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Overview: Transition from the pediatric to adult care setting for 'emerging adults' (ages 18- 26) continues to develop as a growing concern in health care. The Adolescent Transition Program teaches chronically ill 'emerging adults' disease self-management skills while promoting a healthy lifestyle. Transferring this knowledge is vital for successful health

Overview: Transition from the pediatric to adult care setting for 'emerging adults' (ages 18- 26) continues to develop as a growing concern in health care. The Adolescent Transition Program teaches chronically ill 'emerging adults' disease self-management skills while promoting a healthy lifestyle. Transferring this knowledge is vital for successful health care outcomes. Unfortunately, patients who have been transferred to the adult care setting, report that they felt lost in the system due to lack of communication between care teams, inadequate support systems, and insufficient disease management knowledge. To address these gaps, the design of the physical environment must adapt to these challenges while also meeting the needs of various chronic illnesses. Methodology: Design thinking or human-centered design was utilized as the vehicle to discover unmet 'emerging adult' and adolescent health clinician needs. Ethnographic research methods involved observations at adolescent health clinics and in learning environments outside of the healthcare setting as well as interviews with 5 outpatient adolescent clinicians. A survey was also conducted with 16 'emerging adults' to understand how they learn. Lastly, a literature review explored the history of the adolescent, adolescent development, adolescence and chronic illness, and The Adolescent Transition Program. Results: Findings revealed that physical environment must be conducive to meet a variety of clinical and education activities such as chronic disease management, support adolescent development, and should be more human-centered. The space should transform to the patient education or clinical activity rather than the activity transforming to the space. Five design recommendations were suggested to ensure that the outpatient clinic supported both clinician and 'emerging adults' needs.
ContributorsAlmon, Natalie (Author) / Bernardi, Jose (Thesis advisor) / Takamura, John (Committee member) / Damgaard, Anni (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Many individual-level behavioral interventions improve health and well-being. However, most interventions exhibit considerable heterogeneity in response. Put differently, what might be effective on average might not be effective for specific individuals. From an individual’s perspective, many healthy behaviors exist that seem to have a positive impact. However, few existing tools

Many individual-level behavioral interventions improve health and well-being. However, most interventions exhibit considerable heterogeneity in response. Put differently, what might be effective on average might not be effective for specific individuals. From an individual’s perspective, many healthy behaviors exist that seem to have a positive impact. However, few existing tools support people in identifying interventions that work for them, personally.

One approach to support such personalization is via self-experimentation using single-case designs. ‘Hack Your Health’ is a tool that guides individuals through an 18-day self-experiment to test if an intervention they choose (e.g., meditation, gratitude journaling) improves their own psychological well-being (e.g., stress, happiness), whether it fits in their routine, and whether they enjoy it.

The purpose of this work was to conduct a formative evaluation of Hack Your Health to examine user burden, adherence, and to evaluate its usefulness in supporting decision-making about a health intervention. A mixed-methods approach was used, and two versions of the tool were tested via two waves of participants (Wave 1, N=20; Wave 2, N=8). Participants completed their self-experiments and provided feedback via follow-up surveys (n=26) and interviews (n=20).

Findings indicated that the tool had high usability and low burden overall. Average survey completion rate was 91%, and compliance to protocol was 72%. Overall, participants found the experience useful to test if their chosen intervention helped them. However, there were discrepancies between participants’ intuition about intervention effect and results from analyses. Participants often relied on intuition/lived experience over results for decision-making. This suggested that the usefulness of Hack Your Health in its current form might be through the structure, accountability, and means for self-reflection it provided rather than the specific experimental design/results. Additionally, situations where performing interventions within a rigorous/restrictive experimental set-up may not be appropriate (e.g., when goal is to assess intervention enjoyment) were uncovered. Plausible design implications include: longer experimental and phase durations, accounting for non-compliance, missingness, and proximal/acute effects, and exploring strategies to complement quantitative data with participants’ lived experiences with interventions to effectively support decision-making. Future work should explore ways to balance scientific rigor with participants’ needs for such decision-making.
ContributorsPhatak, Sayali Shekhar (Author) / Buman, Matthew P (Thesis advisor) / Hekler, Eric B. (Committee member) / Huberty, Jennifer L (Committee member) / Johnston, Erik W., 1977- (Committee member) / Swan, Pamela D (Committee member) / Arizona State University (Publisher)
Created2019
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Description

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.

ContributorsBeaman, Abigail Marie (Author) / Chen, Angela Chia-Chen (Thesis director) / Amresh, Ashish (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
In today’s interconnected and multidisciplinary design practices, collaboration as pivotal. It’s not only a fundamental aspect of successful design outcomes but also influences the way designers work and connect with others. This dissertation delves into the intricacies of collaboration in design, spanning both educational and professional realms. The research is

In today’s interconnected and multidisciplinary design practices, collaboration as pivotal. It’s not only a fundamental aspect of successful design outcomes but also influences the way designers work and connect with others. This dissertation delves into the intricacies of collaboration in design, spanning both educational and professional realms. The research is segmented into four studies, each offering unique insights.The first study, drawing upon students’ experiences with Participatory Design (PD), underscores how the iterative and feedback-driven nature of PD fosters a deeper understanding of collaboration from students’ perspectives. Students transition from mere designers to facilitators, negotiators, and learners, emphasizing the significance of trust, empathy, and empowerment. The second study offers a glimpse into the intricacies of collaboration in strategic design live projects. Here, facilitation and communication skills are pivotal, enabling students to work alongside clients. This study magnifies the importance of a designer’s role in effectively interfacing with clients and understanding multifaceted team dynamics. Moving from the educational realm to the professional domain, the third study delves into the demand for co-design skills in the industry. Contrary to expectations, terms associated with ‘co-design’, or ‘participatory design’ were sparsely present in design job postings, identifying a significant gap between academic collaboration terminology and industry practice, this highlights the need for bridging academic discourse with practical applications. The fourth study presents an exploration of collaboration in professional design practices. It reveals collaboration as a symbiotic blend of diverse skills, knowledge, emotions, and shared objectives. This study addresses the essence of collaboration in design from the professionals’ perspectives and identifies both the barriers and facilitators when designers understand and prepare others in collaboration. Collectively, this dissertation not only provides a comprehensive view of collaboration in design but also seeks to bridge design education with the profession. Recommendations for design education emphasize the integration of real-world collaboration dynamics, equipping future designers to navigate professional collaboration challenges adeptly. By shedding light on how designers navigate their interactions with various stakeholders in both educational and professional spheres, it can provide invaluable insights for design educators and professionals, advocating for an enhanced collaborative ethos in the design domain.
ContributorsXie, Yumeng (Author) / Mejía, G. Mauricio G.M.M. (Thesis advisor) / Takamura, John (Committee member) / Henriksen, Danah (Committee member) / Arizona State University (Publisher)
Created2023
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Description
ABSTRACTThis study focuses on the patient-therapist relationship in the physical therapy and rehabilitative field. It also studies the concept of stigma that users of assistive and rehabilitative devices face intrinsically and extrinsically. Stigma users of these devices face while going through therapy often leads to device abandonment and regression in rehabilitation. The purpose of

ABSTRACTThis study focuses on the patient-therapist relationship in the physical therapy and rehabilitative field. It also studies the concept of stigma that users of assistive and rehabilitative devices face intrinsically and extrinsically. Stigma users of these devices face while going through therapy often leads to device abandonment and regression in rehabilitation. The purpose of this study is to identify the most common types of stigma experienced by these users, to evaluate how patients and therapist interact, and what possible gaps in communication they may have, ultimately to explore the potential benefits of incorporating industrial design practices into the physical therapy and rehabilitative field, in an attempt to alleviate the identify pain points in regards to the aforementioned. A mixed-method qualitative/quantitative approach was taken through the use of survey, interviews, and observational study. Weekly, 2-3 hour site visits to SWAN Rehab in Phoenix, AZ were made to conduct said interviews and observation, while digital surveys were dispersed through multiple online channels. Key findings include that common stigmas experienced by device users are being labeled as “other” or being seen as “less than” by others, and that assistive and rehabilitative devices leave much to be desired. Lastly, the implementation of an industrial designer into the patient-therapist relationship is a route that needs to be explored further. Agile design is a facet of industrial design that may prove useful in this field, but require future research to substantiate. This future research may include applied projects involving a patient, therapist, and designer, where assistive and rehabilitative devices are customized specifically for the patient in question. An ethnographic study is also necessary to gain a deeper understanding of what physical therapy truly entails. Keywords: Stigma, Patient-Therapist Relationship, Industrial Design
ContributorsJanes, Solomon (Author) / Takamura, John (Thesis advisor) / Shin, Dosun (Committee member) / Hoffner, Kristin (Committee member) / Arizona State University (Publisher)
Created2023