V.T. Visch
Please Note
53 records found
1
Parents feel a responsibility to provide a healthy start for their young children, but struggle to realise this. Especially in disadvantaged neighbourhoods, parents face challenges such as financial strain, stress, and isolation. Facing these challenges can contribute to tensions between parents’ values, such as balancing family harmony with healthy food choices. Such value tensions may negatively affect the nutrition decisions parents make for their children. Nutrition interventions often fail to address these value tensions, which contributes to their relatively low uptake and impact. By understanding the tensions parents face between their values, the present research offers recommendations for future nutrition interventions to encourage healthy nutrition decisions in disadvantaged situations.
Methods
We conducted a qualitative interview study using semi-structured interviews with 20 parents of children aged zero to four years, living in disadvantaged neighbourhoods. Transcripts were analysed inductively to identify value tensions, stressors that trigger them, and protective factors that mitigate their impact.
Results
Six key value tensions parents experienced regarding nutrition were identified, which emerged in situations involving, for example, stress, low income, or limited social support. The three most common tensions included balancing the value of the dietary health of the child with the values of enjoyment of the child, convenience for the parent, and well-being of the parent. Our analyses showed that the value tensions were triggered by specific stressors, such as challenging child behaviour, unhealthy food provided by friends or family, and lack of me-time for the parent. The participants reported relief from stressors and the resulting value tensions by relying on protective factors such as social and material support, including informal household support and access to healthy, convenient foods.
Conclusions
This study provides insights into how value tensions, stressors, and protective factors influence parents’ nutrition decisions for their children. By addressing these value tensions, alongside other influences such as structural barriers, nutrition interventions may become more fitting and motivating for parents within their specific contexts. In addition to general recommendations on value-based intervention design, our findings offer specific guidance for developing tailored nutrition interventions for families in disadvantaged neighbourhoods. ...
Parents feel a responsibility to provide a healthy start for their young children, but struggle to realise this. Especially in disadvantaged neighbourhoods, parents face challenges such as financial strain, stress, and isolation. Facing these challenges can contribute to tensions between parents’ values, such as balancing family harmony with healthy food choices. Such value tensions may negatively affect the nutrition decisions parents make for their children. Nutrition interventions often fail to address these value tensions, which contributes to their relatively low uptake and impact. By understanding the tensions parents face between their values, the present research offers recommendations for future nutrition interventions to encourage healthy nutrition decisions in disadvantaged situations.
Methods
We conducted a qualitative interview study using semi-structured interviews with 20 parents of children aged zero to four years, living in disadvantaged neighbourhoods. Transcripts were analysed inductively to identify value tensions, stressors that trigger them, and protective factors that mitigate their impact.
Results
Six key value tensions parents experienced regarding nutrition were identified, which emerged in situations involving, for example, stress, low income, or limited social support. The three most common tensions included balancing the value of the dietary health of the child with the values of enjoyment of the child, convenience for the parent, and well-being of the parent. Our analyses showed that the value tensions were triggered by specific stressors, such as challenging child behaviour, unhealthy food provided by friends or family, and lack of me-time for the parent. The participants reported relief from stressors and the resulting value tensions by relying on protective factors such as social and material support, including informal household support and access to healthy, convenient foods.
Conclusions
This study provides insights into how value tensions, stressors, and protective factors influence parents’ nutrition decisions for their children. By addressing these value tensions, alongside other influences such as structural barriers, nutrition interventions may become more fitting and motivating for parents within their specific contexts. In addition to general recommendations on value-based intervention design, our findings offer specific guidance for developing tailored nutrition interventions for families in disadvantaged neighbourhoods.
Adherence Patterns of Patients Using Remote Patient Management After Myocardial Infarction
Mixed Methods Persona Approach
Background: Remote patient management (RPM) using smartphone-enabled health monitoring devices (SHMDs) can be an effective, value-added part of cardiovascular care. However, cardiac patients’ adherence to RPM is variable. Personas are fictional representations of users with common behaviors, needs, and motivation and can thereby help guide tailoring of interventions to be meaningful and possibly more effective. Personas can be used to understand the needs of the patient group and guide tailoring toward more personalized and effective eHealth intervention. Objective: The aim of this study was to develop data-driven personas for patients with myocardial infarction (MI) based on both quantitative and qualitative results. Methods: This study used a mixed methods design involving (1) database analysis of patients with MI (N=261) SHMD usage data (blood pressure [BP], weight, step count) over the course of a one-year care track and (2) semistructured interviews with patients with MI (N=16) currently using SHMDs. Overall, 12-month adherence rates were calculated based on the number of weeks patients performed the prescribed home measurements with the SHMDs. Results: A cluster analysis was conducted on the self-monitoring data resulting in four distinctive usage patterns labeled as stiff starting (low adherent in first 6 weeks: 13%, 34/261 of users), temporary persisting (decreasing adherence: 24%, 62/261), loyally persisting (continuously adherent: 26%, 68/261), and negligent quitting (nonadherent: 37%, 97/261). Health outcomes (BP, step count, and weight) were analyzed based on these patterns. More adherent usage patterns show better controlled BP when compared to less adherent usage patterns, suggesting that adherence is associated with health outcomes. Patient experiences regarding adherence or nonadherence to the RPM relating to the four distinctive usage patterns were uncovered by means of semistructured interviews, providing insight into adherence factors most relevant for each of the clusters. Thus, 4 distinct personas were developed by data collection (database analysis and semistructured interviews), persona segmentation, and persona creation, named Tamara, Sam, Peter, and Kim. Conclusions: This study identified 4 personas regarding adherence experiences and usage patterns of patients within an RPM care track. Adherent usage patterns were characterized by improved BP and step count. These personas can guide future tailoring of eHealth interventions to maximize patient adherence.
Content evaluation of the inclusive eHealth guide
How to develop interventions for people with a lower socioeconomic position?
Methods: This mixed-method study used qualitative research through semi-structured interviews and the think-aloud method with 13 professionals involved in eight different eHealth lifestyle interventions using the eHealth guide. Quantitative feedback was obtained through a survey with evaluative multiple-choice questions. Participants evaluated the IeG at various stages. They identified positive aspects and points for improvement, and provided recommendations for the guide's content and structure.
Results: Participants valued the IeG's practicality and comprehensiveness, noting its usefulness in developing accessible eHealth solutions for populations with lower SEP. They suggested improving content clarity, expanding informational depth, and refining the guide's structure.
Conclusions: The IeG has potential as a valuable tool for professionals developing eHealth interventions for lower SEP populations. Continuous refinement is crucial to ensure the guide remains relevant and effective, contributing to reducing health disparities. ...
Methods: This mixed-method study used qualitative research through semi-structured interviews and the think-aloud method with 13 professionals involved in eight different eHealth lifestyle interventions using the eHealth guide. Quantitative feedback was obtained through a survey with evaluative multiple-choice questions. Participants evaluated the IeG at various stages. They identified positive aspects and points for improvement, and provided recommendations for the guide's content and structure.
Results: Participants valued the IeG's practicality and comprehensiveness, noting its usefulness in developing accessible eHealth solutions for populations with lower SEP. They suggested improving content clarity, expanding informational depth, and refining the guide's structure.
Conclusions: The IeG has potential as a valuable tool for professionals developing eHealth interventions for lower SEP populations. Continuous refinement is crucial to ensure the guide remains relevant and effective, contributing to reducing health disparities.
The influence of caregivers’ value tensions on nutrition decisions for their families
A qualitative study in disadvantaged neighbourhoods
Healthcare in Shape
Design as an act of care: an exploratory study on designing communities of care
Research in healthcare governance has shown that care has become increasingly professionalized, regulated and re-placed (Oldenhof, Postma and Bal, 2015). While this has led to more specialized services, it has also distanced care from local needs and everyday practices. In line with this, scholars in community development argue that traditional, place-based care structures often no longer meet people’s needs. Family ties and neighborhood bonds, once seen as reliable forms of support, do not always meet the needs of modern life. It is therefore essential to examine how people connect today, and what care means to them now and in the future. This asks for a shift beyond language and policy, towards emotional, embodied and spatial dimensions of care. Design-thinking can understand and evoke sensory experiences to deepen engagement within communities of care. Moreover, design practices can play a vital role by bridging formal healthcare systems and community initiatives. ...
Research in healthcare governance has shown that care has become increasingly professionalized, regulated and re-placed (Oldenhof, Postma and Bal, 2015). While this has led to more specialized services, it has also distanced care from local needs and everyday practices. In line with this, scholars in community development argue that traditional, place-based care structures often no longer meet people’s needs. Family ties and neighborhood bonds, once seen as reliable forms of support, do not always meet the needs of modern life. It is therefore essential to examine how people connect today, and what care means to them now and in the future. This asks for a shift beyond language and policy, towards emotional, embodied and spatial dimensions of care. Design-thinking can understand and evoke sensory experiences to deepen engagement within communities of care. Moreover, design practices can play a vital role by bridging formal healthcare systems and community initiatives.
Designing for social relatedness between stroke survivors and eHealth
‘Edo’ an embodied coach for stroke rehabilitation in the home context
Gamification in eHealth for Chronic Disease Self-Management in Youth
A Systematic Review
This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people’s self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were rewards (50%), score (44%), creative control (41%), and social interaction (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.
Erasing stigmas through storytelling
Why interactive storytelling environments could reduce health-related stigmas
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 relation with Basic Psychological Needs. Materials and methods: This is a qualitative study using thematic analysis. We conducted semi-structured interviews with stroke patients with upper extremity motor impairments, who were discharged home from a rehabilitation centre, after they interacted with a novel eHealth coach demonstrator in their homes for five consecutive days. Results: We included ten stroke patients. Thematic analysis resulted in eight themes for home-based rehabilitation motivation: Curiosity, Rationale, Choice, Optimal challenge, Reference, Encouragement, Social Support and Trustworthiness. Those themes are embedded into three Basic Psychological Needs: “Autonomy”, “Competence”, and “Relatedness”. Conclusion: Eight motivational themes related to the three Basic Psychological Needs describe stroke patients’ motivation for home-based upper extremity rehabilitation. We recommend considering those themes when developing a home-based eHealth intervention for stroke patients to increase the alignment of eHealth tools to the patient’s needs and reduce motivational decreases in home-based rehabilitation.
Cardiac rehabilitation (CR) shows lower effectiveness and higher dropouts among people with a low socioeconomic position (SEP) compared to those with a high SEP. This study evaluated an eHealth intervention aimed at supporting patients with a low SEP during their waiting period preceding CR.
Methods and results
Participants with a low SEP in their waiting period before CR were randomized into an intervention group, receiving guidance videos, patient narratives, and practical tips, or into a control group. We evaluated adherence (usage metrics), acceptance (modified Usefulness, Satisfaction, and Ease of use questionnaire), and changes in feelings of certainty and guidance between the waiting period’s start and end. Semi-structured interviews provided complementary insights. The study involved 41 participants [median interquartile range (IQR) age 62 (14) years; 33 males], with 21 participants allocated to the intervention group, using the eHealth intervention for a median (IQR) duration of 16 (10) days, using it on a median (IQR) of 100% (25) of these days, and viewing 88% of the available messages. Key adherence themes were daily routine compatibility and curiosity. Acceptance rates were 86% for usability, 67% for satisfaction, and 43% for usefulness. No significant effects on certainty and guidance were observed, but qualitative data suggested that the intervention helped to inform and set expectations.
Conclusion
The study found the eHealth intervention feasible for cardiac patients with a low SEP, with good adherence, usability, and satisfaction. However, it showed no effect on feelings of certainty and guidance. Through further optimization of its content, the intervention holds promise to improve emotional resilience during the waiting period.
Registration
This trial is registered as follows: ‘Evaluation of a Preparatory eHealth Intervention to Support Cardiac Patients During Their Waiting Period (PReCARE)’ at ClinicalTrials.gov (NCT05698121). ...
Cardiac rehabilitation (CR) shows lower effectiveness and higher dropouts among people with a low socioeconomic position (SEP) compared to those with a high SEP. This study evaluated an eHealth intervention aimed at supporting patients with a low SEP during their waiting period preceding CR.
Methods and results
Participants with a low SEP in their waiting period before CR were randomized into an intervention group, receiving guidance videos, patient narratives, and practical tips, or into a control group. We evaluated adherence (usage metrics), acceptance (modified Usefulness, Satisfaction, and Ease of use questionnaire), and changes in feelings of certainty and guidance between the waiting period’s start and end. Semi-structured interviews provided complementary insights. The study involved 41 participants [median interquartile range (IQR) age 62 (14) years; 33 males], with 21 participants allocated to the intervention group, using the eHealth intervention for a median (IQR) duration of 16 (10) days, using it on a median (IQR) of 100% (25) of these days, and viewing 88% of the available messages. Key adherence themes were daily routine compatibility and curiosity. Acceptance rates were 86% for usability, 67% for satisfaction, and 43% for usefulness. No significant effects on certainty and guidance were observed, but qualitative data suggested that the intervention helped to inform and set expectations.
Conclusion
The study found the eHealth intervention feasible for cardiac patients with a low SEP, with good adherence, usability, and satisfaction. However, it showed no effect on feelings of certainty and guidance. Through further optimization of its content, the intervention holds promise to improve emotional resilience during the waiting period.
Registration
This trial is registered as follows: ‘Evaluation of a Preparatory eHealth Intervention to Support Cardiac Patients During Their Waiting Period (PReCARE)’ at ClinicalTrials.gov (NCT05698121).
How Much Decision Power Should (A)I Have?
Investigating Patients' Preferences Towards AI Autonomy in Healthcare Decision Making
Despite the growing potential of artificial intelligence (AI) in improving clinical decision making, patients' perspectives on the use of AI for their care decision making are underexplored. In this paper, we investigate patients' preferences towards the autonomy of AI in assisting healthcare decision making. We conducted interviews and an online survey using an interactive narrative and speculative AI prototypes to elicit participants' preferred choices of using AI in a pregnancy care context. The analysis of the interviews and in-story responses reveals that patients' preferences for AI autonomy vary per person and context, and may change over time. This finding suggests the need for involving patients in defining and reassessing the appropriate level of AI assistance for healthcare decision making. Departing from these varied preferences for AI autonomy, we discuss implications for incorporating patient-centeredness in designing AI-powered healthcare decision making.
attitudes and behavior.
Objective: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.
Methods: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible.
Results: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a
diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their
gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited.
Conclusions: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution;
game users, design, and use; game design terminology; and effectiveness testing for serious games. ...
attitudes and behavior.
Objective: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.
Methods: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible.
Results: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a
diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their
gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited.
Conclusions: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution;
game users, design, and use; game design terminology; and effectiveness testing for serious games.
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 interventions, without addressing the needs, skills, and preferences of disadvantaged groups. Participatory design approaches are effective for developing interventions that fit the needs of specific target groups; yet, very little is known about the practical implications of executing a participatory design project for and with people with LHL. Objective: This study aimed to demonstrate the application of participatory design activities specifically selected to fit the needs and skills of people with LHL and how these were manifested within an overarching eHealth design process. In addition, the study aims to present reflections and implications of these activities that could support future designers to engage people with LHL in their design processes. Methods: We used the design process of a smart asthma inhaler for people with asthma and LHL to demonstrate participatory design activities. The study was framed under 5 stages of design thinking: empathize, define, ideate, prototype, and test within 2 major iteration cycles. We integrated 3 participatory design activities deemed specifically appropriate for people with LHL: co-constructing stories, experience prototype exhibition, and video prototype evaluation. Results: Co-constructing stories was found to deepen the understanding of the participant’s motivation to use or not to use maintenance medication. This understanding informed and facilitated the subsequent development of diverse preliminary prototypes of possible interventions. Discussing these prototypes in the experience prototype exhibition helped provoke reactions, thoughts, and feelings about the interventions, and potential scenarios of use. Through the video prototype evaluation, we were able to clearly communicate the goal and functionality of the final version of our intervention and gather appropriate responses from our participants. Conclusions: This study demonstrates a participatory design approach for and with patients with asthma and LHL. We demonstrated that careful consideration and selection of activities can result in participants that are engaged and feel understood. This paper provides insight into the practical implications of participatory activities with people with LHL and supports and inspires future designers to engage with this disadvantaged target group.
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 these professionals in their work could mitigate these inequalities. OBJECTIVE: We aimed to develop a web-based guide to support professionals in the development, adaptation, evaluation, and implementation of eHealth interventions for people with a low SEP. METHODS: This study consisted of 2 phases. The first phase involved a secondary analysis of 2 previous qualitative and quantitative studies. In this phase, we synthesized insights from the previous studies to develop the guide's content and information structure. In the second phase, we used a participatory design process. This process included iterative development and evaluation of the guide's design with 11 professionals who had experience with both eHealth and the target group. We used test versions (prototypes) and think-aloud testing combined with semistructured interviews and a questionnaire to identify design requirements and develop and adapt the guide accordingly. RESULTS: The secondary analysis resulted in a framework of recommendations for developing the guide, which was categorized under 5 themes: development, reach, adherence, evaluation, and implementation. The participatory design process resulted in 16 requirements on system, content, and service aspects for the design of the guide. For the system category, the guide was required to have an open navigation strategy leading to more specific information and short pages with visual elements. Content requirements included providing comprehensible information, scientific evidence, a user perspective, information on practical applications, and a personal and informal tone of voice. Service requirements involved improving suitability for different professionals, ensuring long-term viability, and a focus on implementation. Based on these requirements, we developed the final version of "the inclusive eHealth guide." CONCLUSIONS: The inclusive eHealth guide provides a practical, user-centric tool for professionals aiming to develop, adapt, evaluate, and implement eHealth interventions for people with a low SEP, with the aim of reducing health disparities in this population. Future research should investigate its suitability for different end-user goals, its external validity, its applicability in specific contexts, and its real-world impact on social health inequality.
Empowering cardiac patients with low SEP through eHealth
Preparing for rehabilitation during their waiting period
Health disparities between socio-economic classes are growing. While eHealth has been proposed as a potential solution, it often disproportionately benefits people with a higher socio-economic position (SEP) thereby exacerbating health disparities. We aimed to develop an eHealth intervention that supports specifically people with a low SEP during their waiting period between hospital referral and start of cardiac rehabilitation (CR). We followed a participatory design process in which we used a variety of participatory and inclusive design tools and techniques to identify needs of the target group and develop the intervention. 15 cardiac patients with a low SEP participated in the development (n = 8) and evaluation (n = 7) of the intervention. We found that patients with a low SEP require certainty and guidance during their waiting period. To address this, healthcare providers guide them through this transitional phase using multimedia resources in the eHealth intervention. This includes introductions of the healthcare providers and information about their roles, peer experiences, practical tips and daily updates on the remaining waiting time. The evaluation yielded high scores on usability (4.4 out of 5), experience (4.1 out of 5) and perceived effect on certainty and guidance (4.0 out of 5). This study explored how eHealth can bridge gaps between hospitals and CR and between high and low SEP. It emphasizes the significance of utilizing participatory and inclusive approaches to develop feasible and acceptable eHealth interventions for those with low SEP. Currently, follow-up evaluative research is conducted to determine the proof-of-principle of the intervention. ...
Health disparities between socio-economic classes are growing. While eHealth has been proposed as a potential solution, it often disproportionately benefits people with a higher socio-economic position (SEP) thereby exacerbating health disparities. We aimed to develop an eHealth intervention that supports specifically people with a low SEP during their waiting period between hospital referral and start of cardiac rehabilitation (CR). We followed a participatory design process in which we used a variety of participatory and inclusive design tools and techniques to identify needs of the target group and develop the intervention. 15 cardiac patients with a low SEP participated in the development (n = 8) and evaluation (n = 7) of the intervention. We found that patients with a low SEP require certainty and guidance during their waiting period. To address this, healthcare providers guide them through this transitional phase using multimedia resources in the eHealth intervention. This includes introductions of the healthcare providers and information about their roles, peer experiences, practical tips and daily updates on the remaining waiting time. The evaluation yielded high scores on usability (4.4 out of 5), experience (4.1 out of 5) and perceived effect on certainty and guidance (4.0 out of 5). This study explored how eHealth can bridge gaps between hospitals and CR and between high and low SEP. It emphasizes the significance of utilizing participatory and inclusive approaches to develop feasible and acceptable eHealth interventions for those with low SEP. Currently, follow-up evaluative research is conducted to determine the proof-of-principle of the intervention.
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 aimed to identify the barriers and facilitators anticipated or experienced by professionals in the development, reach, adherence, implementation and evaluation phases of eHealth interventions for people with a low SEP. Method: We used a Delphi method, consisting of two online questionnaires, to determine the consensus on barriers and facilitators anticipated or experienced during eHealth intervention phases and their importance. Participants provided open-ended responses in the first round and rated statements in the second round. The interquartile range was used to calculate consensus, and the (totally) agree ratings were used to assess importance. Results: Twenty-seven professionals participated in the first round, and 19 (70.4%) completed the second round. We found a consensus for 34.8% of the 46 items related to highly important rated barriers, such as the lack of involvement of low-SEP people in the development phase, lack of knowledge among professionals about reaching the target group, and lack of knowledge among lower-SEP groups about using eHealth interventions. Additionally, we identified a consensus for 80% of the 60 items related to highly important rated facilitators, such as rewarding people with a low SEP for their involvement in the development phase and connecting eHealth interventions to the everyday lives of lower-SEP groups to enhance reach. Conclusion: Our study provides valuable insights into the barriers and facilitators of developing eHealth interventions for people with a low SEP by examining current practices and offering recommendations for future improvements. Strengthening facilitators can help overcome these barriers. To achieve this, we recommend defining the roles of professionals and lower-SEP groups in each phase of eHealth intervention and disseminating this study's findings to professionals to optimize the impact of eHealth interventions for this group.
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-structured interviews and a survey were conducted to understand user needs and reasons for poor adherence (Phase 1: define). Key themes were identified, leading to the formulation of behavior change strategies and design and game requirements. Several design directions were ideated, resulting in a concept for a serious game (Phase 2: ideate). Two rounds of user-tests were performed to evaluate a prototype of the serious game in terms of usability, perceived impact on medication adherence and motivation (Phase 3: prototype and Phase 4: evaluate). Results: Findings from semi-structured interviews (n = 6) and the online survey (n = 20) revealed that people’s non-adherence was often attributed to the perception of asthma as an episodic condition, the delayed experienced effect of maintenance inhalers, and lack of knowledge regarding difference of effect between maintenance and reliever inhalers. The study used behavior change strategies to translate these insights into design requirements for the development of the narrative-based persuasive game Ademgenoot. This six-week challenge-based game combines various behavior change strategies, including personal goal setting and continuous visual feedback, as well as persuasive game design elements, such as a narrative and rewards, with the aim of enhancing motivation to adhere to their medication regimen. User-testing (n = 8; round 1 and 2) showed that Ademgenoot is feasible in clinical practice and has the potential to support people with mild asthma in adherence to their maintenance medication. Discussion: Future efforts should be directed towards a larger evaluation to assess the impact on motivation and inhaler use behaviour. Plain Language Summary: The goal of this study was to create a serious game that encourages people with asthma to take their medication regularly. During the study, we worked closely with individuals who have asthma and other stakeholders throughout the study. We conducted interviews and surveys to understand why people have difficulties using their maintenance inhaler as prescribed by their doctor. Based on the feedback we received, we developed a serious game called “Ademgenoot”. The game uses information on inhaler use automatically collected with a device attached to the inhaler. The game includes features like personal goals and visual feedback on inhaler use to motivate users to take their medication consistently. We tested a prototype of the game with users to see if it was easy to use and if it motivated them to use their maintenance inhaler. The results showed that Ademgenoot is a viable option for helping individuals with mild asthma stay on track with their medication.
Bridging the gap
A guide to developing inclusive eHealth interventions