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At-risk adolescents as experts in a new requirements elicitation procedure for the development of a smart phone psychoeducational trauma-informed care application

机译:在风险的青少年作为专家,在新的要求中开发智能手机心理教育创伤的关注申请

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Background/Purpose: Adolescents from urban, socioeconomically disadvantaged communities of color encounter high rates of adverse childhood experiences. To address the resulting multidimensional problems, we developed an innovative approach, Experiential Participatory and Interactive Knowledge Elicitation (EPIKE), using remote experiential needs elicitation methods to generate design and content requirements for a mobile health (mHealth) psychoeducational intervention. Methods: At a community-based organization in a northeastern city, the research team developed EPIKE by incorporating elicitation of input on the graphics and conducting remotely recorded experiential meetings and iterative reviews of the design to produce an mHealth smartphone story application (app) prototype for the participants to critique. The 22 participants were 13- to 17-year-olds, predominantly African American and female, from underresourced communities. Results: The four goals of the design process were attained: 1) story development from participant input; 2) needs-elicitation that reflected the patient-centered care approach; 3) interactive story game creation that accommodates the participants' emotional and cognitive developmental needs; 4) development of a game that adolescents can relate to and that which matches their comfort levels of emotional intensity. Conclusions: The EPIKE approach can be used successfully to identify the needs of adolescents across the digital divide to inform the design and development of mHealth apps.
机译:背景/目的:来自城市的青少年,社会经济地弱势社区的颜色遭遇高童年体验的高率。为了解决由此产生的多维问题,我们开发了一种创新的方法,经验参与性和互动知识诱导(相互互动),使用远程经验需要阐述诱导方法来为移动健康(MHECHEATH)心理教育干预产生设计和内容要求。方法:在东北城市社区组织,研究团队通过纳入图形投入的倡导和对设计的远程记录的经验次会议和迭代审查来开发EPIQUE,以生产MHEATH智能手机故事应用程序(APP)原型参与者批评。 22名参与者是13至17岁的孩子,主要来自非洲裔美国和女性,来自欠款社区。结果:实现设计过程的四个进球:1)参与者投入的故事发展; 2)需要 - 反映患者中心护理方法的诱因; 3)互动故事游戏创作,适应参与者的情感和认知发展需求; 4)开发青少年可以与其舒适程度的情绪强度涉及的游戏的发展。结论:可以成功地使用相对的方法来确定数字鸿沟的青少年的需求,以告知MHEALTH应用的设计和开发。

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