| Literature DB >> 28526663 |
Pontus Wärnestål1, Petra Svedberg2, Susanne Lindberg1, Jens M Nygren2.
Abstract
BACKGROUND: Peer support services have the potential to support children who survive cancer by handling the physical, mental, and social challenges associated with survival and return to everyday life. Involving the children themselves in the design process allows for adapting services to authentic user behaviors and goals. As there are several challenges that put critical requirements on a user-centered design process, we developed a design method based on personas adapted to the particular needs of children that promotes health and handles a sensitive design context.Entities:
Keywords: cancer; childhood; participation; peer; service design; survivor; user experience
Mesh:
Year: 2017 PMID: 28526663 PMCID: PMC5454220 DOI: 10.2196/jmir.7175
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Summary of the empirical data from the discovery phase (step 1-3) and the persona construction progression in the modeling phase (step 4).
| Steps | Focus groups | Stakeholder interviews | Design workshops | Modeling |
| Participants | 5 groups with in total 5 girls and 10 boys, 8-12 years old, and treated for cancer | 13 interviews with in total 9 health care professionals and 4 parents of children treated for cancer | 2 groups with in total 2 girls and 3 boys, 11-13 years old, and treated for cancer, participated in 3 sequential workshops | |
| Types of data | Interview transcripts | Interview transcripts | Characters (proxy personas) | Affinity diagrams |
| Findings | Conceptual descriptions of friendship | Roles and effects of a DPSa from a pathogenic perspective | Scenario insights on behaviors, attitudes, motivations regarding friendship, relations, peer support, and redemption strategies | Categories and behavioral dimensions for boys and girls in the user group |
| Progression of persona construction | Discovering central salutogenic concepts (ie, friendship, peer support) that need stakeholder input | Defining the context (ie, vulnerability, friendship with peers, and surrounding environments such as hospital, home, and school | Building character and story: Narrative constructs based on the concept and context captured in scenarios | Complete primary personas (Anton, Julia, and Anna) |
aDPS: digital peer support.
Persona overview of the three primary personas.
| Persona A | Persona B | Persona C |
| “Anton” | “Julia” | “Anna” |
| Role: | Role: | Role: |
aDPS: digital peer support.
Figure 1Persona description (translated from Swedish) of Anton, one of the project's three primary personas. The persona description merges the pathogenic perspectives (summarized in "Clinical" and "Frustration" categories) with the salutogenic perspectives.
Figure 2Comparison between text-based forum (generic legacy phpBB on desktop web browser, referenced in the stakeholder interviews), and chat in the tablet-based game Clash of Clans (referenced in the children workshop sessions). Example of supportive chat between the players is highlighted in the game interface (e.g. second and third utterances in the chat area to the left in the Clash of Clans interface).
Figure 3Screenshots (a, left) and (b, right) from a Swedish high-fidelity prototype of the digital peer support (DPS) tablet app “Give Me a Break.” Screenshot (a) shows the user’s first encounter with the tutor robot “Bobo” in the onboarding process. Screenshot (b) shows the virtual environment where player avatars display their interests in thought bubbles in order to spark interest and conversation. In this particular screen, the purple dinosaur displays the user’s interest in drawing.