| Literature DB >> 30425932 |
Tyler B Wray1, Christopher W Kahler1, Erik M Simpanen1, Don Operario1.
Abstract
BACKGROUND: Computers have tremendous potential for helping people change behaviors that put their health at risk. This potential has led to the development of a variety of health behavior intervention technologies (BITs) in recent years. While many of these BITs have been informed by scientific theories on behavior change, poor design can fail to engage intended users. User-centered, interaction design (IxD) research can help BIT developers create tools that are intuitive and enjoyable and that align with intended users' goals. In this manuscript, we describe an IxD research process we used to inform the development of a tablet-optimized web application designed to help heavy drinking gay and bisexual men reduce their risk for HIV when they seek HIV testing.Entities:
Keywords: Alcohol use; Behavioral interventions; HIV prevention; LGBT; eHealth
Year: 2018 PMID: 30425932 PMCID: PMC6222087 DOI: 10.1016/j.invent.2018.10.002
Source DB: PubMed Journal: Internet Interv ISSN: 2214-7829
Glossary of key terms.
| User-focused design | A design process that is influenced by the users of the product being designed ( |
|---|---|
| Participatory design | A design process in which a product's users actively contribute to its design ( |
| Clinical aims | Intervention content that is intended to promote changes in behavior or relevant antecedents of behavior ( |
| Usage aims | Intervention features that are intended to increase engagement with the intervention ( |
| Human-computer interaction | A field that involves studying how users interact with computer systems ( |
| User experience | A field devoted to understanding what interacting with a product feels like to a user ( |
| Persona | Specific representations of potential users intended to personify these characteristics and provide a realistic, detailed model the design team can empathize with. |
| End goal | A user's specific motivations for engaging with a product ( |
| Experience goal | What a user might want to feel when using a product ( |
Demographic characteristics of intended user focus groups (N = 23).
| Characteristics | Mean ( |
|---|---|
| Age (range: 18–72, | 38.3 (12.7) |
| Race | |
| White | 17 (73.9) |
| Black or African American | 2 (8.7) |
| American Indian/Alaska Native | 0 (0.0) |
| Asian | 2 (8.7) |
| Pacific Islander/Native Hawaiian | 0 (0.0) |
| Multiracial | 1 (4.3) |
| Ethnicity (Hispanic or Latino) | 3 (13.0) |
| Currently in Exclusive Relationship1 | 2 (13.0) |
| College degree | 23 (100.0) |
| Low income2 | 6 (26.1) |
| Unemployed | 1 (4.3) |
| Gay or bisexual identity | 23 (100.0) |
| Days since last HIV test | 202 (114.7) |
| Days since last CAS with casual partner3 | 92.5 (119.95) |
| Average number of drinks per week | 11.3 (8.0) |
| Alcohol-related problem (AUDIT ≥ 8) | 6 (26.1) |
Note. 1Represents participants who reported currently being in a sexually exclusive, monogamous relationship with one partner. 2Represents those with a household annual income <$30,000/year. 3Condomless anal sex (CAS) with a partner outside of an exclusive, monogamous relationship.
Themes identified through SME focus groups and design insights they inspired.
| Theme | Design insights |
|---|---|
Patients often test out of concern for possible exposure or as a routine practice. | App should acknowledge these scenarios, provide affirmation Provide content tailored for each type of patient |
Time and patients' reluctance to “open up” are key challenges for counseling | App content should be as brief as possible Should be provided after HIV test results are given Elements of the app should help put users “at ease” Tone should emphasize lack of judgment, confidentiality |
App content should prioritize identifying personal risks, providing options for change | Devote considerable resources to assessment and feedback about personal risks Tailor to users' level of knowledge about HIV Provide many options for reducing risk Allow users to choose options that are right for them |
Fig. 1Primary persona (“Terry”) created by focus group participants.
Fig. 2Secondary persona (“Joel”) created by focus group participants.
Fig. 3Personas of intended users and their end/experience goals.
Fig. 4Branding strategy for Game Plan.