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A Wee Bit More Interaction: Designing and Evaluating an Overactive Bladder App

机译:一个人更多的互动:设计和评估过度活跃的膀胱应用程序

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Overactive Bladder (OAB) is a widespread condition, affecting 20% of the population. Even though it is a treatable condition, people often do not seek treatment. In this paper, we describe how we co-designed and evaluated with 30 stakeholders (9 medical professionals and 21 end-users) an OAB mobile health application that aims to increase adherence to self-managed treatment. Our results support previous research that visualizing progress, setting goals, receiving reminders and feedback increases use. We discovered that games could be used successfully as a distraction technique for urge suppression. Contrary to the current research direction, automatically calculated features could be a detriment to app interaction. Regarding evaluation, we found that designers may not want to rely only on questionnaires when assessing the success of a game and its emotional impact on users.
机译:过度活跃的膀胱(OAB)是一种普遍的条件,影响了20%的人口。 即使它是一种可治疗的条件,人们往往不寻求治疗。 在本文中,我们描述了我们如何共同设计和评估30个利益相关者(9名医疗专业人员和21名最终用户),旨在增加对自我管理待遇的依从性的影响。 我们的结果支持以前的研究,即可视化进度,设定目标,接收提醒和反馈的使用增加。 我们发现,游戏可以成功地用作施加抑制的分心技术。 与目前的研究方向相反,自动计算的功能可能是对应用交互的损害。 关于评估,我们发现设计师可能不希望在评估游戏的成功及其对用户的情感影响时依赖调查问卷。

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