| Literature DB >> 35916691 |
Judith Austin1, Constance H C Drossaert1, Jelle van Dijk2, Robbert Sanderman3, Elin Børøsund4, Jelena Mirkovic4, Marijke Schotanus-Dijkstra1, Nienke J Peeters1, Jan-Willem J R Van 't Klooster5, Maya J Schroevers3, Ernst T Bohlmeijer3.
Abstract
BACKGROUND: Psychosocial eHealth interventions for people with cancer are promising in reducing distress; however, their results in terms of effects and adherence rates are quite mixed. Developing interventions with a solid evidence base while still ensuring adaptation to user wishes and needs is recommended to overcome this. As most models of eHealth development are based primarily on examining user experiences (so-called bottom-up requirements), it is not clear how theory and evidence (so-called top-down requirements) may best be integrated into the development process.Entities:
Keywords: cancer; co-design; eHealth; evidence-based; mobile phone; requirements; self-compassion
Year: 2022 PMID: 35916691 PMCID: PMC9379787 DOI: 10.2196/37502
Source DB: PubMed Journal: JMIR Cancer ISSN: 2369-1999
Overview of sessions, co-design exercises, and co-design tasks.
| Sessions and co-design exercises | Co-design task | |
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| Mapping of individual obstacles and facilitators in dealing with the cancer diagnosis, visualized as rocks and ladders | Explore |
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| Mapping of support that was or was not present from oneself, own network, or professionals after the diagnosis using a card sorting method | Explore |
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| Identifying individual moments of self-compassion and self-criticism on sticky notes in relation to the diagnosis and then categorizing them together | Explore |
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| Trying out self-compassion exercises in the 2 weeks before the session; building a desired app and an undesired app represented on paper smartphone models by categorizing and altering the self-compassion exercises | Reassess |
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| Identifying additional topics and exercises to be addressed in the app by adding to and altering topics identified in the first session | Explore |
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| Trying out other psychosocial apps in the week before the session; presenting the apps in small groups, highlighting positive and negative user experiences; creating a map of the similarities and differences in the experiences of functionalities in these apps, focused on filling out and sharing information, motivational elements, feedback, personalization, and mode of information | Integrate |
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| Exploring language use in the app by playing a card game in which the story of the app was presented in 5 different ways (based on metaphors) on 5 cards, where participants “played out” their preferences | Integrate |
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| Creating a diagram of the way the app could be offered and supported by nurses (when, to whom, how, and how often) | Synergize |
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| Shaping the flow of and processes within the app using cardboard boxes representing different app modules to write on and move around | Synergize |
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| Creating paper prototypes of parts of the app using both defined (eg, printed buttons) and undefined (eg, random or blank stickers) materials | Integrate |
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| Interacting with a low-fidelity prototype of a home page and engaging with different home page designs represented on posters | Integrate |
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| Role-plays around app implementation and app recommendation by nurses and people with cancer | Synergize |
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| Interacting with a low-fidelity prototype of the content of an app module in the form of a smartphone app, as well as on paper | Reassess |
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| Refining wireframes and high-fidelity prototypes provided by the app developer (also in participants’ home settings) | Integrate |
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| Mapping implementation processes and challenges based on diagrams from session 3 (nurses only) | Synergize |
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| Generating ideas for peer tips and experiences to be included in the app in a card-based group game | Explore |
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| Evaluating the “final” version of the intervention in terms of bottom-up requirements (with minor changes still implemented) using whiteboards | (Evaluate) |
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| Evaluating the co-design process using interview methods among participants | (Evaluate) |
Figure 1Examples of paper materials used in the co-design exercises. The co-design exercises are described in Table 1 . (A) Obstacle card (session 1, first exercise). (B) Desired and undesired apps (session 2, first exercise). (C) Map of motivational elements (session 3, first exercise). (D) Cardboard boxes representing the app modules (session 4, first exercise). (E) Poster of a home page design (session 5, first exercise). (F) Card game about the tips (session 6, third exercise).
Final list of matched top-down and bottom-up requirements.
| Top-down requirements | Bottom-up requirements |
| 1. Linking existing content of compassionate mind training to bottomup challenges to create a tailored intervention | 1. Topics to include in the intervention: accepting the illness and limitations, taking care of one’s body, asking for and accepting help, guarding social and physical boundaries, motivating oneself in a positive way, coping with anxiety, and regulating information consumption |
| 2. Main focus on self-compassion training that can be applied to various practical contexts | 2. Receiving ample, practical, and localized information about the treatment of and living with cancer |
| 3. Psychoeducation about 3 emotion systems, self-compassion, and selfcriticism | 3. To-the-point and practical psychoeducation tailored to the context of cancer |
| 4. Reflective exercises about 3emotion systems, self-compassion, and self-criticism | 4. Exercises that generate insight into and awareness of emotions and self-talk in the context of cancer |
| 5. Mindfulness exercises, soothing rhythm breathing, and visualization exercises | 5. Brief meditative exercises with down-to-earth, nonspiritual language that facilitate rest |
| 6. Having compassion for one’s distress (offering compassionate feedback) and training own capacity to notice and reduce distress | 6. Tips and tricks to “get rid of” distress (eg, in automated feedback) |
| 7. Address all key elements of compassionate mind training, adapted from traditional intervention formats | 7. Mix between “bite-sized” text, video, images, and audio to convey information (to help with concentration difficulties) |
| 8. Persuasive design elements such as rewards and praise | 8. Subtle motivational elements without too much gamification |
| 9. Mood tracking to enhance awareness of emotions and facilitate compassionate responding | 9. Mood tracking on multiple scales, having an overview of mood changes over time, and optional feedback |
| 10. Use social support persuasive design elements such as social facilitation | 10. Having a private app without direct peer contact while including experiences of peers |
| 11. Pseudonymous rather than anonymous app use to collect research data (ie, creating a user account) | 11. Onboarding and log-in process as simple and fast as possible while safeguarding privacy |
| 12. Visual design that aligns with self-compassion training | 12. Minimal and soothing visual design |
| 13. Appealing to and reaching a broad range of people in a low-threshold way | 13. Appealing to and reaching a broad range of people in a low-threshold way |
| 14. Support of health professionals with(in) the app | 14. Stand-alone private app for users, which does not create extra workload for nurses |
| 15. Sequential, modular learning structure | 15. Freedom to navigate to any relevant content (including skipping or saving content) |
Figure 2Screenshots of the Compas-Y intervention. On the left, the home page of the Compas-Y intervention containing a central compass navigation element with 6 modules and a menu bar with supportive functionalities. On the top right, the start of the exercise light of the day; on the bottom right, the start of the mood tracker.