促进前列腺癌幸存者身体活动和自我管理的移动应用程序设计:人物角色,功能构思和低保真原型

Francisco Monteiro-Guerra, O. Rivera, Vasiliki Mylonopoulou, G. Signorelli, Francisco Zambrana, L. Fernández-Luque
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引用次数: 2

摘要

大多数前列腺癌幸存者都面临着疾病相关和治疗相关的副作用,这些副作用会影响他们的生活质量。将特定的体育活动指导与促进健康生活方式和自我管理指导相结合的工具可能是增强这些患者生活方式改变的成功方法。作为有用的卫生技术的先决条件,重要的是要考虑以患者为中心的设计过程。本研究的目的是调查问题的背景和用户需求,以支持一个工具的低保真原型的构思,以促进早期前列腺癌幸存者的健康生活方式。采用以用户为中心的设计方法,由多学科团队组成。原型机的开发分三个阶段。在第一阶段,通过对实践状态的两次系统回顾和与三位肿瘤学专家的咨询,研究了该背景,得出了一个全球用例和主要需求。在第二阶段,基于文献研究研究了用户的需求和障碍,并与3位专家进行了验证,从而创建了3个人物角色。在第三阶段,我们将基于头脑风暴和选择技巧,进行2次会议,以构思和优先考虑可能的应用功能。使用忍者模拟和原型。IO软件开发了一个低保真原型,产生了25个交互式屏幕。理解用户需求和上下文似乎对于突出关键目标至关重要,从而促进了工具构思与预期用户任务和体验之间的桥梁。设计过程第一阶段的结论为未来的手机应用设计迭代带来了有价值的细节(如用户对技术和身体活动的障碍)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Design of a Mobile App for Promotion of Physical Activity and Self-Management in Prostate Cancer Survivors: Personas, Feature Ideation and Low-Fidelity Prototyping
Most prostate cancer survivors are confronted with disease-related and treatment-related side effects that impact their quality of life. A tool that combines specific physical activity coaching with the promotion of a healthy lifestyle and self-management guidance might be a successful method to enhance a lifestyle change in these patients. As a prerequisite for useful health technology, it is important to consider a design process centred in the patients. The aim of this study was to investigate the context of the problem and the user needs to support the ideation of a low-fidelity prototype of a tool to promote a healthy lifestyle in survivors of early-stage prostate cancer survivors. A user-centred design approach was followed involving a multidisciplinary team. The prototype was developed in 3 phases. In phase 1, the context was studied with 2 systematic reviews of the state of practice and consulting with 3 specialists in Oncology, resulting in a global use case and main requirements. In phase 2, the needs and barriers of the users were studied based on literature research and validated with 3 specialists, resulting in the creation of 3 personas. In phase 3, 2 sessions were held to ideate and prioritize possible app features, based on brainstorming and selection techniques. Using the Ninja Mock and Proto.io software a low-fidelity prototype was developed, resulting in 25 interactive screens. Understanding the user needs and context seems to be essential to highlight key goals hence facilitating the bridge between ideation of the tool and the intended users tasks and experiences. The conclusion of this first stage of the design process brings valuable details (such as barriers of the users to technology and physical activity) for future iterations of design of the mobile app.
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