| Literature DB >> 35029539 |
Sarah Fox1, Laura J E Brown2, Steven Antrobus3, David Brough4, Richard J Drake2, Francine Jury5, Iracema Leroi1, Adrian R Parry-Jones6,7, Matthew Machin3.
Abstract
BACKGROUND: The benefits of involving those with lived experience in the design and development of health technology are well recognized, and the reporting of co-design best practices has increased over the past decade. However, it is important to recognize that the methods and protocols behind patient and public involvement and co-design vary depending on the patient population accessed. This is especially important when considering individuals living with cognitive impairments, such as dementia, who are likely to have needs and experiences unique to their cognitive capabilities. We worked alongside individuals living with dementia and their care partners to co-design a mobile health app. This app aimed to address a gap in our knowledge of how cognition fluctuates over short, microlongitudinal timescales. The app requires users to interact with built-in memory tests multiple times per day, meaning that co-designing a platform that is easy to use, accessible, and appealing is particularly important. Here, we discuss our use of Agile methodology to enable those living with dementia and their care partners to be actively involved in the co-design of a mobile health app.Entities:
Keywords: agile; co-design; cognition; dementia; mHealth; mobile phone; patient public involvement; software development
Mesh:
Year: 2022 PMID: 35029539 PMCID: PMC8800089 DOI: 10.2196/24483
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1(A) Simple test of cognitive processing speed and (B) a more cognitively demanding tests of working memory developed by the software development team before patient and public involvement input. PPI: patient and public involvement.
Figure 2(A) Redesigned shopping list task and (B) new shopping list+ task following first patient and public involvement workshop.
Figure 3Final software alterations following second patient and public involvement workshop showing flow through the app.
Feedback and resulting software modifications from workshop 1.
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Testers found pictures to be distracting. Specifically, it was noted that some pictures were confusing (ie, onion and apple looked similar) and that the images shifted focus away from reading written information, making it harder to follow instructions. | From this feedback, the software development team chose to remove images from both tasks. | |
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Participants reported that the color scheme (dark blue text on a light blue background) might be inappropriate for those with reading or perceptual difficulties. Black writing on a yellow background was suggested to be optimal for improving reading speed and for assisting people with reading difficulties. | The display was altered to black text on a yellow background. | |
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Testers noted that detailed introductory text explaining the task was not necessary for the simple shopping list task. Indeed, several participants stated that they skipped reading the introductory message and were still able to perform the task. | The development team removed the introduction text from this task, replacing it with a simple “Are you ready to start <yes>, <no>” structure. | |
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It was noted that the screen flow used in the shopping list task left some participants confused. Specifically, several participants felt that displaying the shopping list followed by a probe question was less logical (harder to follow) than displaying the probe question first followed by the shopping list. | Text flow was altered in line with workshop preferences in the next design iteration ( | |
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The shopping list task relied on measures of task completion time as a proxy for cognition. Therefore, instructions for this task asked participants to complete the task “As quickly as possible.” Workshop participants noted that although they read this instruction, they did not feel a sense of urgency while completing the task, suggesting that they had not remembered it. | To encourage users to complete the shopping list task as quickly as possible, the development team added a circular bar countdown timer to the bottom of the task screen. | |
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Participants felt that the written explanation for the second, harder (N-back) task was insufficient, and, even after a verbal explanation and demonstration, many were still uncomfortable interacting with this task. | It was decided that the N-back task was too complicated and not fit for purpose. Therefore, the development team removed this task and replaced it with a more memory-intensive variant of the shopping list task, subsequently referred to as shopping list+, in which the shopping list was removed from the screen before and during each probe question ( | |
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Participants were asked whether they would appreciate feedback on their performance on these tasks. Opinions were mixed, with some participants wanting graphed data, or indications of low and high performance, whereas others felt that feedback on poor performance might reduce their motivation to complete future tasks. | It was decided that a generic positive feedback message would be added to the tasks, that is, “Great job, well done.” | |
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Participants did not like the name the research team chose for the app—Health-e-Mind. Most were unaware that the e stood for electronic, and 1 individual mentioned that it made him think of drug use. Group feedback on flashcard word association included the following: Brain was seen to be too biological, whereas mind was preferred as this sounded more holistic and accessible. Although some participants were comfortable with the words test and memory, others suggested that these terms may be off-putting and could cause anxiety. It was suggested that the word test could be replaced by check as this sounded less daunting and clinical. Participants also liked the addition of the word my to the name, personalizing the app. | From this feedback, the team chose to change the name to | |
Feedback and resulting software modifications from workshop 2.
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| For the new shopping list+ task, a number of participants noted that until they reached the screen containing the question and multiple-choice answers, they did not realize that they had to remember both the objects listed and the associated number of items. | This was addressed by altering the prompt used on the first screen of this task to read “Remember how many of each item.” |
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| For the shopping list+ task, several participants were unable to read the entire list of 4 items displayed on the first screen before it timed out and moved on to the probe question. | To address this, the team increased the display duration of the first screen to give users more time to read the instruction and object list. They also reduced the list length from 4 items to 3. |
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| This version included a countdown timer on both tasks, specifically, a circular bar countdown timer. Although most testers said that they did not notice this timer, they did note that they had been trying to respond quickly. However, 1 tester did say that she noticed the timer and felt stressed about completing the task in time. | The countdown timer remains in the app as a visual cue to complete in a timely manner. However, the timer was altered from a model which showed a finite time counting down to a timer that did not count down to a finite point. It was hoped that this maintained a sense of urgency but would mitigate stress caused by a finite countdown. |
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| This version of the app included a generic positive feedback message after each task that was not linked to performance, that, “Well done.” This was included to avoid user discouragement because of low scores. However, participants did not appreciate being given positive feedback when they were aware that they had performed badly. | Feedback was altered to maintain a positive tone while also remaining performance neutral: “Task complete! You have finished the task. See you at the next alarm.” |