| Literature DB >> 33105754 |
Constanza Miranda1, Fernando Altermatt2, Ignacio Villagrán3, Julián Goñi1.
Abstract
Nurses and other health students may lack the proper time for training procedural tasks, such as peripheral venous access. There is a need to develop these abilities in novices so that errors can be avoided when treating real patients. Nonetheless, from an experiential point of view, the simulation devices offered in the market do not always make sense for educators and trainees. This could make the adoption of new technology difficult. The purpose of this case study is to describe the development of an innovative simulation device and to propose concrete tactics for the involvement of the educators and trainees. We used a participative design based approach, with an ethnographic basis, where incremental cycles of user testing, development and iteration were involved. The study showcases methods from the field of design and anthropology that can be used to develop future simulation devices that resonate with students and educators to achieve a long term learning experience. Results could shed a light on new ways for the involvement of educators and students to create devices that resonate with them, making learning significant and effective.Entities:
Keywords: academic use of simulation; anthro-design; design based research; health education; health innovation; simulation technology
Year: 2020 PMID: 33105754 PMCID: PMC7712721 DOI: 10.3390/healthcare8040420
Source DB: PubMed Journal: Healthcare (Basel) ISSN: 2227-9032
Figure 1The Anthro-design process based on human oriented research (Miranda, 2019) [17].
Figure 2A general look at the process going from ethnographic data to the development of an MVP.
Figure 3Summary of participants in the testing phases.
Figure 4Minimum viable product developed by the team (2019).
Figure 5Process for development of the Peripheral Access Simulator between 2014 and 2019.
Figure 6The prototype changes as the feedback from users is incorporated. In this case it involves switching the patch and the position of the hand.
Figure 7Design tactics used to design a multivocal learning experience.