VV
V.T. Visch
74 records found
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Purpose: eHealth-based exercise therapies were developed to increase stroke patients’ adherence to home-based motor rehabilitation. However, these eHealth tools face a rapid decrease in use after a couple of weeks. This study investigates stroke patients’ motivation for home-base
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Gamification in eHealth for Chronic Disease Self-Management in Youth
A Systematic Review
This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people’s self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of
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How Much Decision Power Should (A)I Have?
Investigating Patients' Preferences Towards AI Autonomy in Healthcare Decision Making
Despite the growing potential of artificial intelligence (AI) in improving clinical decision making, patients' perspectives on the use of AI for their care decision making are underexplored. In this paper, we investigate patients' preferences towards the autonomy of AI in assisti
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Designing for social relatedness between stroke survivors and eHealth
‘Edo’ an embodied coach for stroke rehabilitation in the home context
eHealth solutions at home are gaining interest and relevance in healthcare; however, they face challenges in sustaining motivation for therapy due to difficulties in creating meaningful connections between technology and people receiving care. In this article, we explore how embo
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Erasing stigmas through storytelling
Why interactive storytelling environments could reduce health-related stigmas
In this article we describe how designers can apply storytelling to reduce health-related stigmas. Stigma is a pervasive problem for people with illnesses, such as obesity, and it can persistently hinder coping, treatment, recovery, and prevention. Reducing health-related stigma
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Developing a Digital Medication Adherence Intervention for and With Patients With Asthma and Low Health Literacy
Protocol for a Participatory Design Approach
Background: Current eHealth interventions are poorly adopted by people with low health literacy (LHL) as they often fail to meet their needs, skills, and preferences. A major reason for this poor adoption is the generic, one-size-fits-all approach taken by designers of these inte
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Background: Cardiovascular disease is one
of the leading causes of disability worldwide. eHealth has the possibility to
improve health outcomes and quality of life adjunct to regular care. “The
Myocardial Infarction Box” (MI Box) is an at home monitoring system using
smartphone-e
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Objective: eHealth interventions can improve the health outcomes of people with a low socioeconomic position (SEP) by promoting healthy lifestyle behaviours. However, developing and implementing these interventions among the target group can be challenging for professionals. To f
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Objective: This study aimed to design a persuasive game, using objective adherence data, to motivate people with asthma to adhere to their medication regimen. Methods: A participatory user-centered design approach was employed, involving end-users and other stakeholders throughou
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Bridging the gap
A guide to developing inclusive eHealth interventions
Background: eHealth interventions have the
potential to enhance health outcomes for people with a low socioeconomic
position (SEP), but lack of knowledge on how to effectively meet the specific
needs of this population can limit their effectiveness and widen the digital
divide. O
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Empowering cardiac patients with low SEP through eHealth
Preparing for rehabilitation during their waiting period
Health disparities between socio-economic
classes are growing. While eHealth has been proposed as a potential solution,
it often disproportionately benefits people with a higher socio-economic
position (SEP) thereby exacerbating health disparities. We aimed to develop an
eHealth
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Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to crea
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Weight-related stigma’s have an negative health effect on the stigmatized. To reduce stigma, it is essential to create awareness and discuss the underlying beliefs and consequences. The problem is that people avoid talking and thinking about it. To solve this we designed a storyt
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Guide Development for eHealth Interventions Targeting People With a Low Socioeconomic Position
Participatory Design Approach
BACKGROUND: People with a low socioeconomic position (SEP) are less likely to benefit from eHealth interventions, exacerbating social health inequalities. Professionals developing eHealth interventions for this group face numerous challenges. A comprehensive guide to support thes
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Dynamic Digital Twin
Diagnosis, Treatment, Prediction, and Prevention of Disease During the Life Course
A digital twin (DT), originally defined as a virtual representation of a physical asset, system, or process, is a new concept in health care. A DT in health care is not a single technology but a domain-adapted multimodal modeling approach incorporating the acquisition, management
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Promoting health behaviors and preventing chronic diseases through a healthy lifestyle among those with a low socioeconomic status (SES) remain major challenges. eHealth interventions are a promising approach to change unhealthy behaviors in this target group. Objective: This rev
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Stable Intimacy: Design of online communication as a tool to enhance wellbeing
Intimidad estable: diseño de comunicación en línea como herramienta para potenciar el bienestar
Humans have the innate need to belong and relate to others. stable relationships are a great influencer of happiness and health and, therefore, should receive stronger attention for their nurture. online environment is steadily becoming the pri-mary source of
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Game mechanics in eHealth interventions promoting self-management in young people with chronic diseases
A protocol for a systematic review and meta-analyses from the eHealth Junior Consortium
INTRODUCTION: Young people (aged 10-25 years) with chronic diseases are vulnerable to have reduced social participation and quality of life. It is important to empower young people to engage in their chronic diseases self-management. In comparison with traditional face-to-face ca
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Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status
A Community-Based Participatory Approach
Low socioeconomic status (SES) is associated with a higher prevalence of unhealthy lifestyles compared to a high SES. Health interventions that promote a healthy lifestyle, like eHealth solutions, face limited adoption in low SES groups. To improve the adoption of eHealth interve
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