杂志文章%@ 2561-6722 %I JMIR Publicatio卡塔尔世界杯8强波胆分析ns %V 5% N 3% P e34588 %T干预映射为残疾儿童游戏化治疗处方应用:以用户为中心的设计方法%A Johnson,Rowan W %A White,Becky K %A Gucciardi,Daniel F %A Gibson,Noula %A Williams,Sian A %+治疗服务,Ability WA, 106 Bradford Street, Coolbinia,珀斯,6069,澳大利亚,61 13001066,rowan.johnson@abilitywa.com.au %K神经发育障碍%K移动健康%K自我决定理论%K游戏化%K物理治疗%K职业治疗%K言语病理%K行为改变%K手机%D 2022 %7 9.8.2022 %9原创论文%J JMIR儿科家长%G英语%X背景:用于儿童的移动健康(mHealth)应用程序在可用性和范围上不断增加。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。目的:本研究的目的是描述一个用户为中心的治疗处方应用程序开发神经发育障碍(如脑瘫、自闭症谱系障碍和智力障碍)的儿童(6-12岁)结合干预映射(IM)和游戏化设计。方法:我们使用迭代的、以用户为中心的应用开发模型,结合了IM的前3个步骤。我们根据之前mHealth应用研究的用户反馈进行了需求分析、文献综述和市场审计。然后,根据自我决定理论中确定的自主、能力和关联性的心理需求,确定改变目标。从这些目标中,我们选择了BCT,规定了有效性的参数以及每个BCT将如何运作。我们计划并实施了一个游戏化设计,重点是最大化儿童的参与度。 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. %M 35943782 %R 10.2196/34588 %U https://pediatrics.www.mybigtv.com/2022/3/e34588 %U https://doi.org/10.2196/34588 %U http://www.ncbi.nlm.nih.gov/pubmed/35943782
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