Bierbooms Joyce J P A, Sluis-Thiescheffer Wouter R J W, Feijt Milou A, IJsselsteijn Wijnand A, Bongers Inge M B
Tranzo, Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, Netherlands.
Mental Healthcare Eindhoven, Eindhoven, Netherlands.
JMIR Res Protoc. 2021 Feb 17;10(2):e18815. doi: 10.2196/18815.
E-mental health (EMH) offers various possibilities for mental health care delivery, with many studies demonstrating its clinical efficacy. However, the uptake of EMH technologies by mental health care professionals remains to be low. One of the reasons for this is the lack of knowledge and skills in using these technologies. Skill enhancement by means of serious gaming has been shown to be effective in other areas but has not yet been applied to the development of EMH skills of mental health care professionals.
The aim of this paper is to describe a study protocol for the user requirements analysis for the design of a game-based training environment for mental health care professionals to enhance their skills in EMH.
The user requirements are formulated using three complementary outputs: personas (lively descriptions of potential users), scenarios (situations that require EMH skills), and prerequisites (required technical and organizational conditions). We collected the data using a questionnaire, co-design sessions, and interviews. The questionnaire was used to determine mental health care professionals' characteristics, attitudes, and skill levels regarding EMH and was distributed among mental health care professionals in the Netherlands. This led to a number of recognizable subuser groups as the basis for personas. Co-design sessions with mental health care professionals resulted in further specification of the personas and an identification of different user scenarios for the game-based training environment. Interviews with mental health care professionals helped to determine the preferences of mental health care professionals regarding training in EMH and the technical and organizational conditions required for the prospective game-based training environment to be used in practice. This combination of requirement elicitation methods allows for a good representation of the target population in terms of both a broad view of user needs (through the large N questionnaire) and an in-depth understanding of specific design requirements (through interviews and co-design).
The questionnaire was filled by 432 respondents; three co-design sessions with mental health care professionals and 17 interviews were conducted. The data have been analyzed, and a full paper on the results is expected to be submitted in the first half of 2021.
To develop an environment that can effectively support professionals' EMH skill development, it is important to offer training possibilities that address the specific needs of mental health care professionals. The approach described in this protocol incorporates elements that enable the design of a playful training environment that is user driven and flexible and considers the technical and organizational prerequisites that influence its implementation in practice. It describes a protocol that is replicable and provides a methodology for user requirements analyses in other projects and health care areas.
INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR1-10.2196/18815.
电子心理健康(EMH)为心理健康护理提供了多种可能性,许多研究证明了其临床疗效。然而,心理健康护理专业人员对EMH技术的采用率仍然较低。原因之一是缺乏使用这些技术的知识和技能。通过严肃游戏提高技能在其他领域已被证明是有效的,但尚未应用于心理健康护理专业人员EMH技能的培养。
本文旨在描述一项研究方案,用于分析为心理健康护理专业人员设计基于游戏的培训环境以提高其EMH技能的用户需求。
使用三种互补的产出方式来制定用户需求:人物角色(对潜在用户的生动描述)、场景(需要EMH技能的情况)和先决条件(所需的技术和组织条件)。我们通过问卷调查、协同设计会议和访谈收集数据。问卷用于确定心理健康护理专业人员在EMH方面的特征、态度和技能水平,并在荷兰的心理健康护理专业人员中分发。这产生了一些可识别的子用户群体作为人物角色的基础。与心理健康护理专业人员的协同设计会议进一步明确了人物角色,并确定了基于游戏的培训环境的不同用户场景。对心理健康护理专业人员的访谈有助于确定他们对EMH培训的偏好以及未来基于游戏的培训环境在实际应用中所需的技术和组织条件。这种需求引出方法的组合能够从广泛的用户需求视角(通过大规模问卷)和对特定设计要求的深入理解(通过访谈和协同设计)很好地呈现目标人群。
432名受访者填写了问卷;与心理健康护理专业人员进行了三次协同设计会议并进行了17次访谈。数据已进行分析,预计关于结果的完整论文将于2021年上半年提交。
为了开发一个能够有效支持专业人员EMH技能发展的环境,提供满足心理健康护理专业人员特定需求的培训可能性非常重要。本方案中描述的方法包含了一些要素,能够设计一个由用户驱动、灵活且考虑到影响其实际应用的技术和组织先决条件的趣味性培训环境。它描述了一个可复制的方案,并为其他项目和医疗保健领域的用户需求分析提供了一种方法。
国际注册报告标识符(IRRID):RR1-10.2196/18815。