V.T. Visch
95 records found
1
Authored
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 t ...
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 i ...
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, managem ...
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 ...
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 ...
Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status
A Community-Based Participatory Approach
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 addr ...
Mental health therapy protocols and ehealth design
Focus group study
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 ...
Player Experiences and Behaviors in a Multiplayer Game
Designing game rules to change interdependent behavior
Personalization in Game Design for Healthcare
A Literature Review on its Definitions and Effects
Contributed
Crafting a healthy lifestyle
Designing a tool for cardiac patients
Power to the Patient
A Co-Created Design Towards Emotionally-Safe Pediatric Hospitalization
Cultural variations and design guidelines to attune health programs from Spain to the Netherlands
Attuning the TAS program to Dutch classrooms
The main goals that guided the project ...