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Langerak, A.J. (author), D'Olivo, P. (author), Thijm, O. S.A. (author), Regterschot, G.R.H. (author), Meskers, C. G.M. (author), Rozendaal, M.C. (author), Visch, V.T. (author), Bussmann, J.B.J. (author)
Purpose: eHealth-based exercise therapies were developed to increase stroke patients’ adherence to home-based motor rehabilitation. However, these eHealth tools face a rapid decrease in use after a couple of weeks. This study investigates stroke patients’ motivation for home-based upper extremity rehabilitation with eHealth tools and their...
journal article 2024
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Poot, Charlotte C. (author), de Boer, Jasmijn (author), Goto, L. (author), van de Hei, Susanne J. (author), Chavannes, N.H. (author), Visch, V.T. (author), Meijer, Eline (author)
Objective: This study aimed to design a persuasive game, using objective adherence data, to motivate people with asthma to adhere to their medication regimen. Methods: A participatory user-centered design approach was employed, involving end-users and other stakeholders throughout the study. The approach consisted of four phases. Semi...
journal article 2023
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Kermavnar, T. (author), Visch, V.T. (author), Desmet, P.M.A. (author)
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and educate people about the pandemic, hoping to...
journal article 2023
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Faber, J.S. (author), Al-Dhahir, Isra (author), Kraal, J.J. (author), Breeman, Linda D. (author), Reijnders, Thomas (author), van Dijk, S. (author), Visch, V.T. (author), Chavannes, N.H. (author), Evers, A.W.M. (author)
BACKGROUND: People with a low socioeconomic position (SEP) are less likely to benefit from eHealth interventions, exacerbating social health inequalities. Professionals developing eHealth interventions for this group face numerous challenges. A comprehensive guide to support these professionals in their work could mitigate these inequalities....
journal article 2023
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Faber, J.S. (author), Poot, Charlotte C. (author), Dekkers, Tessa (author), Romero Herrera, N.A. (author), Chavannes, N.H. (author), Meijer, Eline (author), Visch, V.T. (author)
Background: Current eHealth interventions are poorly adopted by people with low health literacy (LHL) as they often fail to meet their needs, skills, and preferences. A major reason for this poor adoption is the generic, one-size-fits-all approach taken by designers of these interventions, without addressing the needs, skills, and preferences...
journal article 2023
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Al-Dhahir, Isra (author), Breeman, Linda D. (author), Faber, J.S. (author), Reijnders, Thomas (author), JG van den Berg-Emons, Rita (author), Visch, V.T. (author), Chavannes, N.H. (author), Evers, A.W.M. (author)
Objective: eHealth interventions can improve the health outcomes of people with a low socioeconomic position (SEP) by promoting healthy lifestyle behaviours. However, developing and implementing these interventions among the target group can be challenging for professionals. To facilitate the uptake of effective interventions, this study...
journal article 2023
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Vegt, N.J.H. (author), Visch, V.T. (author), van Boeijen, A.G.C. (author)
abstract 2022
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Salarić, P. (author), Cain, R. (author), Zitkus, Emilene (author), Visch, V.T. (author)
Humans have the innate need to belong and relate to others. stable relationships are a great influencer of happiness and health and, therefore, should receive stronger attention for their nurture. online environment is steadily becoming the pri-mary source of relationship formation, however, its instability poses threats to build stable...
journal article 2022
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Estévez-López, Fernando (author), Levelt, Lisa (author), van 't Veer, Job (author), Hrehovcsik, Micah M. (author), Visch, V.T. (author), Bramer, Wichor M. (author), Hillegers, Manon H.J. (author), van de Putte, Elise (author), Veltkamp, Remco C. (author)
INTRODUCTION: Young people (aged 10-25 years) with chronic diseases are vulnerable to have reduced social participation and quality of life. It is important to empower young people to engage in their chronic diseases self-management. In comparison with traditional face-to-face care, interventions delivered through the internet and related...
journal article 2022
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Al-Dhahir, Isra (author), Reijnders, Thomas (author), Faber, J.S. (author), van den Berg-Emons, Rita J. (author), Janssen, Veronica R. (author), Kraaijenhagen, Roderik A. (author), Visch, V.T. (author), Chavannes, N.H. (author), Evers, A.W.M. (author)
Promoting health behaviors and preventing chronic diseases through a healthy lifestyle among those with a low socioeconomic status (SES) remain major challenges. eHealth interventions are a promising approach to change unhealthy behaviors in this target group. Objective: This review aims to identify key components, barriers, and facilitators...
review 2022
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Mulder, S.T. (author), Omidvari, Amir-Houshang (author), Rueten-Budde, A.J. (author), Hai, R. (author), Akgün, O.C. (author), Tax, D.M.J. (author), Reinders, M.J.T. (author), Reinders, Marcel (author), Visch, V.T. (author)
A digital twin (DT), originally defined as a virtual representation of a physical asset, system, or process, is a new concept in health care. A DT in health care is not a single technology but a domain-adapted multimodal modeling approach incorporating the acquisition, management, analysis, prediction, and interpretation of data, aiming to...
journal article 2022
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Siriaraya, P. (author), Visch, V.T. (author), Boffo, Marilisa (author), Spijkerman, Renske (author), Wiers, Reinout (author), Hendriks, Vincent (author), van Dooren, M.M.M. (author), Bas, Michael (author), Goossens, R.H.M. (author)
While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is balanced and effective. To help address this issue, we propose a design process framework to support...
journal article 2021
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Faber, J.S. (author), Al-Dhahir, Isra (author), Reijnders, T. (author), Chavannes, N.H. (author), Evers, A.W.M. (author), Kraal, J.J. (author), van den Berg-Emons, H. J. G. (author), Visch, V.T. (author)
Low socioeconomic status (SES) is associated with a higher prevalence of unhealthy lifestyles compared to a high SES. Health interventions that promote a healthy lifestyle, like eHealth solutions, face limited adoption in low SES groups. To improve the adoption of eHealth interventions, their alignment with the target group's attitudes is...
journal article 2021
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Knutz, Eva (author), Markussen, Thomas (author), Visch, V.T. (author), Tan, Ed S. (author)
The aim of this paper is to initiate an interdisciplinary dialogue between social design and narrative theory in understanding how vulnerable families navigate personal and shared identities. To exemplify this, we draw upon results from a design research project that introduces board games in prisons to help children develop bonds with their...
conference paper 2020
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van Dooren, M.M.M. (author), Visch, V.T. (author), Spijkerman, Renske (author), Goossens, R.H.M. (author), Hendriks, Vincent M. (author)
Background: Electronic health (eHealth) programs are often based on protocols developed for the original face-to-face therapies. However, in practice, therapists and patients may not always follow the original therapy protocols. This form of personalization may also interfere with the intended implementation and effects of eHealth...
journal article 2020
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van Dooren, M.M.M. (author), Visch, V.T. (author), Spijkerman, Renske (author)
Different types of rewards are applied in persuasive games to encourage play persistence of its users and facilitate the achievement of desired real-world goals, such as behavioral change. Persuasive games have successfully been applied in mental healthcare and may hold potential for different types of patients. However, we question to what...
journal article 2019
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Vegt, N.J.H. (author), Visch, V.T. (author), Vermeeren, A.P.O.S. (author), de Ridder, H. (author), Hayde, Zsolt (author)
This article describes a user-centered design experiment investigating positive and negative effects of adding game rules to brainstorms. We studied effects on brainstorm output and user experience and behavior. A coin-based gamification was developed with rules intended to improve brainstorm output in relation to quality and quantity of...
journal article 2019
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Vegt, N.J.H. (author), Visch, V.T. (author), Vermeeren, A.P.O.S. (author), de Ridder, H. (author)
In this article, we aim to provide insights into the design and implementation of game elements for teamwork on the work floor and to study their effect. Inventing games to break monotonous jobs is a long-standing practice, yet conscious implementation of motivational elements of games at work is a recent phenomenon. Generally, gamification is...
journal article 2018
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Leret, Susana Camara (author), Visch, V.T. (author)
The study presented is a research through design of the motivational, story sharing effects of smell, within the context of addiction care. This investigation led to the co-design of the Smell Memory Kit: a kit using eight selected smells as motivational elements to evoke and share autobiographical episodic stories among addiction care...
journal article 2017
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van Dooren, M.M.M. (author), Visch, V.T. (author), Spijkerman, Renske (author)
In this position paper we discuss the application of personalization in persuasive technology design in light of the Personalized Design Process model (PDP-model). The PDP-model defines personalization as aligning a persuasive product to the end-user by stakeholder involvement (i.e. designers, endusers, domain experts and family/relatives)...
conference paper 2017
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