Ancker Jessica S, Kukafka Rita
Department of Biomedical Informatics, Columbia University, New York, USA.
AMIA Annu Symp Proc. 2007 Oct 11;2007:16-20.
Descriptions of health risks in words, numbers, and graphics can all cause comprehension problems. Our novel risk communication tool involves a game-like interaction to allow users to experience the probability of a health event. The underlying principles are grounded in cognitive theory, but laboratory demonstrations do not guarantee usefulness in the real world. To help us create software on the basis of the theory, we have developed a qualitative method incorporating elements of focus groups and scenario-based usability testing in a community-based participatory research setting in Harlem, NY. In this procedure, a facilitator mediates discussion between software developers and community participants. Using this method, we have elicited guidance from focus groups and found that the interactive game appears to carry an emotional impact that static graphics do not. Additional testing is expected to help develop a useful risk communication tool and lead to richer understanding of lay models of health risk.
用文字、数字和图表描述健康风险都可能导致理解问题。我们新颖的风险沟通工具涉及一种类似游戏的互动,让用户体验健康事件的概率。其基本原理基于认知理论,但实验室演示并不能保证在现实世界中有用。为了帮助我们基于该理论创建软件,我们在纽约哈莱姆区的社区参与式研究环境中,开发了一种结合焦点小组和基于场景的可用性测试元素的定性方法。在这个过程中,一名主持人调解软件开发人员和社区参与者之间的讨论。使用这种方法,我们从焦点小组中获得了指导,并发现交互式游戏似乎具有静态图形所没有的情感影响。预计进一步的测试将有助于开发一种有用的风险沟通工具,并使人们对健康风险的外行模型有更深入的理解。