| Literature DB >> 31429415 |
Hanneke Kip1,2, Saskia M Kelders1,3, Yvonne H A Bouman2, Lisette J E W C van Gemert-Pijnen1,4.
Abstract
BACKGROUND: The use of electronic health (eHealth) technologies in practice often is lower than expected, mostly because there is no optimal fit among a technology, the characteristics of prospective users, and their context. To improve this fit, a thorough systematic development process is recommended. However, more knowledge about suitable development methods is necessary to create a tool kit that guides researchers in choosing development methods that are appropriate for their context and users. In addition, there is a need for reflection on the existing frameworks for eHealth development to be able to constantly improve them.Entities:
Keywords: case study; community-based participatory research; eHealth; forensic psychiatry; human-centered design; technology development; virtual reality
Mesh:
Year: 2019 PMID: 31429415 PMCID: PMC6718085 DOI: 10.2196/12972
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1The CeHRes Roadmap (the Centre for eHealth Research Roadmap) [9].
Figure 2An overview of the used methods in the contextual inquiry and value specification phases of this study.
An overview of the methods and outcomes and reflection on these methods of the contextual inquiry.
| Research goal | Method | Target group | Main results | Conclusions | Lessons learned |
| Creating an overview of people and organizations who had a stake in the development process | Not applicable | Identification of a broad range of stakeholders, such as end users, financers of care, knowledge institutes, and other forensic care organizations—see | Stakeholder identification was useful to identify potential financers, participants, or institutions for data collection and to look for potential development partners | This method served well as a starting point for the project, but as in-depth information about (key) stakeholders was lacking, additional research into stakeholder perspectives was necessary, for example, via interviews. The stakeholder identification was constantly revised over the course of the project to keep it up-to-date. The identification proved to be important in preventing the relevant stakeholders from being overlooked in the development process and also in supporting the researchers in identifying participants for studies. | |
| Constituting a multidisciplinary project team comprising patients, therapists, managers, and researchers to coordinate the project | Not applicable | The project team with 2 patients, 3 therapists, 2 researchers, and 1 policy advisor (n=8) was responsible for content-related and practical activities, such as structuring the development process, setting up studies, and accompanying research goals, interpreting results, decision making, and planning | The multidisciplinary project team was found to be essential for the coordination of the project, mostly because of the integration of different perspectives. |
Including potential end users in the project team was useful to ensure that decisions were aligned with their perspective. In hindsight, the team might have benefited from someone with more technical knowledge on VRa, for example, a developer. Practical issues can influence the project team composition, for example, sometimes therapists or patients did not have enough time. It was important to make agreements on what to do when this occurred. Structure was needed to keep members involved: setting regular meetings, clear communication in between meetings, and keeping minutes of meetings. Coordination by a project manager was important to achieve this. The project team members had individual, concrete, and specific tasks that helped in keeping everyone actively involved. Patients indicated that participating in the project team gave them a sense of purpose and helped them with their treatment. | |
| Determining how far there is support and enthusiasm for VRa in forensic mental health care and identifying the ideas of therapists and patients about potential ways of using VR in treatment | Patients (n=14) and therapists (n=23) | Most participants were very positive about VR. There was a broad range of ideas about using VR, for example, to improve skills, enhance insight by therapists or loved ones, or treat specific disorders, such as psychosis or posttraumatic stress disorder. See | There appeared to be many possibilities, but further specification and insight into why and how VR should be used was required |
Focus groups were a good and efficient way to start this broad, complex project with many possible outcomes, mostly to get an idea of attitudes and potential end users. These focus groups aimed to generate idea, so provided little in-depth information about needs and goals. It was necessary to complement them with other methods, such as interviews. The way this focus group was set up was seen as a strong point: there was a clear structure without much steering on content, which enabled all participants to brainstorm freely and individually. This resulted in a very broad range of ideas, which was relevant for this phase of the development process. It was relatively easy to find participants for the focus groups. An important reason for this seemed to be the possibility to learn more about and try out VR. | |
| Gaining an overview of all studies and current initiatives concerning VR in treatment of (forensic) psychiatric patients | Not applicable | In July 2017, only 6 relevant studies were found, mostly focused on the assessment of sexual delinquents [ | Not much is known about VR in forensic mental health care in both practice and research, so there appeared to be a need for a bottom-up development process to identify why and in what way VR could be used |
Especially, desk research proved to be relevant for the project because there were no publications (yet) about many recent, ongoing initiatives/projects. The strategy for desk research could have been more structured, for example, by creating an activity plan and planning recent updates of desk research. It was important to look outside of the focus of the project (eg, studies on VR in general), either by conducting a literature study (which is time consuming) or by searching for published reviews or meta-analyses. It might have been useful to systematically collect the literature on theories and models on delinquent behavior, as in this project, it was done in a more ad hoc manner. | |
| Identifying points of improvement in the existing forensic mental health treatment of in- and outpatients and possible applications of VR, which could improve the current situation, according to therapists and patients | Therapists (n=8) and patients (n=3), working or treated at multiple locations of Transfore, the forensic hospital. | Via inductive coding [ | The interviews gave much information about why and how VR could be of added value. However, there were still too many possible directions to make a grounded decision about the goal and content of VR. Additional research into the needs and wishes of end users was required | The participants were asked to provide scenarios about their own experiences and ideas in an open, explorative manner to prevent too much steering by the researchers. To gain in-depth information, good interviewing skills and probing questions appeared to be important. Eliciting scenarios in participants proved to be unsuitable for (most) patients, mostly because of the broad questions that required much abstract reasoning. The part with examples from the focus groups worked better but was still experienced as difficult. Also, the interview took 1 hour, which proved to be a threshold for participating and resulted in difficulties with inclusion. The type of information collected via the interviews would have been hard to retrieve via questionnaires because of the need for probing questions. The research questions might have also been answered by means of (small) in-depth focus groups, which might have been less time-consuming. |
aVR: virtual reality.
An overview of the methods and outcomes and reflection on these methods of the value specification.
| Research goal | Method | Target group | Main results | Conclusions | Lessons learned |
| Generating multiple ideas on the use of VRa in forensic mental health care, based on the outcomes of the contextual inquiry | Not applicable | A short video was created for each of the 6 ideas. All videos had the same underlying structure: the goal of VR, its use during treatment, an example, and the desired outcomes. The videos (with English subtitles) can be watched on YouTube [ | The videos made clear that there are a lot of promising possibilities for VR in forensic mental health, so it appeared to be necessary to make decisions about what to prioritize and why |
The structured approach in which multiple templates were used worked well in this project: it forced all different members of the project team to work and think in a similar way. Each member of the project team had a clear role with individual responsibilities. This was experienced as helpful in motivating the team members and ensuring that all of their perspectives were present in the 6 ideas. Creating scripts and videos was very time-consuming, so motivated members who are willing to invest time and effort and enough budget were necessary preconditions for making videos. | |
| Identifying (1) the preferences of stakeholders of the 6 ideas and (2) the stakeholders’ values regarding VR in forensic mental health care | Patients (n=19); therapists (n=89); other stakeholders (n=38), such as parole officers or researchers from different Dutch forensic institutions | There were no significant differences between the grades and PII scores for ideas. A broad range of positive and negative aspects and remarks were identified via inductive coding. These can be found in | The results of the questionnaire were mostly in line with the interviews but provided more detailed and specific information, for example, how VR should be personalized and which skills should be trained |
The answers of the patients fitted the research questions of the questionnaire better than the answers that were given by patients in the interviews. This indicated that the concrete, scenario-based videos were a better way to include the patient perspective than the broad, abstract interviews. Although the goal was to make this method less time-consuming, filling in the questionnaire still took about 30 minutes, which might explain why a large share of the participants (55.4%) did not fully complete it. A shorter questionnaire might have led to more response but also would mean that less information would have been retrieved. The quantitative measures indicated no major differences between opinions about ideas. Although it was not clear if this was an issue regarding validity or if there actually were no differences, it was still useful to ask for a grade for each idea. The PII was not of added value in this questionnaire. Although this method proved to be useful to further specify previously found results, it would not have been suitable as an initial method to gather in-depth information, partly because no probing questions could be asked, and answers were relatively short. | |
| Formulating values that capture what the added value of the technology should be for people and context, according to the stakeholders | Not applicable | A total of 43 attributes and 13 values were formulated. An example of how a value was created can be found in | Formulating values proved to be a very good way to |
Values might be difficult to understand for outsiders as they are abstract, concise summaries of the needs and wishes. Consequently, clear definitions of the values were provided to prevent misunderstandings. Besides their importance for development, the project team determined that values could also be useful to determine what to evaluate: to what extent was the added value actually achieved in practice? This way of thinking about values allowed the project team to think ahead in terms of implementation and evaluation and facilitated a broader view on the VR application. In hindsight, the process of formulating values was more complex than expected. The project team had to account for the results of all used research methods, combine them in an abstract way, and make decisions about conflicting values, such as the importance of visual realism. A clear guideline for formulating values would have been useful. | |
| Generating a concept for a VR application based on the values and previously gathered results | Not applicable | The main goal of the VR application was to support therapists and patients in identifying | The developed concept was a combination of elements of all 6 videos that were created by the project team. Also, important concepts that already arose from the interviews were present in the idea, for example, personalization, skills training, and new insights |
To ensure the consistency of the development process, the idea generation process started with discussing the implications of all earlier conducted studies, even though it was more appealing for the project team to start creating the idea right away. Visualization of ideas via low fidelity (lo-fi) prototypes appeared to work well during the idea generation process to make abstract concepts more concrete. For example, the team drew multiple dashboards and visualized the structure of the dashboard with post-its. This was experienced as helpful by all members of the project team. | |
| Investigating (1) how far the stakeholders’ opinions of the concept match the previously formulated values and (2) if changes to the concept are required for it to optimally fit the stakeholders’ preferences | Patients (n=10) and therapists (n=8) from all different locations of Transfore, the forensic hospital | The first part was coded deductively using the constructs of the TAM (see | Overall, the idea fits the values of the participant, mostly with regard to the unique added value to treatment. No major changes to the basic idea were necessary. In later stages, attention should be paid to the usability of the application, training, and protocols to successfully embed VR in treatment |
This second set of interviews was considerably shorter than the first one: they only took about 15 to 20 minutes. It proved to be easier to include patients, which might be because of the relatively little time that was required to participate. Using the values to code these interviews was useful to determine the positive and negative aspects of the idea in relation to the added value that it should have had. In this way, it became very clear what the points of improvements were, which might not have been the case with an inductive, bottom-up coding process. It also allowed the project team to check whether the idea was still in line with the values. The TAM was used in the interview scheme and coding process. Although it helped to structurally ask about and analyze the participants’ attitudes and intentions, it provided hardly any information about the treatment context and characteristics of (other) persons [ Merely using the TAM would not have sufficed in this interview. |
aVR: virtual reality.
bPII: personal involvement inventory.
cTAM: technology acceptance model.
Figure 3The structure of the goal-driven development process with multiple formative evaluation cycles.