N.J.H. Vegt
19 records found
1
Development of the Huntington Support App (HD-eHelp study)
A human-centered and co-design approach
Introduction: eHealth seems promising in addressing challenges in the provision of care for Huntington’s disease (HD) across Europe. By harnessing information and communication technologies, eHealth can partially relocate care from specialized centers to the patients’ home, there
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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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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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How to use participatory design to develop an eHealth intervention to reduce preprocedural stress and anxiety among children visiting the hospital
The Hospital Hero app multi-study and pilot report
Background: Medical procedures can cause considerable stress and anxiety among children. Current interventions mainly diminish stress and anxiety during procedures, while stress and anxiety often build up at home. Moreover, interventions often focus on either distraction or prepa
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Enhancing Desirable Food Behaviors by Increasing or Decreasing Disgust
Designing and Testing Infographics
For health and environmental reasons, humanity should reduce the consumption of animal-based products, whereas vegetable consumption should be increased. We created stimuli (drawings with texts) that may be able to increase or decrease the purchasing of mushrooms, cheese, and mea
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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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'Er is nog één smal stoeltje vrij. Wat doe je?’
Spel maakt stigmatisering van overgewicht bespreekbaar
Zware mensen hebben vaak te maken met vooroordelen. Hier kun je iets aan doen door erover te praten, maar dat is moeilijk. Welke taal gebruik je dan? Er is nu een spel dat hierbij helpt. Het werd bekroond tijdens het DRONGO talenfestival@en
Background: Huntington's disease (HD) is an autosomal dominant neurodegenerative disease that affects the quality of life (QoL) of HD gene expansion carriers (HDGECs) and their partners. Although HD expertise centers have been emerging across Europe, there are still some importan
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This article describes a user-centered design experiment investigating positive and negative effects of adding game rules to brainstorms. We studied effects on brainstorm output and user experience and behavior. A coin-based gamification was developed with rules intended to impro
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In this article, we aim to provide insights into the design and implementation of game elements for teamwork on the work floor and to study their effect. Inventing games to break monotonous jobs is a long-standing practice, yet conscious implementation of motivational elements of
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Teamwork Gamification
A designer's perspective
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. gamification) seem limitless, ranging from politics to treatment of mental illness. However, the number of applied gamification studies is still limited. Our research (part of CRIS
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Player Experiences and Behaviors in a Multiplayer Game
Designing game rules to change interdependent behavior
Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork
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Using robots to reward and stimulate children doing tasks together can be helpful in improving their social skills. Robots implemented 3 types of behavior scenarios - imitate, enhance and counteract - in a collaborative game of teaching robots perform movements shown by hand gest
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