Laurence Alpay, Harmen Bijwaard en Rob Doms hebben bijdrage geleverd aan dit boek. zie hoofdstuk 7. Blz. 159 In dit hoofdstuk bekijken we de betekenis van ‘de mens centraal’ bij de ontwikkeling van technologie voor gezondheidszorg en welzijnsbevordering. In de zorg- en welzijnssector zijn door de vergrijzing straks meer professionals nodig, maar deze zijn waarschijnlijk in onvoldoende mate beschikbaar vanwege budgettaire beperkingen en te weinig menskracht. Technologie kan hier een oplossing bieden door taken over te nemen of te vergemakkelijken.
DOCUMENT
Deze handreiking is ontwikkeld voor designers en ontwikkelaars van AI-systemen, met als doel om te zorgen dat deze systemen voldoende uitlegbaar zijn. Voldoende betekent hier dat het voldoet aan de wettelijke eisen vanuit AI Act en AVG en dat gebruikers het systeem goed kunnen gebruiken. In deze handreiking leggen we ten eerste uit wat de eisen zijn die er wettelijk gelden voor uitlegbaarheid van AI-systemen. Deze zijn afkomstig uit de AVG en de AI-Act. Vervolgens leggen we uit hoe AI gebruikt wordt in de financiële sector en werken één probleem in detail uit. Voor dit probleem laten we vervolgens zien hoe de user interface aangepast kan worden om de AI uitlegbaar te maken. Deze ontwerpen dienen als prototypische voorbeelden die aangepast kunnen worden op nieuwe problemen. Deze handreiking is gebaseerd op uitlegbaarheid van AI-systemen voor de financiële sector. De adviezen kunnen echter ook gebruikt worden in andere sectoren.
MULTIFILE
Background: Phantom limb pain is a frequent and persistent problem following amputation. Achieving sustainable favorable effects on phantom limb pain requires therapeutic interventions such as mirror therapy that target maladaptive neuroplastic changes in the central nervous system. Unfortunately, patients’ adherence to unsupervised exercises is generally poor and there is a need for effective strategies such as telerehabilitation to support long-term self-management of patients with phantom limb pain. Objective: The main aim of this study was to describe the user-centered approach that guided the design and development of a telerehabilitation platform for patients with phantom limb pain. We addressed 3 research questions: (1) Which requirements are defined by patients and therapists for the content and functions of a telerehabilitation platform and how can these requirements be prioritized to develop a first prototype of the platform? (2) How can the user interface of the telerehabilitation platform be designed so as to match the predefined critical user requirements and how can this interface be translated into a medium-fidelity prototype of the platform? (3) How do patients with phantom limb pain and their treating therapists judge the usability of the medium-fidelity prototype of the telerehabilitation platform in routine care and how can the platform be redesigned based on their feedback to achieve a high-fidelity prototype?
DOCUMENT
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.
DOCUMENT
This poster sketches the outlines of a theoretical research framework to assess whether and on what grounds certain behavioral effects may be attributed to particular game mechanics and game play aspects. It is founded on the Elaboration Likelihood Model of Persuasion (ELM), which is quite appropriate to guide the evaluation structure for interventions that either aim at short term or long term attitude and behavior change.
DOCUMENT
Poster and poster presentation for internal/external KCO profiling meeting.
DOCUMENT
Purpose: The purposes of this study were, first, to (re)design the user-interface of the activity tracker known as the MOX with the help of input from elderly individuals living independently and, second, to assess the use of and experiences with the adapted Measure It Super Simple (MISS) activity tracker in daily life. Methods: The double diamond method, which was used to (re)design the user-interface, consists of four phases: discover, define, develop, and deliver. As a departure point, this study used a list of general design requirements that facilitate the development of technology for the elderly. Usage and experiences were assessed through interviews after elderly individuals had used the activity tracker for 2 weeks. Results: In co-creation with thirty-five elderly individuals (65 to 89-years-old) the design, feedback system, and application were further developed into a user-friendly interface: the Measure It Super Simple (MISS) activity. Twenty-eight elderly individuals (65 to 78-years-old) reported that they found the MISS activity easy to use, needed limited help when setting the tracker up, and required limited assistance when using it during their daily lives. Conclusions: This study offers a generic structured methodology and a list of design requirements to adapt the interface of an existing activity tracker consistent with the skills and needs of the elderly. The MISS activity seemed to be successfully (re)designed, like the elderly who participated in this pilot study reported that anyone should be able to use it.
DOCUMENT
Background: During the process of decision-making for long-term care, clients are often dependent on informal support and available information about quality ratings of care services. However, clients do not take ratings into account when considering preferred care, and need assistance to understand their preferences. A tool to elicit preferences for long-term care could be beneficial. Therefore, the aim of this qualitative descriptive study is to understand the user requirements and develop a web-based preference elicitation tool for clients in need of longterm care. Methods: We applied a user-centred design in which end-users influence the development of the tool. The included end-users were clients, relatives, and healthcare professionals. Data collection took place between November 2017 and March 2018 by means of meetings with the development team consisting of four users, walkthrough interviews with 21 individual users, video-audio recordings, field notes, and observations during the use of the tool. Data were collected during three phases of iteration: Look and feel, Navigation, and Content. A deductive and inductive content analysis approach was used for data analysis. Results: The layout was considered accessible and easy during the Look and feel phase, and users asked for neutral images. Users found navigation easy, and expressed the need for concise and shorter text blocks. Users reached consensus about the categories of preferences, wished to adjust the content with propositions about well-being, and discussed linguistic difficulties. Conclusion: By incorporating the requirements of end-users, the user-centred design proved to be useful in progressing from the prototype to the finalized tool ‘What matters to me’. This tool may assist the elicitation of client’s preferences in their search for long-term care.
DOCUMENT
This guide was developed for designers and developers of AI systems, with the goal of ensuring that these systems are sufficiently explainable. Sufficient here means that it meets the legal requirements from AI Act and GDPR and that users can use the system properly. Explainability of decisions is an important requirement in many systems and even an important principle for AI systems [HLEG19]. In many AI systems, explainability is not self-evident. AI researchers expect that the challenge of making AI explainable will only increase. For one thing, this comes from the applications: AI will be used more and more often, for larger and more sensitive decisions. On the other hand, organizations are making better and better models, for example, by using more different inputs. With more complex AI models, it is often less clear how a decision was made. Organizations that will deploy AI must take into account users' need for explanations. Systems that use AI should be designed to provide the user with appropriate explanations. In this guide, we first explain the legal requirements for explainability of AI systems. These come from the GDPR and the AI Act. Next, we explain how AI is used in the financial sector and elaborate on one problem in detail. For this problem, we then show how the user interface can be modified to make the AI explainable. These designs serve as prototypical examples that can be adapted to new problems. This guidance is based on explainability of AI systems for the financial sector. However, the advice can also be used in other sectors.
DOCUMENT