Abstract
Overactive Bladder (OAB) is a widespread condition, affecting 20% of the population. Even though it is a treatable condition, people often do not seek treatment. In this paper, we describe how we co-designed and evaluated with 30 stakeholders (9 medical professionals and 21 end-users) an OAB mobile health application that aims to increase adherence to self-managed treatment. Our results support previous research that visualizing progress, setting goals, receiving reminders and feedback increases use. We discovered that games could be used successfully as a distraction technique for urge suppression. Contrary to the current research direction, automatically calculated features could be a detriment to app interaction. Regarding evaluation, we found that designers may not want to rely only on questionnaires when assessing the success of a game and its emotional impact on users.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems |
| Publisher | Association for Computing Machinery |
| ISBN (Electronic) | 9781450359702 |
| DOIs | |
| Publication status | Published - 2 May 2019 |
| Event | 2019 CHI Conference on Human Factors in Computing Systems - Glasgow, United Kingdom Duration: 4 May 2019 → 9 May 2019 https://chi2019.acm.org/ |
Conference
| Conference | 2019 CHI Conference on Human Factors in Computing Systems |
|---|---|
| Abbreviated title | CHI EA 2019 |
| Country/Territory | United Kingdom |
| City | Glasgow |
| Period | 4/05/19 → 9/05/19 |
| Internet address |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Assistive technology
- Co-design
- Interviews
- Mobile health applications
- Overactive bladder
- Usability
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design
- Software
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