Engagement With a Virtual Reality Intervention Among People With Chronic Pain: Cross-Sectional Survey Study. 慢性疼痛患者对虚拟现实干预的兴趣和预测因素:横断面调查研究。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-11 DOI: 10.2196/70598
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.

背景:虽然慢性疼痛(CP)非常普遍,但目前的治疗方式不足以满足患者的需求。CP的药物治疗可能会产生严重的副作用,并增加患者服用过量或成瘾的可能性。行为治疗通常用于治疗CP,但治疗障碍是常见的。基于虚拟现实(VR)的干预措施已经显示出作为一种有效且潜在的CP治疗形式的希望。然而,之前关于CP患者的VR干预研究通常没有包括不同的人群,包括种族和少数民族群体以及社会经济地位较低的人群。目的:本研究旨在评估脑瘫患者参与一项假设的家用脑瘫VR研究的兴趣,并确定兴趣的预测因素。患者是从低社会经济和种族和民族多样化的社区招募的。方法:从电子病历数据库、研究参与者数据库和疼痛诊所中招募了48名CP患者,他们完成了关于人口统计学、疼痛水平、技术使用和VR知识的调查。在一项假设的CP家庭虚拟现实研究中,使用双变量检验来确定上述变量中哪些与兴趣相关。基于双变量检验,建立了预测兴趣的逐步逻辑回归模型。最后,我们使用主题分析框架来分析一个额外的开放式问题,即参与cp的VR干预的原因。尽管技术使用率低,对虚拟现实的了解和经验也很少,但结果显示,患者对参与一项假设的家用虚拟现实治疗CP的研究有很高的兴趣(42/ 48,88%)。更频繁地使用电子邮件和使用Facebook表明,参与虚拟现实治疗疼痛临床试验的兴趣没有显著趋势(使用电子邮件和使用Facebook的P= 0.06)。在控制疼痛评分的逐步多变量模型中,Facebook的使用可以预测参与VR疼痛临床试验的程度或非常感兴趣(P= 0.047)。开放式回答倾向于将VR的新颖性和对缓解疼痛的绝望作为参与者感兴趣的原因。结论:尽管VR技术的使用率低,对VR的认识也不高,但我们发现参与VR临床试验的兴趣很高。未来全面有力的研究应寻求证实VR治疗对CP患者的有效性,特别是来自社会经济地位较低、种族和民族背景不同的患者。
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引用次数: 0
Design and Performance of an Email-Based Patient Recruitment Campaign in Primary Care Research: A Formative Secondary Analysis. 初级保健研究中基于电子邮件的患者招募活动的设计和表现:形成性的二次分析。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-09 DOI: 10.2196/67088
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.

Clinicaltrial:

背景:由于临床工作量、人员配备限制以及需要限制对常规护理的干扰,在初级保健研究中招募患者仍然具有挑战性。传统的招聘方法往往给诊所带来沉重的负担,促使研究团队采用低负担和可扩展的方法,如基于电子邮件的招聘。尽管它的使用越来越多,但有限的经验证据描述了电子邮件招聘活动是如何设计的,以及它们在现实世界中针对初级保健患者的效果如何。目的:本文旨在描述性地研究针对初级保健患者的电子邮件招募活动的参与指标。方法:作为巴黎-经合组织调查的魁北克部分,我们对大规模电子邮件招聘活动中产生的参与度指标进行了形成性、描述性的二次分析。在2023年6月至2024年1月期间,12家初级保健诊所邀请符合条件的成年患者(≥45岁)使用电子邮件营销平台分发的标准化电子邮件模板完成在线调查。收集到的用户粘性指标包括交付率、打开率、点击率、转换率和设备类型。分析是描述性的,并在临床水平上进行。结果:邀请函成功送达14758例患者(97%)。初始邀请的平均打开率为73%(范围:57%-88%),随着提醒而下降。大多数电子邮件是在电脑上打开的(85%)。由于技术问题(n = 42)或错误的电子邮件地址(n = 403),共有445封邮件未发送。总转化率为10%。点击率因内容而异,调查链接的参与度最高,而补充视频材料的参与度较低。提醒邮件大大提高了各诊所的调查参与度(200%)。完成问卷的参与者主要是老年人。结论:这一形成性分析表明,基于电子邮件的招募是一种可行的、低负担的方法,可以让初级保健患者参与研究。参与指标在实施层面提供了有价值的见解,为现实世界初级保健环境中数字招聘策略的设计、调整和监测提供了信息。这些发现为初级保健研究中电子邮件招聘活动的设计、改进和评估提供了实用的、以实施为导向的见解。临床试验:
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引用次数: 0
Quality of Informed Consent and Interface Usability in Primary Care e-Consultation: Cross-Sectional Study. 初级保健电子咨询的知情同意质量和界面可用性:横断面研究。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-09 DOI: 10.2196/78483
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.

背景:通过知情同意的患者自主权是卫生保健从业人员的基本伦理原则。在线同意处理有可能产生“名义上的同意”,使用操纵性或令人困惑的用户界面人为地获取同意。这对初级保健提供者进行安全和合乎道德的远程咨询构成了重大危险,因为这些咨询通常会提取大量敏感的个人数据。目的:本研究旨在检查通过当前使用的和新型的同意获取接口获得的同意质量,用于患者和初级保健提供者之间的远程电子咨询。方法:英国共有55名成年参与者完成了与模拟电子咨询系统同意界面的交互,以进行数据处理,其中54人完成了完整的研究方案。然后,参与者被问及他们同意的内容以及界面的可用性。这些反馈导致了行业标准系统可用性量表(SUS)得分和新型数字收集的知情同意质量(QuICCDig)得分的计算。结果:用户感知界面更可用(具有更高的SUS评分)与从这些用户(具有更高的QuICCDig评分)收集的同意质量的增加在统计学上显着相关(n=54; P= 0.004)。尽管如此,收集电子咨询同意的现有用户界面和新用户界面的评分都很差,最高SUS字母等级为“f”。总的来说,45%(25/55)的参与者报告说,他们在咨询期间根本没有回忆起做出与隐私相关的决定,87%(48/55)的参与者不记得被提供任何替代电子咨询的选择。结论:调查结果表明,目前在远程医疗应用中收集同意的方法可能不适合目的,并且可能无法收集有效的知情同意。然而,用户可用性得分的提高似乎确实推动了同意收集质量的提高。因此,在构建或采购这些系统时,决策者应该重视高质量的界面设计。我们还提供了QuICCDig评分以供进一步使用。
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引用次数: 0
Evaluation of the Implementation of a Mobile Health App to Support Dutch Primary Care for Diabetes: Qualitative Study. 对支持荷兰糖尿病初级保健的移动健康应用程序实施的评估:定性研究。
IF 3 Q2 HEALTH CARE SCIENCES & SERVICES Pub Date : 2026-02-09 DOI: 10.2196/54431
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
背景:超过100万荷兰人患有糖尿病,其中90%患有2型糖尿病。研究表明,生活方式在2型糖尿病的病程中起着重要作用。MiGuide (MiGuide Ltd)是一个帮助人们接受和维持生活方式改变的在线平台。该平台被整合到现有的初级保健糖尿病护理中。先前的研究表明,实施新的(电子卫生)干预措施具有挑战性,可能会降低有效性。确定实施过程中的障碍和成功因素至关重要,这样才能在常规卫生保健中有效地利用诸如MiGuide之类的电子卫生干预措施。目的:本研究旨在评估咪桂德在荷兰初级保健中的实施情况。方法:采用定性研究设计,辅以患者的定量资料。共有五名全科医生参与。3个焦点组(FGs,基线时、6个月后和12个月后)有3名全科医生参与,3个FGs有8名专业执业护士参与(分为2个独立组,每组4名参与者),2个FGs(6个月和12个月后)有5名患者参与,2个FGs(基线时和12个月后)有4名来自护理组管理层的利益相关者参与。与卫生保健专业人员和管理人员讨论了实施过程,并与患者讨论了使用和用户友好性。采用框架法对数据进行分析。收集以下定量数据:患者特征,用户数据,基线和6个月的问卷调查,评估生活质量,可用性和糖尿病自我护理。定量数据采用探索性分析进行检验。结果:在定性数据中发现了四个主题:“创新”,“能力,动机和机会”,“过程”和“设置”。这些主题中的不同因素在整个实施过程中发挥了至关重要的作用,例如设施、技术困难、动机、COVID-19和工作流程。还确定了需要改进的领域。补充的定量数据显示,6个月时可用性得分低于平均水平(平均53.8;SD 9.3; n=8)。参与者在基线时EuroQoL-5维度的平均得分为0.84 (SD 0.13), EuroQoL视觉模拟量表的平均得分为81.9 (SD 13.4)。此外,锻炼的平均天数为4.2天(标准差1.7),健康饮食的平均天数为5.1天(标准差1.3)。在6个月时收集的生活质量和糖尿病自我护理数据不足,因此未在本研究中提出。结论:实施是一个复杂的过程,有多种障碍和促进因素。探索与实现过程阶段相一致的特定于上下文的策略的使用是至关重要的。需要进一步的研究来评估下一个版本的MiGuide平台,该平台正在另一个有生活方式教练的环境中实施。
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