Online Support and Intervention for Child Anxiety (OSI): Development and Usability Testing.

Online Support and Intervention for Child Anxiety (OSI): Development and Usability Testing.
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DOI:
10.2196/29846
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发表时间:
2022-04-13
影响因子:
2.2
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--
中科院分区:
其他
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基于互联网的儿童焦虑症治疗可能有助于增加获得循证治疗的机会;然而,常规临床实践中的用户参与度、接受度和依从性仍然是挑战。通过以用户为中心的设计和可用性测试,让预期的最终用户参与开发过程,对于最大限度地提高用户参与度和采用基于互联网的治疗方法至关重要,但到目前为止,基于互联网的儿童焦虑治疗一直缺乏这一点。本研究的目的是通过以用户为中心的设计(第一阶段)和可用性测试(第二阶段)的过程,基于现有的基于证据的、面对面的、治疗师支持的、父母主导的认知行为治疗干预,开发一种基于互联网的儿童焦虑治疗方法。这种治疗的互联网版本将由家长网站、临床医生病例管理系统和儿童手机游戏应用程序组成。熟悉面对面治疗的父母、儿童和临床医生从两家国家卫生服务诊所招募。在第一阶段,参与者参加了3个研讨会,以获得对整体概念的反馈,探索他们对网站和游戏的需求和需求,产生关于治疗可能看起来如何的想法,并就网站和游戏的初始模型获得反馈。在第二阶段,参与者参加了3次单独的可用性测试会议,向他们展示了网站或游戏的工作原型,并要求他们在网站上执行一系列任务(家长和临床医生)或玩游戏(儿童)。记录了可用性错误的频率和详细信息。参与者被要求使用标准化的可用性问卷和半结构化访谈来了解他们对网站和游戏的反馈。网站和游戏在每一轮可用性测试后都会根据反馈进行迭代。在第一阶段,参与者批准了总体概念,并对网站和游戏的初始模型给予了肯定的评价。在第二阶段,工作原型得到了肯定的评价,可用性错误在迭代过程中有所下降,主要是美观或与审美偏好有关的小问题,几乎没有关于浏览网站的能力或影响功能的技术问题。半结构访谈的反馈进一步支持了参与者对网站和游戏的积极反应,并帮助确定了迭代过程中需要改进的领域。网站和游戏的最终迭代被呈现出来。通过以用户为中心的设计和可用性测试采用迭代的开发方法,已经产生了基于互联网的儿童焦虑治疗(儿童焦虑的在线支持和干预),似乎满足了预期用户(父母、儿童和临床医生)的需求和期望,并且易于使用和享受。
Internet-based treatments for child anxiety may help to increase access to evidence-based therapies; however, user engagement, uptake, and adherence within routine clinical practice remain as challenges. Involving the intended end users in the development process through user-centered design and usability testing is crucial for maximizing user engagement and adoption of internet-based treatments, but so far this has been lacking for internet-based treatments for child anxiety. The aim of this study is to develop an internet-based treatment for child anxiety through a process of user-centered design (phase 1) and usability testing (phase 2), based on an existing evidence-based, face-to-face, therapist-supported, parent-led cognitive behavioral therapy intervention. It is intended that the internet-based version of this treatment would consist of a parent website, case management system for clinicians, and mobile game app for children. Parents, children, and clinicians who were familiar with the face-to-face version of the treatment were recruited from 2 National Health Service clinics. In phase 1, participants participated in 3 workshops to gain feedback on the overall concept, explore their wants and needs for the websites and game, generate ideas on how the treatment may look, and gain feedback on initial mock-ups of the websites and game. In phase 2, participants attended 3 individual usability testing sessions where they were presented with working prototypes of the website or game and asked to perform a series of tasks on the website (parents and clinicians) or play the game (children). The frequency and details on usability errors were recorded. Participants were asked for their feedback on the website and game using a standardized usability questionnaire and semistructured interviews. The websites and game were iterated after each round of usability testing in response to this feedback. In phase 1, participants approved the general concept and rated the initial mock-ups of the website and game positively. In phase 2, working prototypes were rated positively and usability errors declined across the iterations and were mainly cosmetic or minor issues relating to esthetic preference, with few issues regarding ability to navigate the website or technical issues affecting functionality. Feedback from the semistructured interviews further supported the positive response of participants to the website and game, and helped identify areas for improvement during the iteration process. The final iteration of the website and game are presented. Taking an iterative approach to development through user-centered design and usability testing has resulted in an internet-based treatment for child anxiety (Online Support and Intervention for child anxiety) that appears to meet the needs and expectations of the intended users (parents, children, and clinicians) and is easy and enjoyable to use.