User Experience (UX) In Information Systems (IS) for Health and Wellness Minitrack

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Smartphones and a vast array of new wearable devices are empowering patients and healthcare professionals, and bringing a fundamental shift in the health monitoring and decision making process, putting the consumers (patients) in charge. Today’s consumers are less impressed by basic usability and functionality, and they seek compelling user experiences. Demand for positive user experiences creates a need for innovation in user experience approaches for health and wellness products and services. Creating positive experiences also helps to influence health behaviors, which in turn can lead to desirable health outcomes. Examination of healthcare IT systems through an UX lens provides opportunities for both HCI and consumer health informatics researchers to formulate new theories and practices, and develop new successful technologies.

This minitrack provides an outlet for health and wellness IS research that includes user experience as a part of the IS concept or evaluation. Research is welcomed on any work that focuses on engaging and effective experiences for their intended users (health consumers, patients, caregivers, medical professionals, and others) using various methodologies (theory- building, concept testing, qualitative, and quantitative work). Research from both industry and academia is encouraged.

The following list provides examples of suitable topics; however, submissions that fit the general theme of the mini track are not limited to these topics:

  • Analysis, design, development, and evaluation of systems with engaging and effective user experiences for health and wellness technologies through variety of equipment such as wearable, mobile or hand held devices, robots, gaming consoles, as well as conventional laptops and other hardware.
  • Wellness self-monitoring and management systems
  • Home health care devices and applications
  • Management tools chronic care
  • Social media application (e.g., peer support, information acquisition)
  • Diagnostic tools
  • Fitness and exercise applications
  • Personal health record (PHR) applications
  • Patient care monitoring systems
  • Media and devices to better enable communication between doctor and patient
  • Telemedicine devices
  • Systems assisting patients in self-management, maintaining safety, and communicating with medical professionals
  • Online information sources such as WebMD
  • Preventive care systems
  • Interaction issues in new technologies to empower and inform health care for consumers
  • Interaction issues in navigating the wealth of health information on the Internet
  • HCI issues in using health technologies across cultures or geographic regions

The best, completed research papers from the minitrack will be fast-tracked for publication consideration in the AIS Transaction on Human Computer Interaction (THCI) -http://aisel.aisnet.org/thci.


Minitrack Co-Chairs:

Rich Burkhard (Primary Contact)
San Jose State University
Email: richard.burkhard@sjsu.edu

Ann Fruhling
University of Nebraska at Omaha
Email: afruhling@mail.unomaha.edu

Soussan Djamasbi
Worcester Polytechnic Institute
Email: djamasbi@wpi.edu

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Recent Submissions

Now showing 1 - 5 of 7
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    Towards Patient-oriented Design: A Case of the Egyptian Private Outpatient Clinics
    ( 2017-01-04) Heshmat, Mahmoud ; Mostafa, Noha ; Park, Jaehyun
    In this paper, outpatient clinics’ systems are addressed and their common issues were discussed. As a case study, the private clinics in Egypt are used, and a designed service solution was synthesized. In the case study, the system and application was mainly physician-oriented rather than patient-oriented. With such physician-oriented systems alongside with the current design approaches, waiting times and appointment scheduling are two critical issues. Therefore, in this study, a design thinking approach was implemented to address these design problems for patients and clinic staffs. Based on that analysis, a design application solution called “YourClinic” was developed to support online booking and consultation. This study provides design features and functions to improve the quality of communication between patients and clinic staffs, reduce waiting time, and develop schedules for patients and staffs in order to move towards a patient-oriented clinic service.
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    Simplifying Fitness Games for Users with Learning Disabilities
    ( 2017-01-04) Liu, Liu ; Stacey, Patrick ; Tarafdar, Monideepa ; Kourentzes, Nikolaos
    Motivating people with learning disabilities (LD) to carry out physical exercises is a difficult task. Simplified fitness games can address this problem. Yet we do not know much about the design characteristics of the fitness games for this particular user group. Based on Rouse’s process model, this paper explores the design characteristics in three development phases: ‘conceptual outline’, ‘implementation’ and ‘outcome’. A mixed-method approach has been adopted. First, interviews and observations were conducted. Based on the qualitative findings and a literature review, a questionnaire was generated addressing the important design characteristics in each phases. The questionnaire surveyed 235 people from both game and healthcare industries to assess their agreement to the design characteristics. By identifying critical design characteristics in each phase, our paper provides guidance for an inclusive and nuanced approach to designing games for the users with LD. It identifies concepts in fitness games that intrinsically motivate physical activities. \
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    “Media for Capability” of Children with Disabilities: Development of the Japanese Augmentative Alternative Communication App by Tablet for Persons with Hard of Hearing
    ( 2017-01-04) Shibata, Kuniomi ; Hattori, Akira ; Matsumoto, Sayaka
    Over the past few decades, a considerable number of studies have been conducted on the communication for persons with Hard of hearing and Deaf in Japan. But little attention has been given to the take advantage of Information Technology devices to support the communication for Hard of hearing children. \ \ By the way, the present study analyses in greater detail the survey results summarized in the importance of the “Tablet-Media”. We discuss our communication assist software to express texts and images by Android application for children with Hard of hearing. In this paper, this app is analyzed using the “Capability theory” with emphasis on the power of self-expression and the right to self-determination of persons with disabilities. \ \ The results of our performance tests showed that our system was very helpful in order to provide their “Capability” for Hard of hearing children. We suggest the potential to combine our App is what we should call “Media for Capability” of communication in children with hard of hearing.
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    “I don’t bother with the phone!”: Feeling Closer to Physician using Secure Messaging
    ( 2017-01-04) Chen, Yunan ; Tang, Charlotte ; Doung, Victoria ; Ngo, Victor ; Huang, Yang ; Mattison, John
    This study explores the use of phone and secure messaging via an online patient portal in mediating the communication between patients and their healthcare providers. In analyzing the messages handling processes, we found that although both phone and secure messages were answered in similar manners, the interplay of the front- and back-end roles in collaborative work resulted in patients’ preference for secure messages in communication as they believed it offered direct and empowered communication experiences. This study offers insights on the choice of how different communication media affect patients’ perception toward the quality of the communication and patient-provider relationship. \
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    Effective Use of User Interface and User Experience in an mHealth Application
    ( 2017-01-04) Choi, Wonchan ; Tulu, Bengisu
    The effect of user interface (UI) design decisions on system usability has been discussed in information system literature. These discussions evolved into investigating the effectiveness of UI and how it affects a system user’s performance, as well as his or her perception of the system as a whole. This paper investigates the role of UI design on facilitating effective use in the context of mobile applications. Based on the Effective Use Theory, we test four different UIs developed for frequent data input tasks in a mobile platform using a controlled experiment and a follow-up survey. Our findings indicate that UI design in terms of touch technique (tap vs. slide) and target direction (vertical vs. horizontal) has a significant impact on the task completion time, as well as the app UIs’ perceived usability and likability. We discuss both theoretical and empirical implications of the results and suggest future research directions.