The paper investigates the use of mobile tools by museums in order to provide mobile access to their permanent collections and special exhibitions. In fact, it deals with the wider topic of how museums tackle the complex issue of communicating with their present and potential audience using modern (i.e., mobile in this case) technologies. The paper presents and discusses the results of a survey that was proposed to Dutch and Flemish museums mainly dealing with modern and contemporary art or with science and technology. We tried to derive some trends and best practices in order to identify a good way to provide an engaging (mobile) experience to museum visitors. These results, although not always stirring in terms of answer percentages and of what most museums seem to be doing with new media, do show a clear interest towards mobile technologies and openness to innovation in the Dutch cultural sector.
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Introduction: Sensor-feedback systems can be used to support people after stroke during independent practice of gait. The main aim of the study was to describe the user-centred approach to (re)design the user interface of the sensor feedback system “Stappy” for people after stroke, and share the deliverables and key observations from this process. Methods: The user-centred approach was structured around four phases (the discovery, definition, development and delivery phase) which were fundamental to the design process. Fifteen participants with cognitive and/or physical limitations participated (10 women, 2/3 older than 65). Prototypes were evaluated in multiple test rounds, consisting of 2–7 individual test sessions. Results: Seven deliverables were created: a list of design requirements, a personae, a user flow, a low-, medium- and high-fidelity prototype and the character “Stappy”. The first six deliverables were necessary tools to design the user interface, whereas the character was a solution resulting from this design process. Key observations related to “readability and contrast of visual information”, “understanding and remembering information”, “physical limitations” were confirmed by and “empathy” was additionally derived from the design process. Conclusions: The study offers a structured methodology resulting in deliverables and key observations, which can be used to (re)design meaningful user interfaces for people after stroke. Additionally, the study provides a technique that may promote “empathy” through the creation of the character Stappy. The description may provide guidance for health care professionals, researchers or designers in future user interface design projects in which existing products are redesigned for people after stroke.
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This study addresses the burgeoning global shortage of healthcare workers and the consequential overburdening of medical professionals, a challenge that is anticipated to intensify by 2030 [1]. It explores the adoption and perceptions of AI-powered mobile medical applications (MMAs) by physicians in the Netherlands, investigating whether doctors discuss or recommend these applications to patients and the frequency of their use in clinical practice. The research reveals a cautious but growing acceptance of MMAs among healthcare providers. Medical mobile applications, with a substantial part of IA-driven applications, are being recognized for their potential to alleviate workload. The findings suggest an emergent trust in AI-driven health technologies, underscored by recommendations from peers, yet tempered by concerns over data security and patient mental health, indicating a need for ongoing assessment and validation of these applications
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Background: Adequate self-management skills are of great importance for patients with chronic obstructive pulmonary disease (COPD) to reduce the impact of COPD exacerbations. Using mobile health (mHealth) to support exacerbation-related self-management could be promising in engaging patients in their own health and changing health behaviors. However, there is limited knowledge on how to design mHealth interventions that are effective, meet the needs of end users, and are perceived as useful. By following an iterative user-centered design (UCD) process, an evidence-driven and usable mHealth intervention was developed to enhance exacerbation-related self-management in patients with COPD. Objective: This study aimed to describe in detail the full UCD and development process of an evidence-driven and usable mHealth intervention to enhance exacerbation-related self-management in patients with COPD. Methods: The UCD process consisted of four iterative phases: (1) background analysis and design conceptualization, (2) alpha usability testing, (3) iterative software development, and (4) field usability testing. Patients with COPD, health care providers, COPD experts, designers, software developers, and a behavioral scientist were involved throughout the design and development process. The intervention was developed using the behavior change wheel (BCW), a theoretically based approach for designing behavior change interventions, and logic modeling was used to map out the potential working mechanism of the intervention. Furthermore, the principles of design thinking were used for the creative design of the intervention. Qualitative and quantitative research methods were used throughout the design and development process. Results: The background analysis and design conceptualization phase resulted in final guiding principles for the intervention, a logic model to underpin the working mechanism of the intervention, and design requirements. Usability requirements were obtained from the usability testing phases. The iterative software development resulted in an evidence-driven and usable mHealth intervention—Copilot, a mobile app consisting of a symptom-monitoring module, and a personalized COPD action plan. Conclusions: By following a UCD process, an mHealth intervention was developed that meets the needs and preferences of patients with COPD, is likely to be used by patients with COPD, and has a high potential to be effective in reducing exacerbation impact. This extensive report of the intervention development process contributes to more transparency in the development of complex interventions in health care and can be used by researchers and designers as guidance for the development of future mHealth interventions.
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While Augmented Reality (AR) is increasingly being implemented across a number of industry sectors, an open issue remains over the emotional as well as experiential impacts of this new technology within urban cultural heritage tourism. Therefore, the purpose of this study is to create a tourist experience model for AR tourism applications in the context of urban heritage tourism. The data were collected through five focus groups with a total of 49 participants. A theoretical tourist experience model was generated using Hassenzahl’s [(2003). The thing and I: understanding the relationship between user and product. In M. A. Blythe, K. Overbeeke, A. F. Monk & P. C. Wright (Eds.), Funology (pp. 31–42). Dordrecht: Kluwer Academic Publishers] model of user experience. Hassenzahl's (2003) model relies on the basic idea that product characteristics and features have an effect on the actual consequences. The data were analysed using thematic analysis in order to examine the alignment of themes according to previously identified themes from the literature as well as investigate new emergent themes from the focus groups. This study extends the theoretical aspect of the user experience model by Hassenzahl (2003) through empirical confirmation. The findings reveal that the user experience is formed by the correlation of product features and the perceptions and experiences of tourists. Due to the fact that successful implementation use cases of mobile AR applications is still limited, particularly within the tourism industry, the establishment of a comprehensive set of factors has been considered to be crucial for successful implementation.
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In a study commissioned by the Association of Dutch Municipalities (VNG), the applied research group European Impact has compiled the results from interviews executed by approximately 240 European Studies students at The Hague University of Applied Sciences. The purpose of this report is to compare and contrast the situation of intra-EU labor migrants (hereafter referred to as EU mobile citizens) in regard to registration, housing, and information flows in 12 different municipalities across the EU. Based on semi-structured interviews with municipal workers and individuals from employment agencies/companies from the selected municipalities, the picture that emerges is one of divergence. There are significant variations regarding the registration procedure and information flows for EU mobile citizens across the selected municipalities. For registration, differences include where the registration takes place, the amount of collaboration between municipalities and employment agencies/companies on registering EU mobile citizens, and the importance of addresses in the registration process. Regarding information flows across the selected municipalities, there are significant variations in the amount and type of information available to EU mobile citizens, the number of languages information is available in,as well as how the information is organized (i.e. in a centralized or decentralized way). Furthermore, while all the member states in which the selected municipalities are located provide information regarding registration on the Single Digital Gateway, not all provide information about renting housing. As for housing, the results revealed that most of the selected municipalities face issues with housing and that EU mobile citizens typically find housing either via their employers or personal network. Based on the results, a list of potential best practices and policy areas that could be improved was compiled. Furthermore, in order to have a stronger overview of policy developments in the field of EU mobile citizens among different municipalities, the VNG could consider hosting a Community of Practice with different municipalities across the EU as well as monitoring Interreg Europe projects focused on improving the situation of EU mobile citizens.
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Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.
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The concept of immersion has been widely used for the design and evaluation of user experiences. Augmented, virtual and mixed-reality environments have further sparked the discussion of immersive user experiences and underlying requirements. However, a clear definition and agreement on design criteria of immersive experiences remains debated, creating challenges to advancing our understanding of immersive experiences and how these can be designed. Based on a multidisciplinary Delphi approach, this study provides a uniform definition of immersive experiences and identifies key criteria for the design and staging thereof. Thematic analysis revealed five key themes – transition into/out of the environment, in-experience user control, environment design, user context relatedness, and user openness and motivation, that emphasise the coherency in the user-environment interaction in the immersive experience. The study proposes an immersive experience framework as a guideline for industry practitioners, outlining key design criteria for four distinct facilitators of immersive experiences–systems, spatial, empathic/social, and narrative/sequential immersion. Further research is proposed using the immersive experience framework to investigate the hierarchy of user senses to optimise experiences that blend physical and digital environments and to study triggered, desired and undesired effects on user attitude and behaviour.
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Sensors in offices mainly measure environmental data, missing qualitative insights into office workers’ perceptions. This opens the opportunity for active individual participation in data collection. To promote reflection on office well-being while overcoming experience sampling challenges in terms of privacy, notification, and display overload, and in-the-moment data collection, we developed Click-IO. Click-IO is a tangible, privacy-sensitive, mobile experience sampling tool that collects contextual information. We evaluated Click-IO for 20-days. The system enabled real-time reflections for office workers, promoting self-awareness of their environment and well-being. Its non-digital design ensured privacy-sensitive feedback collection, while its mobility facilitated in-the-moment feedback. Based on our findings, we identify design recommendations for the evelopment of mobile experience sampling tools. Moreover, the integration of contextual data with environmental sensor data presented a more comprehensive understanding of individuals’ experiences. This research contributes to the development of experience sampling tools and sensor integration for understanding office well-being.
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Abstract Background: With the growing shortage of nurses, labor-saving technology has become more important. In health care practice, however, the fit with innovations is not easy. The aim of this study is to analyze the development of a mobile input device for electronic medical records (MEMR), a potentially labor-saving application supported by nurses, that failed to meet the needs of nurses after development. Method: In a case study, we used an axiomatic design framework as an evaluation tool to visualize the mismatches between customer needs and the design parameters of the MEMR, and trace these mismatches back to (preliminary) decisions in the development process. We applied a mixed-method research design that consisted of analyzing of 118 external and internal files and working documents, 29 interviews and shorter inquiries, a user test, and an observation of use. By factoring and grouping the findings, we analyzed the relevant categories of mismatches. Results: The involvement of nurses during the development was extensive, but not all feedback was, or could not be, used effectively to improve the MEMR. The mismatches with the most impact were found to be: (1) suboptimal supportive technology, (2) limited functionality of the app and input device, and (3) disruption of nurses’ workflow. Most mismatches were known by the IT department when the MEMR was offered to the units as a product. Development of the MEMR came to a halt because of limited use. Conclusion: Choices for design parameters, made during the development of labor-saving technology for nurses, may conflict with the customer needs of nurses. Even though the causes of mismatches were mentioned by the IT department, the nurse managers acquired the MEMR based on the idea behind the app. The effects of the chosen design parameters should not only be compared to the customer needs, but also be assessed with nurses and nurse managers for the expected effect on the workflow.
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