論文アブストラクト： Diverse disciplines, including Human-Computer Interaction have explored how mobile health (mHealth) applications can transform healthcare and health promotion. Increasingly, research has explored how mHealth tools can promote healthy behaviors within vulnerable populations-groups that disproportionately experience barriers to wellness. We conducted a systematic review of 83 papers from diverse disciplines to characterize the design and impact of mHealth tools in low-socioeconomic (low-SES) and racial/ethnic minority individuals. Our findings highlight that the diversity within low-SES and racial/ethnic minority groups was not reflected in the populations studied. Most studies focused on improving the health of individuals, often neglecting factors at the community and society levels that influence health disparities. Moreover, few improvements in health outcomes were demonstrated. We further discuss factors that acted as barriers and facilitators of mHealth intervention adoption. Our findings highlight trends that can drive critically needed digital health innovations for vulnerable populations.
論文アブストラクト： This research explores patient education in pediatric hematology and oncology clinics. Based on interviews, observations, and a review of existing patient materials, we argue that education in clinic waiting rooms is in need of reform. We applied design principles from research in science museums along with tangible interaction techniques to create the Sickle Cell Station, an interactive learning experience about sickle cell disease. To evaluate the effectiveness of this design we observed approximately 580 participants in a pediatric hematology clinic waiting area in four different design conditions. These observations included detailed video analysis of 81 patients and their parents to understand their interaction and learning with the Sickle Cell Station. Our results show an engaging learning experience with relevant conversation, inquiry, and collaboration. We describe how patient engagement varied in the four design conditions and conclude with implications for new designs in the area of Active Waiting Education (AWE).
論文アブストラクト： This paper presents a designerly exploration of the potential values of parent-tracked baby data in interactions between parents and healthcare professionals (HCPs). Where previous work has used parent-tracked data as part of the solution to a problem, we contribute by starting our design exploration from data, using it as creative material in our design process. As we intend to work towards a system that could be viable across different levels of care, we invited three different types of HCPs and five families with newborns, for a five-week situated design exploration. Facilitated by an open and dynamic data collection toolkit, parents and HCPs could together decide what data to collect. In a continuous dialogue, they reflected on the relevance of that data in their interaction. Based on this, we continuously and remotely developed two concepts.
論文アブストラクト： We explore the role of digital media in supporting intergenerational interactions between people with dementia and young people. Though meaningful social interaction is integral to quality of life in dementia, initiating conversation with a person with dementia can be challenging, especially for younger people who may lack knowledge of someone's life history. This can be further compounded without a nuanced understanding of the nature of dementia, along with an unfamiliarity in leading and maintaining conversation. We designed a mobile application - Ticket to Talk - to support intergenerational interactions by encouraging young people to collect media relevant to individuals with dementia to use in conversations with people with dementia. We evaluated Ticket to Talk through trials with two families, a care home, and groups of older people. We highlight difficulties in using technologies such as this as a conversational tool, the value of digital media in supporting intergenerational interactions, and the potential to positively shape people with dementia's agency in social settings.