首页> 外文会议>International Technology, Education and Development Conference >(436)CHILDREN AND MOBILE APPLICATIONS: HOW TO EFFECTIVELY DESIGN AND CREATE A CONCEPT MOBILE APPLICATION TO AID IN THE MANAGEMENT OF TYPE 1 DIABETES IN ADOLESCENTS
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(436)CHILDREN AND MOBILE APPLICATIONS: HOW TO EFFECTIVELY DESIGN AND CREATE A CONCEPT MOBILE APPLICATION TO AID IN THE MANAGEMENT OF TYPE 1 DIABETES IN ADOLESCENTS

机译:(436)儿童和移动应用:如何有效地设计和创建一个概念移动应用,以帮助管理青少年1型糖尿病

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The emergence of healthcare applications (apps)over recent years has led to increased interestregarding the positive and negative impact of apps as effective healthcare aids. This has in turnhighlighted the importance of a patient-centric and -tested approach when designing andimplementing apps to effectively educate and subsequently aid in the management of chronic illness.Adherence to Type 1 diabetes mellitus (T1DM)medication is extremely low in adolescents, withstatistics reporting 50 - 88% of non-adherence to medication in this age group. The current literatureshows that adolescents are the hardest group of patients with diabetes to be educated in adhering totheir medication. Therefore, this study focused on the research, design and development of aninteractive concept mobile app aimed at adolescents, aged between 11 and 16 years old. The aim ofthis was to help adolescent patient's understand the anatomy, pathology and implications of T1DM,including the importance of self-care and insulin management. This approach combined research intocurrent gaming trends and the most pressing psychological issues impacting on the education ofadolescent patients. Relevant literature surrounding the use of mobile health apps to aid in theimprovement of medication adherence for T1DM adolescents was reviewed and used to aid in thedesign of a concept mobile app. In collaboration with Costello Medical Consulting Ltd., a leadingmedical communications company providing scientific support to the healthcare industry, the gameengine Unity3D? was used to create a prototype of the app, taking into consideration elements suchas colour, navigation, language and visuals appropriate of the target audience. Through thedevelopment of avatars and the creation of a goal and reward system, a prototype was created ofwhat could be used for a fully interactive app for this patient group. We shall present how thedevelopment of a wireframe aided the process of developing an app for the potential use byadolescent patients with T1DM. Early stage usability testing provided positive feedback regarding thevisual appearance and navigation throughout the app. Further development of the concept app, alongwith usability testing with the target audience are required to aid in the improvement of T1DMadolescents adherence to medication.
机译:近年来,医疗保健申请(APPS)的出现导致应用程序对应用程序作为有效医疗保健艾滋病的积极和负面影响增加。这在扭转了患者中心和 - 测试的重要性时,在设计和验证应用程序以有效教育和随后帮助慢性疾病的管理中的重要性。患有1型糖尿病(T1DM)药物在青少年的患者中,兼顾了术语,讨论了50 - 88%的非粘附在该年龄组中的药物。当前的文献症是青少年是患有糖尿病患者的最常见的糖尿病患者,以遵守胸部药物。因此,本研究侧重于Aninteractive概念移动应用程序的研究,设计和开发,旨在为青少年,年龄在11到16岁之间。目的是帮助青少年患者了解T1DM的解剖学,病理和影响,包括自我保健和胰岛素管理的重要性。这种方法联合研究了杂乱的游戏趋势以及影响着教育患者的最紧迫的心理问题。综述了移动卫生应用程序使用移动卫生应用程序的相关文献,并审查了用于T1DM青少年的药物遵守,并用于帮助参加概念移动应用程序的学期。与Costello Medical Consulting Ltd.合作,这是一家领先的通信公司,为医疗保健行业提供科学支持,Gameengine Unity3D?用于创建应用程序的原型,考虑到目标受众的颜色,导航,语言和视觉效果。通过化身和创建目标和奖励系统的创建,创建了一个原型可以用于该患者组的完全交互式应用程序。我们将介绍线框的开发如何促进开发应用程序的应用程序,以便通过T1DM增加患者。早期阶段可用性测试提供了关于整个应用程序中的视图和导航的正面反馈。需要进一步开发概念应用程序,允许与目标受众的可用性测试有助于改善T1DMAdolescents遵守药物。

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