VV
Authored
10 records found
Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status
A Community-Based Participatory Approach
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 interve
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Dynamic Digital Twin
Diagnosis, Treatment, Prediction, and Prevention of Disease During the Life Course
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
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Guide Development for eHealth Interventions Targeting People With a Low Socioeconomic Position
Participatory Design Approach
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 thes
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From smells to stories
The design and evaluation of the smell memory kit
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 sha
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Game Design in Mental Health Care
Case Study–Based Framework for Integrating Game Design into Therapeutic Content
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
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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 rev
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Developing a Digital Medication Adherence Intervention for and With Patients With Asthma and Low Health Literacy
Protocol for a Participatory Design Approach
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 inte
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Game mechanics in eHealth interventions promoting self-management in young people with chronic diseases
A protocol for a systematic review and meta-analyses from the eHealth Junior Consortium
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 ca
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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 f
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Mental health therapy protocols and ehealth design
Focus group study
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 wit
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Contributed
10 records found
Move On
Designing a persuasive game for arm and hand rehabilitation
Move On is a graduation project which is focused on redesigning the HandsOn game, a therapeutic game for arm-hand rehabilitation which is developed at Roessingh Research and Development (RRD). The HandOn game is a ‘mixed reality’, i.e. a video game played by interacting with phys
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Cultural variations and design guidelines to attune health programs from Spain to the Netherlands
Attuning the TAS program to Dutch classrooms
This master thesis report is the result of a six-month-long graduation project for the Design for Interaction master at TU Delft. The report describes the development of the design guidelines to attune the TAS program to the Netherlands.
The main goals that guided the project wer
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Big Fat Nonsense
A discussion tool to reduce weight-related stigmas in the direct social environment
Weight stigma is defined as the negative attitudes and beliefs that are manifested by stereotypes, rejection and prejudice towards individuals because they are overweight. Weight stigmas have a negative impact on the mental health of people with excess weight. They internalize th
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Sailors in Motion
A persuasive game to stimulate physical exercise among employees with low socioeconomic status
The aim of this graduation project is to increase physical exercise of employees with low socio economic status (SES) by engaging them in a health intervention. Individuals with low SES often negatively influence their health by having an unhealthy lifestyle. This lifestyle cause
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Inspiring confidence in newly diagnosed macular degeneration patients
Through information provision via a web-based medium
This graduation project is related to macular degeneration. Macular degeneration affects the macula, a central pit on the retina which is responsible for the highest visual acuity due to the densely packed cone photoreceptors. Symptoms of macular degeneration can vary in the earl
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Taming Esortra
Design of a persuasive game that motivates osteoarthritis patients to exercise - by means of designed narrative game-elements using big data
Taming Esortra is a persuasive game for people diagnosed with osteoarthritis. The two most important symptoms of osteoarthritis are pain and joint stiffness; making it hard and painful for patients to exercise. However, exercise is important and can actually stop the osteoarthri
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Crafting a healthy lifestyle
Designing a tool for cardiac patients
This study centers around the development of a crafting tool within the CardioVitaal cardiac rehabilitation (CR) program, aimed at transforming physical activities into personally fulfilling experiences for patients post-rehabilitation. The design vision emphasizes leveraging hea
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Ademgenoot
Een zelfmanagement app voor mensen met astma
Asthma is a chronic disease and is characterized by inflammations of the airways. Since there is no cure available yet, asthma treatment is aimed at asthma control, to minimize patients’ symptom experiences and to prevent patients of having exacerbations (lung attacks). A key dri
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Power to the Patient
A Co-Created Design Towards Emotionally-Safe Pediatric Hospitalization
This graduation project aims to contribute to an emotionally-safe, i.e. comfortable and trauma-free, hospitalization experience for children. Hospitalization can be emotionally threatening and traumatizing for children. Children have to undergo multiple medical examinations, in a
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Teamwork Gamification
A designer's perspective
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. gamification) seem limitless, ranging from politics to treatment of mental illness. However, the number of applied gamification studies is still limited. Our research (part of CRIS
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