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1.
JMIR Hum Factors ; 11: e53976, 2024 Jun 06.
Artículo en Inglés | MEDLINE | ID: mdl-38843515

RESUMEN

BACKGROUND: Mental health conditions are a significant public health problem globally, responsible for >8 million deaths per year. In addition, they lead to lost productivity, exacerbate physical illness, and are associated with stigma and human rights violations. Uganda, like many low- and middle-income countries, faces a massive treatment gap for mental health conditions, and numerous sociocultural challenges exacerbate the burden of mental health conditions. OBJECTIVE: This study aims to describe the development and formative evaluation of a digital health intervention for improving access to mental health care in Uganda. METHODS: This qualitative study used user-centered design and design science research principles. Stakeholders, including patients, caregivers, mental health care providers, and implementation experts (N=65), participated in focus group discussions in which we explored participants' experience of mental illness and mental health care, experience with digital interventions, and opinions about a proposed digital mental health service. Data were analyzed using the Consolidated Framework for Implementation Research to derive requirements for the digital solution, which was iteratively cocreated with users and piloted. RESULTS: Several challenges were identified, including a severe shortage of mental health facilities, unmet mental health information needs, heavy burden of caregiving, financial challenges, stigma, and negative beliefs related to mental health. Participants' enthusiasm about digital solutions as a feasible, acceptable, and convenient method for accessing mental health services was also revealed, along with recommendations to make the service user-friendly, affordable, and available 24×7 and to ensure anonymity. A hospital call center service was developed to provide mental health information and advice in 2 languages through interactive voice response and live calls with health care professionals and peer support workers (recovering patients). In the 4 months after launch, 456 calls, from 236 unique numbers, were made to the system, of which 99 (21.7%) calls went to voicemails (out-of-office hours). Of the remaining 357 calls, 80 (22.4%) calls stopped at the interactive voice response, 231 (64.7%) calls were answered by call agents, and 22 (6.2%) calls were not answered. User feedback was positive, with callers appreciating the inclusion of peer support workers who share their recovery journeys. However, some participant recommendations (eg, adding video call options) or individualized needs (eg, prescriptions) could not be accommodated due to resource limitations or technical feasibility. CONCLUSIONS: This study demonstrates a systematic and theory-driven approach to developing contextually appropriate digital solutions for improving mental health care in Uganda and similar contexts. The positive reception of the implemented service underscores its potential impact. Future research should address the identified limitations and evaluate clinical outcomes of long-term adoption.


Asunto(s)
Grupos Focales , Servicios de Salud Mental , Investigación Cualitativa , Diseño Centrado en el Usuario , Humanos , Uganda , Servicios de Salud Mental/organización & administración , Trastornos Mentales/terapia , Adulto , Femenino , Masculino
2.
Children (Basel) ; 10(12)2023 Nov 28.
Artículo en Inglés | MEDLINE | ID: mdl-38136068

RESUMEN

Thanks to its non-invasive nature and high-resolution imaging capabilities, magnetic resonance imaging (MRI) is a valuable diagnostic tool for pediatric patients. However, the fear and anxiety experienced by young children during MRI scans often result in suboptimal image quality and the need for sedation/anesthesia. This study aimed to evaluate the effect of a smartphone application called COSMO@home to prepare children for MRI scans to reduce the need for sedation or general anesthesia. The COSMO@home app was developed incorporating mini-games and an engaging storyline to prepare children for learning goals related to the MRI procedure. A multicenter study was conducted involving four hospitals in Belgium. Eligible children aged 4-10 years were prepared with the COSMO@home app at home. Baseline, pre-scan, and post-scan questionnaires measured anxiety evolution in two age groups (4-6 years and 7-10 years). Eighty-two children participated in the study, with 95% obtaining high-quality MRI images. The app was well-received by children and parents, with minimal technical difficulties reported. In the 4-6-year-old group (N = 33), there was a significant difference between baseline and pre-scan parent-reported anxiety scores, indicating an increase in anxiety levels prior to the scan. In the 7-10-year-old group (N = 49), no significant differences were observed between baseline and pre-scan parent-reported anxiety scores. Overall, the COSMO@home app proved to be useful in preparing children for MRI scans, with high satisfaction rates and successful image outcomes across different hospitals. The app, combined with minimal face-to-face guidance on the day of the scan, showed the potential to replace or assist traditional face-to-face training methods. This innovative approach has the potential to reduce the need for sedation or general anesthesia during pediatric MRI scans and its associated risks and improve patient experience.

3.
Inform Health Soc Care ; 42(3): 303-320, 2017 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-27918220

RESUMEN

BACKGROUND: In this study an interactive distance solution (called the DISKO tool) was developed to enable home-based motor training after stroke. OBJECTIVES: The overall aim was to explore the feasibility and safety of using the DISKO-tool, customized for interactive stroke rehabilitation in the home setting, in different rehabilitation phases after stroke. METHODS: Fifteen patients in three different stages in the continuum of rehabilitation after stroke participated in a home-based training program using the DISKO-tool. The program included 15 training sessions with recurrent follow-ups by the integrated application for video communication with a physiotherapist. Safety and feasibility were assessed from patients, physiotherapists, and a technician using logbooks, interviews, and a questionnaire. Qualitative content analysis and descriptive statistics were used in the analysis. RESULTS: Fourteen out of 15 patients finalized the training period with a mean of 19.5 minutes spent on training at each session. The DISKO-tool was found to be useful and safe by patients and physiotherapists. CONCLUSIONS: This study demonstrates the feasibility and safety of the DISKO-tool and provides guidance in further development and testing of interactive distance technology for home rehabilitation, to be used by health care professionals and patients in different phases of rehabilitation after stroke.


Asunto(s)
Terapia por Ejercicio/métodos , Servicios de Atención de Salud a Domicilio/organización & administración , Rehabilitación de Accidente Cerebrovascular/métodos , Telemedicina/organización & administración , Adulto , Anciano , Anciano de 80 o más Años , Femenino , Humanos , Masculino , Persona de Mediana Edad , Interfaz Usuario-Computador
4.
Stud Health Technol Inform ; 211: 145-52, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-25980861

RESUMEN

The aim of this work has been to develop a technical support enabling home-based motor training after stroke. The basis for the work plan has been to develop an interactive technical solution supporting three different groups of stroke patients: (1) patients with stroke discharged from hospital with support from neuro team; (2) patients with stroke whose support from neuro team will be phased out and (3) patients living with impaired motor functions long-term. The technology has been developed in close collaboration with end-users using a method earlier evaluated and described [12]. This paper describes the main functions of the developed technology. Further, results from early user-tests with end-users, performed to identify needs for improvements to be carried out during further technical development. The developed technology will be tested further in a pilot study of the safety and, usefulness of the technology when applied as a support for motor training in three different phases of the post-stroke rehabilitation process.


Asunto(s)
Actitud del Personal de Salud , Rehabilitación de Accidente Cerebrovascular/métodos , Telerrehabilitación/métodos , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Percepción , Proyectos Piloto , Diseño de Software , Rehabilitación de Accidente Cerebrovascular/instrumentación , Telerrehabilitación/instrumentación , Interfaz Usuario-Computador
5.
JMIR Mhealth Uhealth ; 2(1): e9, 2014 Mar 07.
Artículo en Inglés | MEDLINE | ID: mdl-25099060

RESUMEN

The elderly population is increasing and there is a need to provide care and safety at a high level with limited resources. New social alarm solutions may contribute to safety and independence for many elderly. However, it is important to understand the needs within the user group. This work studied social alarms in a broad sense and from several user perspectives. In the first study, social alarm use and its aspects were investigated. To understand where there may be problems and weaknesses, users, caregivers, managers of municipalities, and personnel at alarm centers were interviewed. The interviews helped identify a number of problems. For municipalities, the processes of procuring new alarms and managing their organization were found to be complex. The effect of this was that the same social alarm systems had been ordered over and over again without taking into account new user needs or new technical solutions. For alarm users, one large problem was that the alarms had very limited reach and were designed for indoor use only. This has resulted in users hesitating to leave their homes, which in turn has negative effects due to lack of physical activity and fewer social contacts. One important result from the first study was the need for a social alarm solution that worked outdoors. In a second study, needs regarding outdoor social alarms were investigated. The results from this study showed that wearable outdoor alarms must be easy to use, provide communication, and be well designed. Finally, these alarms must work both indoors and outdoors, and the user should not have to worry about where he/she is or who is acting on an alarm.

6.
Med 2 0 ; 2(2): e12, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-25075235

RESUMEN

BACKGROUND: There is an increasing social isolation among the elderly today. This will be an even larger issue in the future with growing numbers of elderly and less resources, for example, in terms of economy and staff. Loneliness and social isolation can, however, be addressed in several ways using different interactive eHealth services. OBJECTIVE: This case study investigated novel eHealth services for the elderly, and their usage of a social interactive device designed especially for them. METHODS: In this work, we used an innovative mobile communication device connected to the television (TV), which worked as a remotely controlled large interactive screen. The device was tested by 8 volunteers who visited a senior center. They were between 65 and 80 years of age and lived in their own homes. Throughout the 1.5 year-long project, 7 design workshops were held with the seniors and the staff at the center. During these workshops, demands and preferences regarding existing and new services were gathered. At the end of the project the participants' experience of the device and of the services was elaborated in 3 workshops to get ideas for improved or new meaningful services. During the data analyses and development process, what seniors thought would be useful in relation to what was feasible was prioritized by the development company. RESULTS: Regarding daily usage, the seniors reported that they mainly used the service for receiving information from the senior center and for communication with other participants in the group or with younger relatives. They also read information about events at the senior center and they liked to perform a weekly sent out workout exercise. Further, they played games such as Memory and Sudoku using the device. The service development focused on three categories of services: cognitive activities, social activities, and physical activities. A cognitive activity service that would be meaningful to develop was a game for practicing working memory. In the social activities category, the seniors wanted different quizzes and multi-player games. For physical activities, the seniors desired more workout exercises and suggestions for guided walking routes. A new category, "information and news", was suggested since they lacked services like senior-customized global and local news. CONCLUSIONS: This study showed the importance of input from a group of seniors when designing new services for elderly citizens. Besides input to interactive eHealth service development for seniors, this study showed the importance of a social context around such work. The seniors were very engaged throughout the project and workshops were frequently visited and the seniors became friends. The high amount of input from the seniors could be explained in terms of social inclusion; they belonged to a group and each member was considered important for the work. The friendly workshop atmosphere facilitated new ideas and redesign of the services.

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