Background: Digital health is well-positioned in low and middle-income countries (LMICs) to revolutionize health care due, in part, to increasing mobile phone access and internet connectivity. This paper evaluates the underlying factors that can potentially facilitate or hinder the progress of digital health in Pakistan. Objective: The objective of this study is to identify the current digital health projects and studies being carried out in Pakistan, as well as the key stakeholders involved in these initiatives. We aim to follow a mixed-methods strategy and to evaluate these projects and studies through a strengths, weaknesses, opportunities, and threats (SWOT) analysis to identify the internal and external factors that can potentially facilitate or hinder the progress of digital health in Pakistan. Methods: This study aims to evaluate digital health projects carried out in the last 5 years in Pakistan with mixed methods. The qualitative and quantitative data obtained from field surveys were categorized according to the World Health Organization’s (WHO) recommended building blocks for health systems research, and the data were analyzed using a SWOT analysis strategy. Results: Of the digital health projects carried out in the last 5 years in Pakistan, 51 are studied. Of these projects, 46% (23/51) used technology for conducting research, 30% (15/51) used technology for implementation, and 12% (6/51) used technology for app development. The health domains targeted were general health (23/51, 46%), immunization (13/51, 26%), and diagnostics (5/51, 10%). Smartphones and devices were used in 55% (28/51) of the interventions, and 59% (30/51) of projects included plans for scaling up. Artificial intelligence (AI) or machine learning (ML) was used in 31% (16/51) of projects, and 74% (38/51) of interventions were being evaluated. The barriers faced by developers during the implementation phase included the populations’ inability to use the technology or mobile phones in 21% (11/51) of projects, costs in 16% (8/51) of projects, and privacy concerns in 12% (6/51) of projects.
While traditional crime rates are decreasing, cybercrime is on the rise. As a result, the criminal justice system is increasingly dealing with criminals committing cyber-dependent crimes. However, to date there are no effective interventions to prevent recidivism in this type of offenders. Dutch authorities have developed an intervention program, called Hack_Right. Hack_Right is an alternative criminal justice program for young first-offenders of cyber-dependent crimes. In order to prevent recidivism, this program places participants in organizations where they are taught about ethical hacking, complete (technical) assignments and reflect on their offense. In this study, we have evaluated the Hack_Right program and the pilot interventions carried out thus far. By examining the program theory (program evaluation) and implementation of the intervention (process evaluation), the study adds to the scarce literature about cybercrime interventions. During the study, two qualitative research methods have been applied: 1) document analysis and 2) interviews with intervention developers, imposers, implementers and participants. In addition to the observation that the scientific basis for linking specific criminogenic factors to cybercriminals is still fragile, the article concludes that the theoretical base and program integrity of Hack_Right need to be further developed in order to adhere to principles of effective interventions.
Aim: There is often a gap between the ideal of involving older persons iteratively throughout the design process of digital technology, and actual practice. Until now, the lens of ageism has not been applied to address this gap. The goals of this study were: to voice the perspectives and experiences of older persons who participated in co-designing regarding the design process; their perceived role in co-designing and intergenerational interaction with the designers; and apparent manifestations of ageism that potentially influence the design of digital technology. Methods: Twenty-one older persons participated in three focus groups. Five themes were identified using thematic analysis which combined a critical ageism ‘lens’ deductive approach and an inductive approach. Results: Ageism was experienced by participants in their daily lives and interactions with the designers during the design process. Negative images of ageing were pointed out as a potential influencing factor on design decisions. Nevertheless, positive experiences of inclusive design pointed out the importance of “partnership” in the design process. Participants defined the “ultimate partnership” in co-designing as processes in which they were involved from the beginning, iteratively, in a participatory approach. Such processes were perceived as leading to successful design outcomes, which they would like to use, and reduced intergenerational tension. Conclusions: This study highlights the potential role of ageism as a detrimental factor in how digital technologies are designed. Viewing older persons as partners in co-designing and aspiring to more inclusive design processes may promote designing technologies that are needed, wanted and used.
De inzet van blended care in de zorg neemt toe. Hierbij wordt fysieke begeleiding (face-to-face) met persoonlijke aandacht door een zorgprofessional afgewisseld met digitale zorg in de vorm van een platform of mobiele applicatie (eHealth). De digitale zorg versterkt de mogelijkheden van cliënten om in hun eigen omgeving te werken aan gezondheidsdoelen en handvatten tijdens de face-to-face momenten. Een specifieke groep die baat kan hebben bij blended care zijn ouderen die na revalidatie in de geriatrische revalidatiezorg (GRZ) thuis verder revalideren. Focus op zowel bewegen (door fysio- en oefentherapeut) en voedingsgedrag (door diëtist) is hierbij essentieel. Echter, na een intensieve zorgperiode tijdens hun opname wordt revalidatie veelal thuis afgeschaald en overgenomen door een ambulant begeleidingstraject of de eerste lijn. Een groot gedeelte van de ouderen ervaart een terugval in fysiek functioneren en zelfredzaamheid bij thuiskomt en heeft baat bij intensieve zorg omtrent voeding en beweging. Een blended interventie die gezond beweeg- en voedingsgedrag combineert biedt kansen. Hierbij is maatwerk voor deze kwetsbare ouderen vereist. Ambulante en eerste lijn diëtisten, fysio- en oefentherapeuten erkennen de meerwaarde van blended care maar missen handvatten en kennis over hoe blended-care ingezet kan worden bij kwetsbare ouderen. Het doel van het huidige project is ouderen én hun behandelaren te ondersteunen bij het optimaliseren van fysiek functioneren in de thuissituatie, door een blended voeding- en beweegprogramma te ontwikkelen en te testen in de praktijk. Ouderen, professionals en ICT-professionals worden betrokken in verschillende co-creatie sessies om gebruikersbehoefte, acceptatie en technische eisen te verkennen als mede inhoudelijke eisen zoals verhouding face-to-face en online. In samenspraak met gebruikers wordt de blended BITE-IT interventie ontwikkeld op basis van een bestaand platform, waarbij ook gekeken wordt naar het gebruik van bestaande en succesvolle applicaties. De BITE-IT interventie wordt uitgebreid getoetst op haalbaarheid en eerste effectiviteit in de praktijk.
In this project, we explore how healthcare providers and the creative industry can collaborate to develop effective digital mental health interventions, particularly for survivors of sexual assault. Sexual assault victims face significant barriers to seeking professional help, including shame, self-blame, and fear of judgment. With over 100,000 cases reported annually in the Netherlands the need for accessible, stigma-free support is urgent. Digital interventions, such as chatbots, offer a promising solution by providing a safe, confidential, and cost-effective space for victims to share their experiences before seeking professional care. However, existing commercial AI chatbots remain unsuitable for complex mental health support. While widely used for general health inquiries and basic therapy, they lack the human qualities essential for empathetic conversations. Additionally, training AI for this sensitive context is challenging due to limited caregiver-patient conversation data. A key concern raised by professionals worldwide is the risk of AI-driven chatbots being misused as therapy substitutes. Without proper safeguards, they may offer inappropriate responses, potentially harming users. This highlights the urgent need for strict design guidelines, robust safety measures, and comprehensive oversight in AI-based mental health solutions. To address these challenges, this project brings together experts from healthcare and design fields—especially conversation designers—to explore the power of design in developing a trustworthy, user-centered chatbot experience tailored to survivors' needs. Through an iterative process of research, co-creation, prototyping, and evaluation, we aim to integrate safe and effective digital support into mental healthcare. Our overarching goal is to bridge the gap between digital healthcare and the creative sector, fostering long-term collaboration. By combining clinical expertise with design innovation, we seek to develop personalized tools that ethically and effectively support individuals with mental health problems.
Background:Many business intelligence surveys demonstrate that Digital Realities (Virtual reality and Augmented Reality) are becoming a huge market trend in many sectors, and North America is taking the lead in this emerging domain. Tourism is no exception and the sector in Europe must innovate to get ahead of the curve of this technological revolution, but this innovation needs public support.Project partnership:In order to provide labs, startups and SMEs willing to take this unique opportunity with the most appropriate support policies, 9 partner organizations from 8 countries (FR, IT, HU, UK, NO, ES, PL, NL) decided to work together: regional and local authorities, development agencies, private non-profit association and universities.Objective of the project:Thanks to their complementary experiences and know-how, they intend to improve policies of the partner regions (structural funds and regional policies), in order to foster a tourist channeled innovation in the Digital Realities sector.Approach:All partners will work together on policy analysis tasks before exchanging their best initiatives and transferring them from one country to another. This strong cooperation will allow them to build the best conditions to foster innovation thanks to more effective structural funds policies and regional policies.Main activities & outputs:8 policy instruments are addressed, among which 7 relate to structural funds programmes. Basis for exchange of experience: Reciprocal improvement analysis and 8 study trips with peer-review of each partner’s practices. Video reportages for an effective dissemination towards other territories in Europe.Main expected results:At least 16 good practices identified. 8 targeted policy instruments improved. At least 27 staff members will transfer new capacities in their intervention fields. At least 8 involved stakeholders with increased skills and knowledge from exchange of experience. Expected 17 appearances in press and media, including at European level.