Suppr超能文献

一款支持普通人群进行预先护理计划讨论的数字严肃游戏(Anticip'action):可用性研究

A Digital Serious Game (Anticip'action) to Support Advance Care Planning Discussions in the General Population: Usability Study.

作者信息

Campioni Dafne, Ehrler Frederic, Berger Antoine, Clavien Christine

机构信息

Institute for Ethics, History, and the Humanities, Faculty of Medicine, University of Geneva, Geneva, Switzerland.

Department of Medical Information Sciences, University Hospital of Geneva, Geneva, Switzerland.

出版信息

JMIR Aging. 2025 Aug 21;8:e73378. doi: 10.2196/73378.

Abstract

BACKGROUND

In the context of an aging population and increasingly medicalized end-of-life practices, it is crucial to promote early discussions to help patients express their view on what is essential in their life as well as articulate their preferences regarding future medical treatments and end-of-life issues. An interprofessional research team at Geneva University and the Geneva University Hospitals has developed Anticip'action, a card game designed to help initiate and conduct advance care planning and end-of-life discussions. It is available for free in paper format in diverse languages and in a digital version in French.

OBJECTIVE

This study aims to assess the ergonomic quality of the digital version of the game with primary users.

METHODS

Overall, 10 users (women: n=5, 50%; men: n=5, 50%; mean age 41, SD 13.4 years; range 25-65 years; education: upper level; comfortable with smartphones) completed an online usability test. The test began with a rapid desirability test to capture initial impressions of the game's main screen without knowing what it is about. This was followed by a think-aloud procedure, including 26 tasks to perform all steps of the game. Posttest questionnaires were administered to collect participants' subjective perceptions of the usability (System Usability Scale), attractiveness (AttrakDiff), and relevance as well as overall endorsement of the game (Mobile Application Rating Scale). Open-ended questions were used to further explore usability issues. Usability problems were categorized and evaluated using standard evaluation grids. Content readability was assessed with Scolarius.

RESULTS

The rapid desirability test revealed an overall good or average impression. In 83.2% (208/250) of the cases, participants successfully completed the think-aloud tasks without assistance. Some of the tasks (4/25, 16%) revealed multiple usability issues requiring assistance. Analysis of the 23 failures and difficulties encountered revealed that 3 (13%) issues were due to suboptimal wording of the task instructions and that there were 9 (39%) major usability problems. All could be addressed through minor modifications. The Scolarius test indicated that the card titles were understandable at an elementary school level, while the explanations on the back of the cards required a high school reading level. Participants rated Anticip'action as good or excellent in usability (79 out of 100 on the System Usability Scale), attractiveness (1.57 on the -3 to +3 AttrakDiff scale), and relevance (4.1 out of 5 on section F of the Mobile Application Rating Scale). Participants provided overall positive qualitative feedback.

CONCLUSIONS

The usability testing of the digital French version of Anticip'action produced positive results, with some areas for improvement identified. It can be recommended as a valuable resource for patients, families, and caregivers to prompt reflection, raise awareness, and support advance care planning conversations. Further tests should be conducted on wider population groups, including older patients and individuals less comfortable with digital solutions.

摘要

背景

在人口老龄化以及临终医疗实践日益增多的背景下,促进早期讨论以帮助患者表达其对生活中重要事物的看法,并阐明其对未来医疗治疗和临终问题的偏好至关重要。日内瓦大学和日内瓦大学医院的一个跨专业研究团队开发了“Anticip'action”,这是一款旨在帮助启动和进行预先护理计划及临终讨论的纸牌游戏。它有多种语言的纸质版可供免费获取,还有法语的数字版。

目的

本研究旨在评估该游戏数字版对于主要用户的人机工程学质量。

方法

总体而言,10名用户(女性:n = 5,50%;男性:n = 5,50%;平均年龄41岁,标准差13.4岁;年龄范围25 - 65岁;教育程度:高等;熟悉智能手机)完成了一项在线可用性测试。测试首先进行快速吸引力测试,以在不了解游戏内容的情况下捕捉对游戏主屏幕的初始印象。随后是出声思维程序,包括26项任务以执行游戏的所有步骤。测试后发放问卷以收集参与者对可用性(系统可用性量表)、吸引力(AttrakDiff)、相关性以及对游戏的总体认可(移动应用评分量表)的主观感受。使用开放式问题进一步探索可用性问题。使用标准评估网格对可用性问题进行分类和评估。使用Scolarius评估内容可读性。

结果

快速吸引力测试显示总体印象良好或一般。在83.2%(208/250)的情况下,参与者无需协助即可成功完成出声思维任务。部分任务(4/25,16%)显示出多个需要协助的可用性问题。对所遇到的23次失败和困难进行分析发现,3个(13%)问题是由于任务说明措辞欠佳,并且存在9个(39%)主要可用性问题。所有这些问题都可通过微小修改来解决。Scolarius测试表明,纸牌标题在小学水平即可理解,而纸牌背面的解释需要高中阅读水平。参与者对“Anticip'action”的可用性(系统可用性量表上得分为79/100)、吸引力(AttrakDiff量表上为 - 3至 + 3之间得1.57)和相关性(移动应用评分量表F部分得4.1/5)给予了良好或优秀的评价。参与者提供了总体积极的定性反馈。

结论

“Anticip'action”数字法语版的可用性测试产生了积极结果,同时也确定了一些有待改进的方面。它可被推荐为患者、家庭和护理人员的宝贵资源,以促进反思、提高认识并支持预先护理计划的对话。应针对更广泛的人群进行进一步测试,包括老年患者和对数字解决方案不太熟悉的个体。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7c77/12411793/1c4d9db3f6ab/aging_v8i1e73378_fig1.jpg

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验