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1.
JMIR Form Res ; 8: e56319, 2024 Aug 19.
Artigo em Inglês | MEDLINE | ID: mdl-39159447

RESUMO

BACKGROUND: Psychological internet-based interventions have shown promise in preventing and treating perinatal depression, but their effectiveness can be hindered by low user engagement. This challenge often arises from a misalignment between technology attributes, user needs, and context. A user-centered, iterative approach involving all stakeholders is recommended. OBJECTIVE: In this paper, we aimed to develop a user-friendly psychological internet-based intervention aimed at addressing the symptoms of perinatal depression through an iterative, user-centered approach. METHODS: The development process followed the Center for eHealth Research and Disease Management Roadmap phases of contextual inquiry, value specification, and design. It involved a comprehensive literature review, 2 surveys, 10 focus groups, 5 usability interviews, and 1 technical pilot. RESULTS: The contextual inquiry revealed a demand for accessible interventions for perinatal mental health, with internet-based solutions seen as viable options. Insights from the literature influenced intervention content and features. Stakeholders' openness to the intervention became evident during this phase, along with the integration of the first set of values. Initially, we assessed the broader perinatal context to identify the optimal period for the intervention. On the basis of the findings and practical considerations, we decided to specifically target postpartum depression symptoms. The value specification phase further defined the central values and translated them into requirements. In the design phase, feedback was obtained on the user experience of an early digital prototype and on the prototype's final version. The resulting intervention, named Mamá, te entiendo ("Mom, I get you"), is a guided web app based on cognitive behavioral therapy principles, integrating elements from attachment and mentalization theories. It aims to reduce depressive symptoms in women during the first months postpartum and consists of 6 core sequential modules, along with 3 additional modules, including 5 case examples illustrating depressive symptoms and therapeutic techniques. The intervention provides homework exercises and offers users the opportunity to receive feedback from an e-coach through the web app. CONCLUSIONS: This study emphasizes the importance of a user-centered and iterative development process for psychological internet-based interventions. This process helps clarify user needs and provides valuable feedback on service design and quality, ultimately having the potential to enhance the utility and, presumably, the effectiveness of the intervention. The Discussion section shares valuable insights from the project, such as the value of the requirement sessions.

2.
Games Health J ; 13(4): 268-277, 2024 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-38563685

RESUMO

Background: Children can learn efficiently with well-designed serious games. The use of applications to promote health has proliferated, but there is a lack of scientific studies on educational games in oral health. Materials and Methods: We developed the Brazilian version of a British and Jordanian oral health education game for children from the perspectives of Brazilian specialists and users. This descriptive study, with a qualitative and quantitative approach, comprised three phases: I-Experts' discussion of the appropriateness of the previous version of the game to Brazil; II-Development of the first Brazilian version of the game; and III-Evaluation of the first version with 15 children from 4 to 8 years of age. Results: In Phase I, the specialists agreed with the development of the Brazilian version of the game, with minor adjustments on: advice on eating; advice on oral hygiene habits, users' age group, game characters, and game purpose. Phase II: a version with a few changes in images and recommendations, written and spoken in Brazilian Portuguese. Phase III: The global average of correct answers in the game's tasks was 75.3%, ranging from 50.0% to 100%. Children reported having fun with the game, and most understood the content and its interface; their parents found the information relevant and enjoyed the gameplay with their children. Conclusions: The Oral Health Education Game offered basic information for preventing dental caries to Brazilian children aged 4-8 years old in an interactive and fun way; it could support professionals in improving oral health education.


Assuntos
Saúde Bucal , Jogos de Vídeo , Humanos , Criança , Saúde Bucal/normas , Saúde Bucal/educação , Pré-Escolar , Masculino , Feminino , Brasil , Jogos de Vídeo/normas , Jogos de Vídeo/psicologia , Educação em Saúde/métodos , Educação em Saúde/normas
3.
JMIR Serious Games ; 12: e48900, 2024 Jan 11.
Artigo em Inglês | MEDLINE | ID: mdl-38206670

RESUMO

BACKGROUND: Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke. OBJECTIVE: This study seeks to explore the customization potential of an exergame for individuals who have undergone a stroke, concurrently evaluating its usability as a technological tool in the realm of physical therapy and rehabilitation. METHODS: We introduce a playtest methodology to enhance the design of a VR exergame developed using a user-centered approach for upper limb rehabilitation in stroke survivors. Over 4 playtesting sessions, stroke survivors interacted with initial game versions using VR headsets, providing essential feedback for refining game content and mechanics. Additionally, a pilot study involving 10 stroke survivors collected data through VR-related questionnaires to assess game design aspects such as mechanics, assistance, experience, motion sickness, and immersion. RESULTS: The playtest methodology was beneficial for improving the exergame to align with user needs, consistently incorporating their perspectives and achieving noteworthy results. The pilot study revealed that users had a positive response. In the first scenario, a carpenter presents a game based on the flexion-extension movement of the elbow; the second scenario includes a tejo game (a traditional Colombian throwing game) designed around game mechanics related to the flexion-extension movement of the shoulder; and in the third scenario, a farmer challenges the player to perform a movement combining elbow flexion and extension with internal and external rotation of the shoulder. These findings suggest the potential of the studied exergame as a tool for the upper limb rehabilitation of individuals who have experienced a stroke. CONCLUSIONS: The inclusion of exergames in rehabilitation for stroke-induced hemiparesis has significantly benefited the recovery process by focusing on essential shoulder and elbow movements. These interactive games play a crucial role in helping users regain mobility and restore practical use of affected limbs. They also serve as valuable data sources for researchers, improving the system's responsiveness. This iterative approach enhances game design and markedly boosts user satisfaction, suggesting exergames have promising potential as adjunctive elements in traditional therapeutic approaches.

4.
Acta Paul. Enferm. (Online) ; 37: eAPE02665, 2024. tab, graf
Artigo em Português | LILACS-Express | LILACS, BDENF - Enfermagem | ID: biblio-1573500

RESUMO

Resumo Objetivo Descrever o processo de construção e avaliação de um protótipo de aplicativo de telefonia móvel que promova acessibilidade em chamada de socorro pré-hospitalar por pessoas com necessidades comunicativas especiais. Métodos Estudo metodológico, realizado em três etapas: definição de requisitos funcionais da população alvo; construção e disponibilização do protótipo de aplicativo para celulares touchscreen para solicitação de atendimento pré-hospitalar; avaliação das heurísticas de usabilidade por peritos, por meio de checklist, e pela população-alvo, pessoas com necessidades comunicativas especiais, utilizando a System Usability Scale. Foi realizada análise estatística descritiva e calculadas as pontuações e escores de avaliação do aplicativo. Resultados O aplicativo apresentou alta usabilidade (média de 58,75 pontos) e 21 sujeitos da população-alvo indicaram um excelente índice de satisfação do usuário (média de 89,5 pontos), oportunizando o registro e patente do protótipo. Conclusão O protótipo construído, demonstrou capacidade para promover acessibilidade comunicativa de convocação de socorro pré-hospitalar para pessoas com necessidades comunicativas especiais.


Resumen Objetivo Describir el proceso de elaboración y evaluación de un modelo de aplicación de telefonía móvil que promueva la accesibilidad en llamadas de asistencia prehospitalaria para personas con necesidades comunicativas especiales. Métodos Estudio metodológico realizado en tres etapas: definir los requisitos funcionales del público destinatario; elaborar y poner a disposición el modelo de la aplicación para celulares touchscreen para la solicitación de asistencia prehospitalaria, y evaluar las heurísticas de usabilidad por peritos, mediante checklist, y por el público destinatario, personas con necesidades comunicativas especiales, utilizando la System Usability Scale. Se realizó el análisis estadístico descriptivo y se calcularon los puntajes de evaluación de la aplicación. Resultados La aplicación presentó una alta usabilidad (promedio de 58,75 puntos) y 21 personas del público destinatario indicaron un excelente índice de satisfacción del usuario (promedio de 89,5 puntos), lo que permite el registro y patente del modelo. Conclusión El modelo elaborado demostró tener capacidad para promover la accesibilidad comunicativa de pedido de asistencia prehospitalaria para personas con necesidades comunicativas especiales.


Abstract Objective To describe the process of developing and evaluating a mobile application prototype to enable people with complex communication needs to call pre-hospital emergency services. Methods This methodological study was conducted in three stages: determining the target population's functional requirements; developing and making available a prototype application for touchscreen mobile phones to request pre-hospital services; experts assessed the usability heuristics using a checklist, while the target population (people with complex communication needs) used the System Usability Scale. Descriptive statistics were performed, and the scores assigned to the application were analyzed. Results The application obtained high usability scores (mean=58.75) and 21 individuals from the target population reported an excellent user satisfaction index (mean=89.5), which allowed registering and applying for the prototype's patent. Conclusion The prototype showed the ability to enable individuals with complex communication needs to access and request pre-hospital emergency services.

5.
Rev. bras. enferm ; Rev. bras. enferm;77(4): e20240059, 2024. graf
Artigo em Inglês | LILACS-Express | LILACS, BDENF - Enfermagem | ID: biblio-1576042

RESUMO

ABSTRACT Objectives: to construct a Subcutaneous Hydration Device semi-functional prototype and gather initial information to improve this prototype design and realize its acceptance potential. Methods: a qualitative, descriptive and exploratory study, which used focus group, following the Technology Acceptance Model. The group was held at the Escola Superior de Enfermagem de Coimbra, Portugal, in December 2022, composed of nine participants from six different disciplinary areas, and followed thematic analysis. Results: four topics emerged associated with the device components: elastomeric infusion pump; needle/access device; clamp; administration set. From these topics, topics were triggered that highlighted: characteristics about the target population; ease of use and accessories; patient comfort and safety; and device application context. Final Considerations: the Subcutaneous Hydration Device semi-functional prototype is viable and interesting for the clinic. The results support its improvement and direct future investments for experimental studies.


RESUMEN Objetivos: construir un prototipo semifuncional del Dispositivo de Hidratación Subcutánea y recopilar información inicial para mejorar el diseño de este prototipo y aprovechar su potencial de aceptación. Métodos: estudio cualitativo, descriptivo y exploratorio, que utilizó un grupo focal, siguiendo el Technology Acceptance Model. El grupo se llevó a cabo en la Escola Superior de Enfermagem de Coimbra, Portugal, en diciembre de 2022, estuvo compuesto por nueve participantes de seis áreas disciplinarias diferentes y siguió un análisis temático. Resultados: surgieron cuatro temas asociados a los componentes del dispositivo: bomba de infusión elastomérica; aguja/dispositivo de acceso; dispositivo de apertura/cierre (clamp); tuberías/equipos. A partir de estos temas se desencadenaron tópicos que resaltaron: características de la población objetivo; facilidad de uso y accesorios; comodidad y seguridad del paciente; y contexto de aplicación del dispositivo. Consideraciones Finales: el prototipo semifuncional del Dispositivo de Hidratación Subcutánea es viable e interesante para la clínica. Los resultados apoyan su mejora y dirigen futuras inversiones para estudios experimentales.


RESUMO Objetivos: construir protótipo semifuncional do Dispositivo de Hidratação Subcutânea e reunir informações iniciais para aprimorar o design desse protótipo e perceber seu potencial de aceitação. Métodos: estudo qualitativo, descritivo e exploratório, que utilizou o grupo focal, seguindo o Technology Acceptance Model. O grupo foi realizado na Escola Superior de Enfermagem de Coimbra, Portugal, em dezembro de 2022, composto por nove participantes de seis áreas disciplinares distintas, e seguiu a análise temática. Resultados: emergiram quatro temas associados aos componentes do dispositivo: bomba de infusão elastomérica; agulha/dispositivo de acesso; dispositivo de abrir/fechar (clamp); tubuladura/equipamento. A partir desses temas, foram desencadeados tópicos que destacaram: características acerca da população-alvo; facilidade de uso e acessórios; conforto e segurança do paciente; e contexto de aplicação do dispositivo. Considerações Finais: o protótipo semifuncional do Dispositivo de Hidratação Subcutânea é viável e interessante para a clínica. Os resultados subsidiam seu aprimoramento e direcionam futuros investimentos para estudo experimental.

6.
Rev. latinoam. enferm. (Online) ; 32: e4191, 2024. tab, graf
Artigo em Inglês | LILACS, BDENF - Enfermagem | ID: biblio-1560143

RESUMO

Objective: to evaluate the usability of the ROBOVID mobile application for health education about COVID-19. Method: methodological study with an applied quantitative approach, developed with 21 adults, using an electronic form. Usability was assessed using the System Usability Scale. The Statistical Package for the Social Sciences software was used to analyze the data. Results: the overall average score on the System Usability Scale questionnaire was 87.3, which classifies the usability of the ROBOVID application as the best achievable. Furthermore, the application has high scores for ease of memorization, user satisfaction and ease of getting to know the system, as well as excellent scores for absence of errors and speed in carrying out the tasks set. Conclusion: the ROBOVID application complies with the principles of usability in terms of efficiency, effectiveness and satisfaction in the evaluation of end users, showing that the application meets consumer needs in terms of its functionalities, demonstrating its viability in terms of the initial objectives.


Objetivo: evaluar la usabilidad de la aplicación móvil ROBOVID para educación en salud acerca de la COVID-19. Método: estudio metodológico con enfoque cuantitativo aplicado, desarrollado con 21 adultos, mediante formulario electrónico. La evaluación de la usabilidad se llevó a cabo mediante la System Usability Scale. Para el análisis de los datos se utilizó el software Statistical Package for the Social Sciences . Resultados: la media global por el cuestionario System Usability Scale fue de 87,3, lo que clasifica la usabilidad de la aplicación ROBOVID como mejor alcanzable. Además, la aplicación presenta índices elevados para facilidad de memorización, satisfacción del usuario y facilidad de conocimiento del sistema, además de excelentes índices para ausencia de errores y rapidez en la ejecución de las tareas establecidas. Conclusión: la aplicación ROBOVID posee conformidad con los principios de usabilidad en los criterios de eficiencia, eficacia y satisfacción en la evaluación de los usuarios finales, explicando que la aplicación satisface las necesidades de consumo frente a sus funcionalidades, demostrando su viabilidad en cuanto a los objetivos iniciales.


Objetivo: avaliar a usabilidade do aplicativo móvel ROBOVID para educação em saúde acerca da COVID-19. Método: estudo metodológico com abordagem quantitativa aplicado, desenvolvido com 21 adultos, por meio de formulário eletrônico. A avaliação da usabilidade ocorreu por meio da System Usability Scale . Para análise dos dados utilizou-se o software Statistical Package for the Social Sciences . Resultados: a média global pelo questionário System Usability Scale foi de 87,3, o que classifica a usabilidade do aplicativo ROBOVID como melhor alcançável. Ademais, o aplicativo apresenta índices elevados para facilidade de memorização, satisfação do usuário e facilidade de conhecimento do sistema, além de excelentes índices para ausência de erros e rapidez na execução das tarefas estabelecidas. Conclusão: o aplicativo ROBOVID possui conformidade com os princípios de usabilidade nos critérios de eficiência, eficácia e satisfação na avaliação dos usuários-finais, explicitando que o aplicativo atende às necessidades de consumo frente a suas funcionalidades, demostrando sua viabilidade no que tange aos objetivos iniciais.


Assuntos
Educação em Saúde , Tecnologia da Informação , Aplicativos Móveis , Design Centrado no Usuário , COVID-19
7.
Rev. gaúch. enferm ; Rev. gaúch. enferm;45: e20230058, 2024. tab
Artigo em Inglês | LILACS-Express | LILACS, BDENF - Enfermagem | ID: biblio-1536382

RESUMO

ABSTRACT Objective: To evaluate the usability of the "Quali+" mobile application prototype for people with high blood pressure. Method: Descriptive, cross-sectional study of heuristic evaluation of a mobile application prototype carried out between June and July 2021, in a university hospital. Participants were 22 people with arterial hypertension in the city of Campina Grande, PB, Brazil. To measure usability, the Smartphone Usability questionnaiRE instrument was applied. Levels (70 points have good usability. Descriptive statistics were used. Results: The overall usability average was 105.8(7.44 points, with the lowest score being 83 and the highest being 113. Usability was at the highest level(80 points). Conclusion: The usability evaluation showed that, although it is a prototype, the application has good usability and can be considered for routine use in health self-management. Future research is needed to verify its effectiveness.


RESUMEN Objetivo: Evaluar la usabilidad del prototipo de aplicación móvil "Quali+" para personas con hipertensión arterial. Método: Estudio descriptivo, transversal, de evaluación heurística de un prototipo de aplicación móvil realizado entre junio y julio de 2021, en un hospital universitario. Los participantes fueron 22 personas con hipertensión arterial en la ciudad de Campina Grande, PB, Brasil. Para medir la usabilidad se aplicó el instrumento Smartphone Usability QuestionnaiRE. Los niveles ( 70 puntos tienen buena usabilidad. Se utilizó estadística descriptiva. Resultados: Los principales hallazgos del estudio deben presentarse de manera concisa y clara, sin excesivos detalles. Los resultados deben estar alineados con la sección de resultados del artículo completo, proporcionando información más detallada sobre los análisis estadísticos realizados y los principales resultados encontrados. Conclusión: La evaluación de la usabilidad mostró que, aunque se trata de un prototipo, la aplicación tiene una buena usabilidad y puede considerarse para uso rutinario en la autogestión de la salud. Se necesita investigación futura para verificar su eficacia.


RESUMO Objetivo: Avaliar a usabilidade do protótipo de aplicativo móvel "Quali+" para pessoas com hipertensão arterial. Método: Estudo descritivo, transversal, de avaliação heurística de um protótipo de aplicativo móvel realizado entre junho e julho de 2021, em hospital universitário. Participaram 22 pessoas com hipertensão arterial, na cidade de Campina Grande, PB, Brasil. Para mensuração da usabilidade, aplicou-se o instrumento Smartphone Usability questionnaiRE. Níveis (70 pontos apresentam boa usabilidade. Utilizou-se da estatística descritiva. Resultados: A média geral de usabilidade foi 105,8(7,44 pontos, obtiveram-se como menor escore 83 e, maior 113. A usabilidade se enquadrou no nível mais elevado (80 pontos). Conclusão: A avaliação da usabilidade constatou que, ainda que se trate de um protótipo, o aplicativo apresenta boa usabilidade, podendo ser considerado para o uso rotineiro na autogestão em saúde. Pesquisas futuras são necessárias para verificar a eficácia.

8.
Medicina (Kaunas) ; 59(8)2023 Aug 02.
Artigo em Inglês | MEDLINE | ID: mdl-37629700

RESUMO

Background: Noninvasive ventilation (NIV) provides positive pressure through different interfaces. A multifunctional full-face mask prototype was developed to provide NIV from three sources: ICU ventilators, portable ventilators, and high-flow medical gas pipeline systems. This study aimed to evaluate the usability of this prototype mask. Methods: This was a quantitative experimental study, conducted in two phases: the development of a full-face mask prototype NIV interface, and the evaluation of its usability by health professionals (evaluators) using a heuristic approach. The Wolf Mask prototype is a multifunctional full-face mask that makes it possible to deliver positive pressure from three different sources: microprocessor-controlled ICU ventilators, portable ventilators with single-limb circuits, and high-flow medical gas. The evaluation was conducted in three stages: presentation of the prototype to the evaluators; skills testing via simulation in a clinical environment; and a review of skills. Results: The prototype was developed by a multidisciplinary team and patented in Brazil. The evaluators were 10 health professionals specializing in NIV. Seven skills related to handling the prototype were evaluated. Three of the ten evaluators called for (non-urgent) changes to improve recognition of the components of the prototype. Only one evaluator called for (non-urgent) changes to improve recognition of the pieces, assembly, and checking the mask. Conclusions: The newly developed multifunctional full-face mask prototype demonstrated excellent usability for providing noninvasive ventilation from multiple sources. Minor modifications may further improve the design.


Assuntos
Ventilação não Invasiva , Máscaras , Respiração Artificial , Brasil , Simulação por Computador
9.
Heliyon ; 9(6): e17043, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-37484392

RESUMO

As a consequence of technological advances, the number of devices has increased, with the emergence of different smartphones, tablets, and smartwatches present in both personal and professional activities. As a result, mobile applications have been developed, and with them comes the need for techniques and methods that provide support for conducting evaluation and prototyping since the current approaches are limited and cannot support the complexity and the need for understanding the context. The overall goal of the study is to evaluate the applicability of adopting a situated and embodied approach to mobile application usability testing. The aspects of postmodern and phenomenological approaches were taken into consideration. The study was conducted using the technique of digital ethnography, in particular the re-enactment technique, combined with qualitative research techniques to capture the evidence that the situated and embodied approach allows for capturing the perceptions and experience of the participants about the use of the application under evaluation. As motivation, there is the theoretical and methodological evolution and contribution and the proof that the postmodern and situated approach allows us to evaluate the usability of mobile applications in a complete way, considering the context and the user experience. The results show aspects of experience, reflections, perceptions, contingencies, practices, and meanings that go beyond the complexity of interactions and context with the use of the application, reinforcing the effectiveness of the use of the situated prototyping approach.

10.
Sensors (Basel) ; 23(11)2023 Jun 02.
Artigo em Inglês | MEDLINE | ID: mdl-37300017

RESUMO

Children with autism spectrum disorder (ASD) have deficits in social interaction and expressing and understanding emotions. Based on this, robots for children with ASD have been proposed. However, few studies have been conducted about how to design a social robot for children with ASD. Non-experimental studies have been carried out to evaluate social robots; however, the general methodology that should be used to design a social robot is not clear. This study proposes a design path for a social robot for emotional communication for children with ASD following a user-centered design approach. This design path was applied to a case study and evaluated by a group of experts in psychology, human-robot interaction, and human-computer interaction from Chile and Colombia, as well as parents of children with ASD. Our results show that following the proposed design path for a social robot to communicate emotions for children with ASD is favorable.


Assuntos
Transtorno do Espectro Autista , Robótica , Interação Social , Criança , Humanos , Transtorno do Espectro Autista/psicologia , Comunicação , Emoções , Robótica/métodos
11.
Sensors (Basel) ; 23(7)2023 Mar 30.
Artigo em Inglês | MEDLINE | ID: mdl-37050659

RESUMO

Wearable devices designed to improve medication adherence can emit audible and vibrating alerts or send text messages to users. However, there is little information on the validation of these technologies. The aim of this scoping review was to investigate the involvement of human volunteers in the development and evaluation of wearable devices. A literature search was conducted using six databases (MEDLINE, Embase, Scopus, CINAHL, PsycInfo, and Web of Science) up to March 2020. A total of 7087 records were identified, and nine studies were included. The wearable technologies most investigated were smartwatches (n = 3), patches (n = 3), wristbands (n = 2), and neckwear (n = 1). The studies involving human volunteers were categorized into idea validation (n = 4); prototype validation (n = 5); and product validation (n = 1). One of them involved human volunteers in idea and prototype validation. A total of 782 participants, ranging from 6 to 252, were included. Only five articles reported prior approval by a research ethics committee. Most studies revealed fragile methodological designs, a lack of a control group, a small number of volunteers, and a short follow-up time. Product validation is essential for regulatory approval and encompasses the assessment of the effectiveness, safety, and performance of a wearable device. Studies with greater methodological rigor and the involvement of human volunteers can contribute to the improvement of the process before making them available on the market.


Assuntos
Envio de Mensagens de Texto , Dispositivos Eletrônicos Vestíveis , Humanos , Voluntários Saudáveis , Voluntários , Adesão à Medicação
12.
CoDAS ; 35(4): e20220149, 2023. tab, graf
Artigo em Português | LILACS-Express | LILACS | ID: biblio-1514003

RESUMO

RESUMO Objetivo Avaliar a usabilidade e satisfação dos usuários com a interface do aplicativo "Agente Escuta", além de identificar problemas e possibilidades de melhorias. Método Estudo translacional exploratório descritivo, caracterizado por um teste de usabilidade com abordagem quanti-qualitativa, subdividido em três etapas: (I) avaliação prévia da usabilidade por 10 juízes, incluindo estudantes, profissionais da atenção primária, docentes e pesquisadores em Tecnologia da Informação e Fonoaudiologia; (II) avaliação do aplicativo pelo público-alvo, agentes comunitários de saúde de seis municípios potiguares; (III) Avaliação da satisfação dos agentes que utilizaram o aplicativo na rotina de trabalho. Utilizou-se o System Usability Scale e pelo Net Promoter Score, além de uma avaliação qualitativa das opiniões. Resultados A usabilidade foi avaliada como excelente pelos juízes, independentemente da categoria. Na avaliação pelos agentes comunitários de saúde, a usabilidade foi considerada boa e não houve efeito do município de origem. Constatou-se que a percepção dos juízes e do público-alvo foram distintas, com menor escore para os participantes da segunda etapa, no entanto, a maioria dariam publicidade positiva ao produto. A heurística com maior pontuação foi a facilidade de memorização e os participantes da terceira etapa mostraram-se interessados em continuar utilizando a ferramenta na prática, mesmo após o término do estudo. Conclusão O protótipo do Agente Escuta apresentou boa usabilidade e satisfação e foram identificados aspectos que poderão ser aprimorados em soluções futuras.


ABSTRACT Purpose To evaluate the usability and satisfaction of users with the interface of the 'Agente Escuta' application, in addition to identifying problems and possibilities for improvement. Methods Descriptive exploratory translational study, characterized by a usability test with a quantitative and qualitative approach, subdivided into three stages: (I) prior evaluation of usability by 10 judges, including students, primary care professionals, professors and researchers in Information Technology and Speech Therapy; (II) evaluation of the application by the target audience, that is, community health agents from six municipalities in Rio Grande do Norte; (III) evaluation of the satisfaction of the agents who used the application in their work routine. The System Usability Scale and the Net Promoter Score were used, in addition to a qualitative evaluation of the opinions. Results Usability was rated as excellent by judges, regardless of category. In the evaluation by community health agents, usability was considered good and there was no effect of the city of origin. It was found that the perception of the judges and the target audience were different, with a lower score for the participants in the second stage. However, most would give positive publicity to the product. The heuristic with the highest score was ease of memorization and participants in the third stage were interested in continuing to use the tool in practice, even after the end of the study. Conclusion The Agente Escuta prototype showed good usability and satisfaction and aspects that could be improved in future solutions were identified.

13.
Front Med (Lausanne) ; 9: 981748, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36059826

RESUMO

Objective: To assess usability and acceptability of iSupport-Brasil (iSupport-BR) to virtually support family caregivers of people who have dementia. Materials and methods: In the first stage, nine caregivers/former caregivers assessed the interface of the platform that hosts iSupport-BR. In the second stage, 10 caregivers assessed acceptability of the platform and answered the System Usability Scale (SUS), which varies from 0 to 100 points. A descriptive analysis of the quantitative data was performed, as well as a thematic analysis on the open questions. All the ethical aspects were respected. Results: The results of the first stage indicated a user-friendly interface of the system and relevant content of the program, with 55.6 and 77.8% of the participants assigning the maximum grade to these questions, respectively. Of the five possible points, the system's mean score was 3.7. In Stage 2, 80% of the caregivers rated the program as very useful and 100% would recommend it to other caregivers. Perception of the program's usability by the SUS scale was excellent (M = 86.5 ± 11.5). Conclusion: This research allowed elaborating the final version of iSupport-BR, considering usability and acceptability of the platform and the program for computers/notebooks, being a pioneer in evaluating it for use in smartphones. Future research studies will have to assess the effects of iSupport-BR on the caregivers' mental health.

14.
Rev. APS ; 25(Supl. 2): 121-138, 16/08/2022.
Artigo em Português | LILACS | ID: biblio-1393147

RESUMO

A informatização da medicina busca potencializar o sistema de saúde, mas diversas dificuldades são encontradas na usabilidade dos sistemas pelos profissionais. No Brasil, sabe-se muito pouco sobre a percepção dos médicos sobre o uso de prontuários eletrônicos. O objetivo desta pesquisa foi identificaro nível de satisfação dos médicos de família com o uso de prontuários eletrônicos. Trata-se de pesquisa observacional transversal, com aplicação de questionário para a avaliação do grau de satisfação dos usuários de prontuários eletrônicos. Para a análise, foi utilizada a metodologia de mineração de dados com ferramentas específicas. O alto nível de satisfação esteve relacionado à capacidade de o prontuário prevenir erros, prover prescrição rápida e fácil, ajudar a atender mais pacientes, facilitar a discussão de casos e realizar tarefas. Jáa insatisfação esteve relacionada a suporte técnico ruim, falta de ferramentas de suporte à decisão clínica, ser empecilho à relação médico paciente e alertas ruins. Apesar do nível de satisfação geral ser baixo, os médicos demonstraram gostar de usar o prontuário eletrônico. Este estudo é uma oportunidade para reflexão sobre as demandas mais urgentes no aprimoramento desses sistemas e para planejamento de ações futuras.


The informatization of medicine aims to improve the health system. Professionals encounter several difficulties with the usability of systems. In Brazil, very little is known about physicians' perceptions of the use of electronic medical records. The objective of this research is to identify the level of satisfaction of family doctors with the use of electronic medical records. This is a cross-sectional observational study, with the application of a questionnaire to assess the degree of the user's satisfaction with electronic medical records. For analysis, the data mining methodology with specific tools was used. A high level of satisfaction was related to several factors: the ability of the medical record to prevent errors, quick and easy prescriptions, support in seeing more patients, facilitating case discussions, and task performance. On the other hand, dissatisfaction was related to poor technical support, lack of clinical decision support tools, obstructing the doctor-patient relationship, and deficient alerts. Despite the low level of overall satisfaction, physicians demonstrated that they enjoyed using the electronic medical record. This study is an opportunity to reflect on the most urgent demands for improving these systems and plan future actions.


Assuntos
Humanos , Adulto , Médicos de Família , Atenção Primária à Saúde , Comportamento do Consumidor , Registros Eletrônicos de Saúde , Brasil , Estudos Transversais , Inquéritos e Questionários , Fatores Etários , Sistemas de Apoio a Decisões Clínicas
15.
Internet Interv ; 29: 100552, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-35756891

RESUMO

Background: Patients with chronic respiratory diseases require oxygen supply in a considerable amount to reduce their symptoms and increase their survival. The development of abilities for the self-management of chronic diseases has been shown to be essential to decrease exacerbation of symptoms. Therefore, the design and development of health mobile applications (apps) that aid in educating and training for disease self-management are cost-effective strategies. Objective: The purpose of this research was to describe the main characteristics that, according to final users, should be included in a mobile application for monitoring patients prescribed home oxygen therapy. Methods: A participative-qualitative design was used, involving direct participation of patients, caregivers, and healthcare professionals. Focus groups were conducted to identify the needs and perspectives related to the app. A card sorting method was used to determine the contents and basic architecture of the app. Results: By means of the focus groups, we could identify nine basic functions of the app for the clinical monitoring of patients under home oxygen therapy. For both profiles, the app structure was determined by identifying the most frequent contents among participants. Conclusions: The implementation of a user-centered design allowed for the detection of the functions, contents, and basic architecture of the app by identifying healthcare professionals and patients' needs and preferences regarding the self-management and monitoring of home oxygen prescriptions. Trial Registration: The study is registered in ClinicalTrials.gov: NCT04820790.

16.
J Neuroeng Rehabil ; 19(1): 45, 2022 05 08.
Artigo em Inglês | MEDLINE | ID: mdl-35527249

RESUMO

BACKGROUND: In this work, we share the enhancements made in our system to take part in the CYBATHLON 2020 Global Edition Functional Electrical Stimulation (FES) Bike Race. Among the main improvements, firstly an overhaul, an overhaul of the system and user interface developed with User-centered design principles with remote access to enable telerehabilitation. Secondly, the implementation and experimental comparison between the traditional single electrode stimulation (SES) and spatially distributed sequential stimulation (SDSS) applied for FES Cycling. METHODS: We report on the main aspects of the developed system. To evaluate the user perception of the system, we applied a System Usability Scale (SUS) questionnaire. In comparing SDSS and SES, we collected data from one subject in four sessions, each simulating one race in the CYBATHLON format. RESULTS: User perception measured with SUS indicates a positive outcome in the developed system. The SDSS trials were superior in absolute and average values to SES regarding total distance covered and velocity. We successfully competed in the CYBATHLON 2020 Global Edition, finishing in 6th position in the FES Bike Race category. CONCLUSIONS: The CYBATHLON format induced us to put the end-user in the center of our system design principle, which was well perceived. However, further improvements are required if the intention is to progress to a commercial product. FES Cycling performance in SDSS trials was superior when compared to SES trials, indicating that this technique may enable faster and possibly longer FES cycling sessions for individuals with paraplegia. More extensive studies are required to assess these aspects.


Assuntos
Terapia por Estimulação Elétrica , Traumatismos da Medula Espinal , Ciclismo , Estimulação Elétrica , Terapia por Estimulação Elétrica/métodos , Humanos , Paraplegia , Traumatismos da Medula Espinal/reabilitação , Design Centrado no Usuário
17.
J. health inform ; 14(1): 11-18, jan.-mar. 2022. ilus, tab
Artigo em Português | LILACS | ID: biblio-1370252

RESUMO

Objetivo: Este artigo apresenta uma proposta de processo de avaliação da usabilidade de aplicativos móveis para prática de exercícios físicos. Método: Inicialmente, realizou-se um mapeamento sistemático da literatura a fim de identificar quais métodos de avaliação de usabilidade são mais adequados para avaliar a interface de aplicativos de exercícios físicos. Em seguida, definiu-se um processo de avaliação baseado nas principais etapas dos métodos identificados. Posteriormente, esse processo foi utilizado na avaliação do aplicativo Exercícios em Casa. Resultados: Os resultados do mapeamento sistemático apontam como métodos mais utilizados o questionário System Usability Scale (SUS) (42%), o método think aloud (14%) e a técnica cognitive walkthrough (7%). O processo proposto foi modelado usando a notação SPEM para descrever a sequência de etapas necessárias para integrar estes três métodos. Após a modelagem, a proposta foi aplicada por três avaliadores que elencaram uma série de recomendações para melhoria do processo. Conclusão: Espera-se que esse processo permita aos desenvolvedores e projetistas de aplicativos móveis elaborarem aplicativos mais aderentes às necessidades de usuários/praticantes de exercícios físicos.


Objective: This paper presents a proposal of usability evaluation process of mobile fitness applications. Method: Firstly, a systematic literature mapping was carried out in order to identify most suitable usability evaluation methods for evaluating the interface of physical exercise applications. Then, an usability evaluation process was defined based on the main steps of the identified methods. Subsequently, this process was used in the evaluation of the mobile application "Exercícios em Casa" (Exercises at Home application). Results: The results of the systematic mapping indicate as the most used methods the System Usability Scale (SUS) questionnaire (42%), the think aloud method (14%) and the cognitive walkthrough technique (7%). The proposed process was modeled using SPEM notation to describe the sequence of steps required to integrate these three methods. After the modeling, the proposal was applied by three evaluators who listed a series of recommendations for the process improvement. Conclusion: We expect that this process allows developers and designers of mobile applications to develop tools more adherent to the needs of users/practitioners of physical exercise.


Objetivo: Este artículo presenta una propuesta de proceso de evaluación de usabilidad de aplicaciones de fitness móvil. Método: En primer lugar, se realizó un mapeo sistemático de la literatura con el fin de identificar los métodos de evaluación de la usabilidad más adecuados para evaluar la interfaz de las aplicaciones de ejercicios físicos. El proceso de evaluación se definió con base en los pasos principales de los métodos identificados. Posteriormente, este proceso fue utilizado en la evaluación de la aplicación móvil "Exercícios em Casa" (Ejercicios en Casa). Resultados: Los resultados del mapeo sistemático señalan como los métodos más utilizados el cuestionario System Usability Scale (SUS) (42%), el think aloud (14%) y la técnica de cognitive walkthrough (7%). El proceso propuesto se modeló utilizando la notación SPEM para describir la secuencia de pasos necesarios para integrar estos tres métodos. Luego del modelado, la propuesta fue aplicada por tres evaluadores quienes enlistaron una serie de recomendaciones para la mejora del proceso. Conclusión: Esperamos que este proceso permita a los programadores y diseñadores de aplicaciones móviles programar aplicaciones más acordes a las necesidades de los usuarios/practicantes de ejercicios físicos.


Assuntos
Humanos , Exercício Físico , Aplicativos Móveis , Design Centrado no Usuário , Inquéritos e Questionários , Distanciamento Físico , COVID-19/prevenção & controle
18.
JMIR Serious Games ; 9(1): e23423, 2021 Jan 29.
Artigo em Inglês | MEDLINE | ID: mdl-33512319

RESUMO

BACKGROUND: Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. OBJECTIVE: In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants' adherence to and enjoyment of exercise; (2) test the participants' functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers. METHODS: We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants' General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers. RESULTS: We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame. CONCLUSIONS: The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants.

19.
Rev. saúde pública (Online) ; 55: 1-12, 2021. tab, graf
Artigo em Inglês, Português | LILACS, BBO - Odontologia | ID: biblio-1352182

RESUMO

ABSTRACT OBJECTIVE To develop and evaluate the usability of the admission monitoring system in an emergency room. METHODS This applied research intends to develop a software product and evaluate its usability. The development followed four stages: systematic review, structuring of the system framework, construction of system forms, and evaluation of the information generated. In the evaluation, the experts simulated the use of the system by inserting data from a fictitious medical record. We measured usability using the System Usability Scale (SUS). Scores and scores were calculated individually and globally. We propose these evaluation standards: worst case scenario, poor, average, good, excellent, and best-case scenario. RESULTS The Sistema de Informação e Monitoramento das Internações em Pronto-Socorro (SIMIPS - Information and Monitoring System for Emergency Room Admissions) monitors the epidemiological profile of admissions to the emergency room, time management, clinical deterioration, incidence of adverse events, and human resource management. The usability of SIMIPS, evaluated by 17 experts, reached the SUS Score 86.5 (best case scenario), and some suggestions for modifications were accepted. CONCLUSIONS We consider SIMIPS an easy-to-use tool, with real importance in the management of emergencies in view of overcrowding and congestion problems faced in Brazil.


RESUMO OBJETIVO Desenvolver e avaliar a usabilidade de um sistema de monitoramento das internações em pronto-socorro. MÉTODOS Trata-se de uma pesquisa aplicada, com desenvolvimento de um produto de software e avaliação de sua usabilidade por enfermeiros especialistas. O desenvolvimento seguiu quatro etapas: revisão sistemática, estruturação do arcabouço do sistema, construção dos formulários do sistema e avaliação das informações geradas. Na avaliação, os especialistas simularam a utilização do sistema com a inserção de dados de um prontuário fictício, e a usabilidade foi medida pelo System Usability Scale (SUS). A pontuação e os escores foram calculados de forma individual e global. O sistema foi avaliado nos padrões: pior imaginável, pobre, mediano, bom, excelente e melhor imaginável. RESULTADOS O Sistema de Informação e Monitoramento das Internações em Pronto-Socorro (SIMIPS) realiza o monitoramento do perfil epidemiológico das internações no pronto-socorro, gestão de tempo, deterioração clínica, incidência de eventos adversos e gestão de recursos humanos. A usabilidade do SIMIPS, avaliada por 17 especialistas, atingiu o Score SUS 86,5 (melhor imaginável), e algumas sugestões de modificações foram acatadas. CONCLUSÕES O SIMIPS foi avaliado como uma ferramenta de fácil utilização, com real importância na gestão das urgências frente aos problemas de superlotação e congestão, enfrentados no Brasil.


Assuntos
Humanos , Serviço Hospitalar de Emergência , Hospitalização , Brasil
20.
Work ; 66(4): 945-962, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32925150

RESUMO

BACKGROUND: Marketing clothes online can be challenging for those who buy and sell them. They are products that people still feel the need to have direct contact with. Some of their attributes are not easily communicated digitally, such as the fit and the feel of the fabric. Besides, the lack of standardization of sizes practiced by the Brazilian clothing industry raises several doubts to the user. OBJECTIVE: The objective of this paper is to present the results of an investigation concerning the user experience (UX) resulting from the interaction with female e-commerce websites. METHODS: The methods were organized into two stages: exploratory and descriptive. The former consisted of an exploratory interview (19 interviewees), an online questionnaire (205 respondents), and semi-structured interviews with 5 fashion specialists. In the latter, 60 users were divided into two groups of 30 participants to undertake a usability test on an e-commerce website (dafiti.com.br) to evaluate the UX when buying clothes. Group A used a desktop/laptop and Group B used a smartphone. The users were then debriefed and answered the AttrakDiff2™ questionnaire. RESULTS: Users lacked technical knowledge on clothing attributes and were extremely wary about the size and fit information provided (60% in Group A and 83% in Group B were not sure about fit and size information). Surprisingly, the AttrakDiff2™ showed no significant difference between the mobile or the desktop/laptop UX (Group A: M = 4.0 SD = 0.1; Group B: M = 4.1 SD = 0.2). CONCLUSIONS: The most significant problem faced by the users concerned the fit and sizing information, as these attributes are usually poorly communicated digitally. In addition to being a usability problem, by inducing users to errors, its greatest impact was on the UX.


Assuntos
Comércio , Comportamento do Consumidor , Smartphone , Interface Usuário-Computador , Brasil , Feminino , Humanos
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