@文章{info:doi/10.2196/34588,作者=“Johnson, Rowan W and White, Becky K and Gucciardi, Daniel F and Gibson, Noula and Williams, Sian A”,标题=“残疾儿童游戏化治疗处方App的干预制图:以用户为中心的设计方法”,期刊=“JMIR儿父母”,年=“2022”,月=“8”,日=“9”,卷=“5”,数=“3”,页=“e34588”,关键词=“神经发育障碍;移动健康;自决理论;游戏化;物理疗法;职业疗法;言语病理学;行为改变;背景:儿童移动健康(mHealth)应用程序的可用性和范围都在增加。治疗(物理治疗、言语病理和职业治疗)处方应用程序,如果开发的高度吸引儿童,并在设计中纳入行为改变技术(bct),那么提高家庭或学校项目依从性的效果最好。 Objective: The aim of this study was to describe the development of a user-centered therapy prescription app for children (aged 6-12 years) with neurodevelopmental disabilities (eg, cerebral palsy, autism spectrum disorder, and intellectual disability) incorporating intervention mapping (IM) and gamified design. Methods: We used an iterative, user-centered app development model incorporating the first 3 steps of IM. We conducted a needs analysis with user feedback from our previous mHealth app study, a literature review, and a market audit. Change objectives were then specified in alignment with the psychological needs of autonomy, competence, and relatedness identified in self-determination theory. From these objectives, we then selected BCTs, stipulating parameters for effectiveness and how each BCT would be operationalized. A gamification design was planned and implemented focusing on maximizing engagement in children. In total, 2 rounds of consultations with parents, teachers, and therapists and 1 round of prototype app testing with children were conducted to inform app development, with a final iteration developed for further testing. Results: The IM process resulted in the specification of app elements, self-determination theory--informed BCTs, that were embedded into the app design. The gamification design yielded the selection of a digital pet avatar with a fantasy anime visual theme and multiple layers of incentives earned by completing prescribed therapy activities. Consultation groups with professionals working with children with disabilities (4 therapists and 3 teachers) and parents of children with disabilities (n=3) provided insights into the motivation of children and the pragmatics of implementing app-delivered therapy programs that informed the app development. User testing with children with disabilities (n=4) highlighted their enthusiasm for the app and the need for support in the initial phase of learning the app. App quality testing (Mobile Application Rating Scale-user version) with the children yielded means (out of 5) of 4.5 (SD 0.8) for engagement, 3.3 (SD 1.6) for function, 3.3 (SD 1.7) for aesthetics, and 4.3 (SD 1.1) for subjective quality. Conclusions: mHealth apps designed for children can be greatly enhanced with a systematic yet flexible development process considering the specific contextual needs of the children with user-centered design, addressing the need for behavior change using the IM process, and maximizing engagement with gamification and strong visual design. ", issn="2561-6722", doi="10.2196/34588", url="https://pediatrics.www.mybigtv.com/2022/3/e34588", url="https://doi.org/10.2196/34588", url="http://www.ncbi.nlm.nih.gov/pubmed/35943782" }
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