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Evaluating methods for engaging children in healthcare technology design

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Abstract

Examples of user involvement can be found throughout healthcare literature. This extends to the design and development of healthcare technology where the involvement of users has been found to positively impact the quality and safety of products. However, there is currently little known about which methods are the most appropriate for involving children in technology development. The research applied and developed a framework to guide the use of methods in the design and development of healthcare technology for upper limb rehabilitation in children with cerebral palsy. Utilising an assessment framework to explore the suitability of four interview methods for involving children in the design and development of healthcare technology, research was carried out in primary schools in the United Kingdom. The research team i) used the assessment framework to guide the collection of information for comparing methods for involving children; ii) considered additional criteria for inclusion in the framework; and iii) gathered observations and data to comment on the criteria in relation to the four interview methods. Children were able to participate in all four interview methods, although further consideration is needed to identify how children with disabilities can be involved in design activities forming part of interview methods. Differences were found between the methods relating to their robustness, reliability, validity, efficiency, enjoyment and cost. The involvement of participants with a disability highlighted the need to develop new methods that support their inclusion in healthcare technology design work. The assessment framework applied in this research was useful to inform the comparison of methods and represents a step towards a more unified approach to understanding how best to capture the perspectives of children to develop technology that meets their needs.

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Notes

  1. The decision to use the board game method stemmed from a meeting with the authors from a conference article outlining the use of a similar method to involve residents in the design of a low security mental health unit [33]

  2. The acceptability of a system involves both social and practical acceptability. The practical acceptability of a system is defined by its usefulness through containing usability and utility. Social acceptability refers to the aesthetic characteristics of a system [34].

  3. When designing a system, the entire user experience should be considered [35]. Such considerations should carry through into technology designed for children, where factors such as textural preferences have been mostly ignored. It has been stated that although visual information may provide valuable information, tactile input is essential to explore because of its key role in grasp, control and manipulation of objects using the hand [36].

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Acknowledgments

The authors would like to thank fellow researchers for their time and contribution to the preparation and delivery of the research visits in schools. Special thanks to Justin Gallagher, Andrew Weightman, Jenifer Sutherland, Anne Whaley and Pete Culmer. The authors would also like to thank Bipin Bhakta and Martin Levesley for their guidance in the design of the research.

Ethics approval for this research was provided by the University of Leeds research ethics committee.

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The authors declare that they have no conflict of interest.

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Correspondence to Matthew J. Allsop.

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Allsop, M.J., Holt, R.J. Evaluating methods for engaging children in healthcare technology design. Health Technol. 3, 295–307 (2013). https://doi.org/10.1007/s12553-013-0062-7

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