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iSenseVR: bringing VR exposure therapy outside the laboratory iSenseVR:将VR暴露疗法带到实验室之外
IF 2.2 Q2 Medicine Pub Date : 2019-06-17 DOI: 10.1108/JET-12-2018-0063
M. Poyade, Glyn Morris, Ian Taylor, Victor Portela
PurposeThe purpose of this paper is to present the preliminary outcomes of a research which takes gradual exposure in virtual reality (VR) outside the laboratory to empower people with “hidden disabilities” breaking down their barriers towards independent living. It explores the use of VR through smartphones to practically apply gradual exposure to environment stressors that are typically found in busy spaces from one’s own safe environment.Design/methodology/approachAberdeen International Airport has kindly accepted to take part to this research as a case study. Following a participatory design and usability testing, a semi-controlled seven-day study was conducted among seven individuals with hidden disabilities to assess user acceptance.FindingsResults showed undeniable participants’ engagement and enthusiasm for the proposed approach, although further research is needed to increase the presence and improve the overall user experience.Research limitations/implicationsThe proposed research has been conducted on small cohort of participants outside of a clinical setting. Further engagement with individuals with hidden disabilities is required in order to determine the effectiveness of the proposed approach.Originality/valueThis research presents a methodological and technological framework which contributes effectively to the practicality of VR exposure therapy outside of the laboratory setting, from one’s own safe place.
目的本文的目的是介绍一项研究的初步结果,该研究在实验室外逐渐暴露在虚拟现实(VR)中,以增强“隐性残疾”患者的能力,打破他们独立生活的障碍。它探索了通过智能手机使用虚拟现实,在实际中逐步暴露于环境压力源,这些压力源通常出现在繁忙的空间中,远离自己的安全环境。设计/方法/方法阿伯丁国际机场已欣然接受作为案例研究参与本研究。在参与式设计和可用性测试之后,对七名隐性残疾患者进行了为期七天的半对照研究,以评估用户的接受程度。FindingsResults显示了不可否认的参与者对所提出的方法的参与度和热情,尽管还需要进一步的研究来增加存在感并改善整体用户体验。研究局限性/含义拟议的研究是在临床环境之外的一小群参与者身上进行的。为了确定拟议方法的有效性,需要进一步与有隐性残疾的个人接触。独创性/价值这项研究提供了一个方法和技术框架,有效地促进了在实验室之外、在自己安全的地方进行VR暴露治疗的实用性。
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引用次数: 0
End-user involvement in rehabilitation virtual reality implementation research. 终端用户参与康复虚拟现实实现研究。
IF 2.2 Q2 Medicine Pub Date : 2019-06-12 DOI: 10.1108/JET-10-2018-0050
Rachel Proffitt, S. Glegg, D. Levac, B. Lange
PurposeDespite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors' collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned.Design/methodology/approachThe authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI.FindingsA better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users.Research limitations/implicationsIncreasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings.Originality/valueThe set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.
尽管越来越多的证据表明现成的和康复专用的主动视频游戏(avg)和虚拟现实(VR)系统对康复的有效性,但临床应用仍然很差。通过改进终端用户对VR/AVG实施研究的参与,更好地匹配VR/AVG系统功能和客户/治疗师需求,可能会增加这项技术的采用。本文的目的是回顾作者在VR/AVG研究中包括最终用户的集体经验中的四个案例,以确定共同的利益、挑战和经验教训。设计/方法论/方法作者运用从四个案例中获得的知识和经验教训,为后续的用户参与研究设计和方法提出建议,包括评估终端UI的影响。发现VR/AVG系统功能与客户/治疗师需求之间更好的匹配,可以改善VR/AVG实施研究的各个阶段的最终UI。在治疗师的知识和技能以及最终终端用户(参与康复的人)的投入方面,尽早增加支持和征求意见有共同的好处。大多数设置都面临平衡技术需求与实践设置和最终用户的需求和目标的挑战。研究限制/意义在VR/AVG实施研究中增加终端UI可能会解决与临床吸收不良相关的问题。在VR/AVG环境中,最终用户可以是治疗师、客户或技术开发人员/工程师。本文提出了四个案例场景,描述了不同VR/AVG系统的实施,涉及各种人群、最终用户和设置。原创性/价值为后续用户参与的研究设计和方法提供的一套建议涵盖了开发、研究和实施的过程。作者希望这些建议能够促进跨学科的合作,鼓励研究人员和治疗师更容易地采用VR/AVGs,并为康复客户提供有效和有效的治疗方法。
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引用次数: 10
Using embodied experiences to re-design enabling technologies 利用具体经验重新设计使能技术
IF 2.2 Q2 Medicine Pub Date : 2019-03-18 DOI: 10.1108/JET-06-2018-0028
Suhas Govind Joshi
PurposeThis study introduces a phenomenological approach to the design of enabling technologies for older adults focusing on capabilities rather than disabilities. The purpose of this paper is to use embodied experiences to structure an alternative understanding of the human–technology relationship and demonstrates the significance and implications of this approach.Design/methodology/approachIn total, 31 older citizens (M=80.5 years, SD=5.97 years) were engaged in a participatory design process revolving around the embodied experiences of the participants. The aim was to design new wireless chargers for their existing enabling technologies. The paper presents design results and statistical analyses of performance evaluations.FindingsThe co-designed alternatives were compared to the current alternative. The statistical analyses revealed an average increase in performance of 45.35 percent across all participants when using designs anchored in embodied experiences. The significance of these results suggests that a shift from disabilities to capabilities provides new opportunities to understand and facilitate interaction between older adults and technology.Research limitations/implicationsThe study follows the theoretical argument into real-use scenarios involving co-designed artifacts to demonstrate how the suggested approach can be a viable alternative strategy to how we facilitate the design of enabling technologies for older adults.Originality/valueThe suggested design approach contributes to the ongoing development of enabling technologies for older adults by introducing a respectful and inclusive alternative strategy.
目的本研究引入了一种现象学方法来设计老年人的赋能技术,重点关注能力而非残疾。本文的目的是利用具体化的经验来构建对人与技术关系的另一种理解,并展示这种方法的意义和含义。设计/方法/方法总共有31名老年人(M=80.5岁,SD=5.97岁)参与了围绕参与者具体体验的参与式设计过程。其目的是为现有的赋能技术设计新的无线充电器。本文介绍了性能评估的设计结果和统计分析。发现将共同设计的备选方案与当前备选方案进行了比较。统计分析显示,当使用基于具体体验的设计时,所有参与者的表现平均提高了45.35%。这些结果的重要性表明,从残疾到能力的转变为理解和促进老年人与技术之间的互动提供了新的机会。研究局限性/含义该研究将理论论证纳入涉及共同设计的人工制品的实际使用场景,以证明所建议的方法如何成为一种可行的替代策略,从而促进为老年人设计赋能技术。独创性/价值建议的设计方法通过引入尊重和包容的替代战略,有助于为老年人开发有利的技术。
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引用次数: 2
Negotiating contradictions: engaging disparate stakeholder demands in designing for active and healthy ageing 协商矛盾:让不同的利益相关者参与积极健康老龄化的设计
IF 2.2 Q2 Medicine Pub Date : 2019-03-18 DOI: 10.1108/JET-09-2018-0045
D. Vaziri, David Unbehaun, Konstantin Aal, Irina Shklovski, R. Wieching, D. Schreiber, V. Wulf
PurposeDesigning technologies for active and healthy ageing (AHA) requires a subtle understanding of end users (primary stakeholders) and healthcare professionals (secondary stakeholders). Often, their perspectives can be heterogeneous and contradictory. Identifying and negotiating them may be a challenge for designers. The purpose of this paper is to present our approach to understanding and negotiating contradictory stakeholder perspectives when designing AHA technologies for older adults.Design/methodology/approachThe authors conducted an exploratory interview study with 15 community-dwelling older adults and 11 healthcare stakeholders, including doctors, health insurance agencies, policymakers and caregivers. The authors analyzed the interview material and negotiated contradictory perspectives.FindingsThree major issues among stakeholders emerged: perspectives on AHA; perceived benefits and drawbacks of AHA technologies; and concerns about data privacy, control and trust.Research limitations/implicationsThe results show the heterogeneity and contradictions in stakeholder perspectives on AHA technologies and how these perspectives may be negotiated. This could help understand and facilitate long-term use of AHA technologies among older adults.Originality/valueThis study alerts researchers to contradictory perspectives among older people and healthcare stakeholders and the importance of involving them in the design of AHA technologies.
目的设计积极健康老龄化(AHA)技术需要对最终用户(主要利益相关者)和医疗保健专业人员(次要利益相关者)有一个微妙的理解。通常,他们的观点可能是不同的和矛盾的。对于设计师来说,识别和协商它们可能是一个挑战。本文的目的是提出我们的方法来理解和协商矛盾利益相关者的观点时,为老年人设计AHA技术。设计/方法/方法作者对15名社区居住的老年人和11名医疗保健利益相关者进行了探索性访谈研究,包括医生、医疗保险机构、政策制定者和护理人员。作者分析了访谈材料,并协商了矛盾的观点。利益相关者之间出现了三个主要问题:对AHA的看法;感知到的AHA技术的优点和缺点;以及对数据隐私、控制和信任的担忧。研究局限/启示研究结果显示了利益相关者对AHA技术观点的异质性和矛盾,以及这些观点如何协商。这有助于理解和促进老年人长期使用AHA技术。原创性/价值本研究提醒研究人员注意老年人和医疗保健利益相关者之间的矛盾观点,以及让他们参与AHA技术设计的重要性。
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引用次数: 0
Mobile e-Health 移动电子健康
IF 2.2 Q2 Medicine Pub Date : 2019-03-18 DOI: 10.1108/JET-03-2019-072
G. Wilson
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引用次数: 6
Lifeworld in co-designing with informal carers 与非正式护理人员共同设计的生活世界
IF 2.2 Q2 Medicine Pub Date : 2019-03-18 DOI: 10.1108/JET-05-2018-0023
F. Andréasson, Jan Aidemark, L. Magnusson, A. Strömberg, E. Hanson
PurposeThe purpose of this paper is to reflect on carers’ experiences of being involved in the development of a web-based support programme for carers of people with heart failure (CPwHF), and discuss the challenges related to their involvement in the development process. The focus was on the different phases in the project as well as the methodological challenges and opportunities that occurred in the user group sessions conducted.Design/methodology/approachThis research adopt an explorative design studying a co-design process to develop an information and communication technology based support programme for and with CPwHF. Habermas’ concepts of lifeworld and system are used as a theoretical framework to analyse the co-design process employed in the study.FindingsReflecting on the co-design approach adopted, the findings highlight the methodological challenges that arise with carer involvement and the possible tensions that occur between researchers’ ambitions to include users in the design process, and the goal of developing a product or service, in the different phases of the design process.Originality/valueFindings highlight that there is a tension between the system and lifeworld in the co-design process which are not totally compatible. The paper highlights that there is a need to develop flexible and reflexive human-centred design methodologies, able to meet carers’ needs and ideas, and at the same time balance this with proposed research outcomes.
目的本文的目的是反思护理人员参与开发基于网络的心力衰竭护理人员支持计划(CPwHF)的经验,并讨论与他们参与开发过程相关的挑战。重点是项目的不同阶段以及在进行的用户组会议中出现的方法上的挑战和机会。设计/方法/方法本研究采用探索性设计,研究协同设计过程,为CPwHF开发基于信息和通信技术的支持计划。本文以哈贝马斯的生活世界和系统概念为理论框架,分析了协同设计过程。研究结果反映了采用的协同设计方法,研究结果强调了在设计过程的不同阶段,研究人员将用户纳入设计过程的雄心与开发产品或服务的目标之间可能出现的方法论挑战。原创性/价值发现强调在协同设计过程中,系统和生活世界之间存在张力,两者并不完全兼容。这篇论文强调,有必要发展灵活和反思的以人为中心的设计方法,能够满足护理人员的需求和想法,同时平衡这与拟议的研究成果。
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引用次数: 4
Editorial 编辑
IF 2.2 Q2 Medicine Pub Date : 2019-03-18 DOI: 10.1108/jet-05-2019-073
N. Newbutt
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引用次数: 0
The Digitalization of Healthcare: Electronic Records and the Disruption of Moral Orders 医疗保健的数字化:电子记录与道德秩序的颠覆
IF 2.2 Q2 Medicine Pub Date : 2019-03-18 DOI: 10.1108/JET-03-2019-071
Johanna L. H. Birkland
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引用次数: 13
Tablet-based intervention to foster music-related hand responses and positive engagement in people with advanced Alzheimer’s disease 基于平板电脑的干预,促进老年痴呆症患者与音乐相关的手部反应和积极参与
IF 2.2 Q2 Medicine Pub Date : 2019-03-18 DOI: 10.1108/JET-06-2018-0027
G. Lancioni, Nirbhay N. Singh, M. O'Reilly, J. Sigafoos, Fiora D’amico, Dominga Laporta, A. Scordamaglia, K. Pinto
PurposeMusic stimulation is considered beneficial for people with advanced Alzheimer’s disease. The purpose of this paper is to assess a tablet-based program to promote music-related hand responses and positive engagement (e.g. singing or moving the body with the music) in people with advanced Alzheimer’s disease.Design/methodology/approachThe program was implemented with 20 participants according to a non-concurrent multiple baseline design across participants. The participants were provided with a tablet whose screen worked as a sensor. During the intervention, sensor activations by hand responses led the tablet to present 10 s segments of preferred songs; an absence of sensor activation led the tablet to produce a prompt.FindingsThe participants’ mean frequencies of hand responses (i.e. sensor activations) per 5 min session increased from mostly zero during baseline to between about 9 and 20 during the intervention. The mean percentages of observation intervals with participants’ positive engagement increased from 0 to 12 during the baseline to between 13 and 55 during the intervention. The differences between baseline and intervention data were statistically significant for all participants.Originality/valueA tablet-based program, such as that used in this study, may help people with advanced Alzheimer’s disease develop specific music-related responses and positive engagement.
目的音乐刺激被认为对晚期阿尔茨海默病患者有益。本文的目的是评估一种基于平板电脑的程序,以促进晚期阿尔茨海默病患者与音乐相关的手部反应和积极参与(如随着音乐唱歌或移动身体)。设计/方法论/方法该计划由20名参与者根据参与者之间的非并发多基线设计实施。向参与者提供了一块平板电脑,其屏幕起到了传感器的作用。在干预过程中,通过手部反应激活传感器,平板电脑显示10 s偏好歌曲的片段;传感器激活的缺失导致平板电脑产生提示。发现参与者每5次手部反应(即传感器激活)的平均频率 min会话从基线期间的几乎为零增加到干预期间的大约9和20之间。参与者积极参与的观察间隔的平均百分比从基线期间的0到12增加到干预期间的13到55。所有参与者的基线数据和干预数据之间的差异具有统计学意义。独创性/价值基于平板电脑的程序,如本研究中使用的程序,可以帮助晚期阿尔茨海默病患者产生特定的音乐相关反应和积极参与。
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引用次数: 4
Quantified Lives and Vital Data 量化生命和重要数据
IF 2.2 Q2 Medicine Pub Date : 2018-11-28 DOI: 10.1108/JET-12-2018-058
K. Morrissey
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引用次数: 0
期刊
Journal of Enabling Technologies
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