BACKGROUND: For older adults, physical activity is vital for maintaining their health and ability to live independently. Home-based programs can help them achieve the recommended exercise frequency. An application for a tablet computer was developed to support older adults in following a personal training program. It featured goal setting, tailoring, progress tracking, and remote feedback.OBJECTIVE: In line with the Medical Research Council Framework, which prescribes thorough testing before evaluating the efficacy with a randomized controlled trial, the aim of this study was to assess the usability of a tablet-based app that was designed to support older adults in doing exercises at home.METHODS: A total of 15 older adults, age ranging from 69 to 99 years old, participated in a usability study that utilized a mixed-methods approach. In a laboratory setting, novice users were asked to complete a series of tasks while verbalizing their ongoing thoughts. The tasks ranged from looking up information about exercises and executing them to tailoring a weekly exercise schedule. Performance errors and time-on-task were calculated as proxies of effective and efficient usage. Overall satisfaction was assessed with a posttest interview. All responses were analyzed independently by 2 researchers.RESULTS: The participants spent 13-85 seconds time-on-task. Moreover, 79% (11/14)-100% (14/14) participants completed the basic tasks with either no help or after having received 1 hint. For expert tasks, they needed a few more hints. During the posttest interview, the participants made 3 times more positive remarks about the app than negative remarks.CONCLUSIONS: The app that was developed to support older adults in doing exercises at home is usable by the target audience. First-time users were able to perform basic tasks in an effective and efficient manner. In general, they were satisfied with the app. Tasks that were associated with behavior execution and evaluation were performed with ease. Complex tasks such as tailoring a personal training schedule needed more effort. Learning effects, usefulness, and long-term satisfaction will be investigated through longitudinal follow-up studies.
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BackgroundIt has been demonstrated that people with dementia’s wellbeing can improve by using touchscreen technology. The FindMyApps program is a training and web-based selection-tool to help people with dementia and their caregivers find suitable apps that can improve their self-management and engagement in meaningful activities. As part of an exploratory RCT into FindMyApps a process evaluation was conducted according to the MRC Framework for process evaluation. Contextual, implementation and mechanisms of impact factors which may influence trial outcomes were evaluated.MethodA mixed methods design was used, in which quantitative and qualitative data were collected by semi-structured interviews (SSI) with stakeholders The SSI comprised closed and open questions, designed specifically for this study. Twenty people with mild dementia (MMSE >17; GDS 3-4) or Mild Cognitive Impairment (MCI) and twenty informal caregivers in both experimental and control groups, as well as 3 other stakeholders (researchers, technical helpdesk person) involved in the implementation of the intervention, were interviewed. Participants were recruited in the Netherlands. Exclusion criteria: moderate to severe dementia or severe sight problems. All participant dyads were provided a tablet computer for the three months intervention period. In the experimental group, people with dementia and caregivers were trained to use the tablet and FindMyApps after which the caregivers guided the persons with dementia to learn to use FindMyApps and find, and use, suitable apps for self-management and meaningful activities. In the control group, dyads only received general instruction in tablet use and a list of websites where to find potentially useful apps.ResultRegarding contextual factors, it was found that some technical problems might have influenced the intervention. Regarding implementation, participants noted that the training in the use of FindMyApps was of variable quality. Regarding mechanisms of impact it was found that dyads usually used the apps they found through FindMyApps regularly and enjoyed them, but they did not use FindMyApps itself regularly.ConclusionFindMyApps was experienced as a useful tool by most people with dementia/MCI and informal caregivers. Several adaptations to the trial protocol are recommended, to ensure robust outcomes in a definitive trial into its effectiveness.
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Abstract Background: To address the lack of social interaction and meaningful activities for persons with dementia (PWD) in nursing homes an artistic Photo-Activity was designed. The present study aims to develop a digital version of the Photo-Activity and to investigate its implementation and impact on nursing home residents with advanced dementia, and their (in)formal carers. Methods: First, within a user-participatory design, a digital-app version of the Photo-Activity will be developed and pilot-tested, in co-creation with (in)formal carers and PWD. Next, the feasibility and effectiveness of the Photo-Activity versus a control activity will be explored in a randomized controlled trial with nursing home residents (N=90), and their (in)formal carers. Residents will be offered the Photo- Activity or the control activity by (in)formal carers during one month. Measurements will be conducted by independent assessors at baseline (T0), after one month (T1) and at follow up, two weeks after T1 (T2). Qualitative and quantitative methods will be used to investigate the effects of the intervention on mood, social interaction and quality of life of the PWD, sense of competence of informal carers, empathy and personal attitude of the formal carers, and quality of the relationship between the PWD, and their (in)formal carers. In addition, a process evaluation will be carried out by means of semi-structured interviews with the participating residents and (in)formal carers. Finally, an implementation package based on the process evaluation will be developed, allowing the scaling up of the intervention to other care institutions. Discussion: Results of the trial will be available for dissemination by Spring 2023. The digital Photo-Activity is expected to promote meaningful connections between the resident with dementia, and their (in)formal carers through the facilitation of person-centered conversations. Trial registration: Netherlands Trial Register: NL9219; registered (21 January 2021); NTR (trialregister.nl)
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Abstract Background: To address the lack of social interaction and meaningful activities for persons with dementia (PWD) in nursing homes an artistic Photo-Activity was designed. The present study aims to develop a digital version of the Photo-Activity and to investigate its implementation and impact on nursing home residents with advanced dementia, and their (in)formal carers. Methods: First, within a user-participatory design, a digital-app version of the Photo-Activity will be developed and pilot-tested, in co-creation with (in)formal carers and PWD. Next, the feasibility and effectiveness of the Photo-Activity versus a control activity will be explored in a randomized controlled trial with nursing home residents (N=90), and their (in)formal carers. Residents will be offered the Photo- Activity or the control activity by (in)formal carers during one month. Measurements will be conducted by independent assessors at baseline (T0), after one month (T1) and at follow up, two weeks after T1 (T2). Qualitative and quantitative methods will be used to investigate the effects of the intervention on mood, social interaction and quality of life of the PWD, sense of competence of informal carers, empathy and personal attitude of the formal carers, and quality of the relationship between the PWD, and their (in)formal carers. In addition, a process evaluation will be carried out by means of semi-structured interviews with the participating residents and (in)formal carers. Finally, an implementation package based on the process evaluation will be developed, allowing the scaling up of the intervention to other care institutions. Discussion: Results of the trial will be available for dissemination by Spring 2023. The digital Photo-Activity is expected to promote meaningful connections between the resident with dementia, and their (in)formal carers through the facilitation of person-centered conversations. Trial registration: Netherlands Trial Register: NL9219; registered (21 January 2021); NTR (trialregister.nl)
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Hoe wordt de breed geïmplementeerde mobiele technologie didactisch ingezet door leerkrachten en hoe kan deze inzet versterkt worden? Om op deze vragen antwoord te kunnen geven, hebben we een verkennend onderzoek uitgevoerd bij Atlant Basisonderwijs in de regio IJmond. Op basis van deze verkenning kunnen geïnformeerde beslissingen genomen worden ten aanzien van het ontwerpen, uitvoeren en evalueren van de innovatieve didactische inzet van mobiele technologie op de scholen die onder hetzelfde bestuur vallen. Het pedagogisch-didactisch model iPAC waarbij mobiel leren wordt ingezet ten behoeve van gepersonaliseerd leren, samenwerkend leren en authentieke leertaken, was bruikbaar om leerpraktijken te beschrijven. Vervolgens zijn we met focusgroepen in gesprek gegaan. In dit rapport zijn de bevindingen terug te lezen.
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Introduction: Success of e-health relies on the extent to which the related technology, such as the electronic device, is accepted by its users. However, there has been limited research on the patients’ perspective on use of e-health-related technology in rehabilitation care. Objective: To explore the usage of common electronic devices among rehabilitation patients with access to email and investigate their preferences regarding their usage in rehabilitation. Methods: Adult patients who were admitted for inpatient and/or outpatient rehabilitation and were registered with an email address were invited to complete an electronic questionnaire regarding current and preferred use of information and communication technologies in rehabilitation care. Results: 190 out of 714 invited patients completed the questionnaire, 94 (49%) female, mean age 49 years (SD 16). 149 patients (78%) used one or more devices every day, with the most frequently used devices were: PC/laptop (93%), smartphone (57%) and tablet (47%). Patients mostly preferred to use technology for contact with health professionals (mean 3.15, SD 0.79), followed by access to their personal record (mean 3.09, SD 0.78) and scheduling appointments with health professionals (mean 3.07, SD 0.85). Conclusion: Most patients in rehabilitation used one or more devices almost every day and wish to use these devices in rehabilitation. https://doi.org/10.1080/17483107.2017.1358302
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Voor u ligt een overzicht van vrij toegankelijke digitale spelvormen ter bevordering van de zelfredzaamheid van mensen met een licht verstandelijke beperking. In dit overzicht vindt u digitale spelvormen die beschikbaar zijn als website en/of als applicatie voor op de smartphone of tablet. Voor de samenstelling van dit overzicht zijn een zevental selectiecriteria gehanteerd. De digitale spelvormen zijn: 1. In het Nederlands verkrijgbaar 2. In Nederland verkrijgbaar 3. Voor iedereen verkrijgbaar 4. Gratis of op basis van freemium verkrijgbaar 5. Gericht op (onder andere) mensen met een licht verstandelijke beperking 6. Gericht op de bevordering van zelfredzaamheid 7. Op basis van spelelementen
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Background: The Turkish translation of the Dutch Talking Touch Screen Questionnaire (TTSQ) has been developed to help physical therapy patients with a Turkish background in the Netherlands to autonomously elucidate their health problems and impairments and set treatment goals, regardless of their level of health literacy. Objective: The aim of this study was to evaluate the usability of the Turkish TTSQ for physical therapy patients with a Turkish background with diverse levels of health literacy and experience in using mobile technology. Methods: The qualitative Three-Step Test-Interview method was carried out to gain insight into the usability of the Turkish TTSQ. A total of 10 physical therapy patients participated. The interview data were analyzed using a thematic content analysis approach aimed at determining the accuracy and completeness with which participants completed the questionnaire (effectiveness), the time it took participants to complete the questionnaire (efficiency), and the extent to which the participants were satisfied with the ease of use of the questionnaire (satisfaction). The problems encountered by the participants in this study were given a severity rating, which was used to provide a rough estimate of the need for additional usability improvements. Results: No participant in this study was able to complete the questionnaire without encountering at least one usability problem. A total of 17 different kinds of problems were found. On the basis of their severity score, 3 problems that should be addressed during future development of the tool were “Not using the navigation function of the photo gallery in Question 4 causing the participant to not see all presented response items;” “Touching the text underneath a photo in Question 4 to select an activity instead of touching the photo itself, causing the activity not to be selected;” and “Pushing too hard or tapping too softly on the touch screen causing the touch screen to not respond.” The data on efficiency within this study were not valid and are, therefore, not reported in this study. No participant was completely satisfied or dissatisfied with the overall ease of use of the Turkish TTSQ. Two participants with no prior experience of using tablet computers felt that, regardless of what kinds of improvement might be made, it would just be too difficult for them to learn to work with the device. Conclusions: As with the Dutch TTSQ, the Turkish TTSQ needs improvement before it can be released. The results of this study confirm the conclusion of the Dutch TTSQ study that participants with low levels of education and little experience in using mobile technology are less able to operate the TTSQ effectively. Using a Dutch speaking interviewer and Turkish interpreter has had a negative effect on data collection in this study.
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This column is about two paradoxes in IT, the Law of Gates and the Hanlon Razor. Many functionalities can be automated, but that this rarely says anything about the "real" contribution of the employees. For example, we still have train conductors, who also still check the validity of admission tickets, but mainly because they thereby have "legitimacy" to travel among travellers, and camera surveillance cannot compete with their presence with regard to both travellers security and feeling security. The Law of Gates (1): software updates require more processor power faster than hardware companies can deliver, with the result that after each update your computer or tablet functions just a little slower. (2) the Hanlon Razor (a variant of Ockham, who stated that under the same circumstances the simplest explanation is usually the right one): never assume evil intentions if stupidity is also a good explanation.
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Municipalities increasingly seek to include citizens in decision-making processes regarding local issues, such as urban planning. This paper presents a case study on using Virtual Reality (VR) in a process of civic participation in the redesign of a public park. The municipality included citizens in intensive co-design activities to create three designs for the park and engaged the neighbourhood community in co-decision, in the form of a ballot. Through the civic participatory process, we studied the effectiveness of using VR technology to engage the community in participating in the co-decision process. The three designs were presented using highly realistic 360˚ visualisations and the effects on engagement were compared between various devices: VR headsets, smartphones, tablets, and computers. Viewing the designs in 2D paper plans was also included in the comparison. The study included over 1300 respondents that participated in the ballot. A statistical analysis of the collected data shows that participants viewing the 360˚ rendered images with VR technology expressed a significantly higher engagement in the co-decision process than those using their computer at home or viewing 2D paper plans. The paper describes the complete participatory design process and the impact of the e-governance used on the target group as well as on the actors organizing the e-governance process. We discuss how the use of new technology and active presence of a voting-support team inspired citizens to participate in the co-creation process and how the investment in this procedure helped the local authorities to generate support for the plans and strengthen its relationship with the community. The use of realistic visualisations that can be easily assessed by citizens through user-friendly technology, enabled a large and diverse audience to participate. This resulted in greater visibility of municipal efforts to enhance the living environment of citizens and is therefore an important step in increased civic engagement in municipal policy-making and implementation.
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