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Geuens, S., Lemiere, J., Nijs, J., Treunen, M., Aertsen, M., Toelen, J., . . . Weyn, B. (2023). Testing a Home Solution for Preparing Young Children for an Awake MRI: A Promising Smartphone Application. Children, 10(12), Article ID 1866.
Open this publication in new window or tab >>Testing a Home Solution for Preparing Young Children for an Awake MRI: A Promising Smartphone Application
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2023 (English)In: Children, E-ISSN 2227-9067, Vol. 10, no 12, article id 1866Article in journal (Refereed) Published
Abstract [en]

Thanks to its non-invasive nature and high-resolution imaging capabilities, magnetic resonance imaging (MRI) is a valuable diagnostic tool for pediatric patients. However, the fear and anxiety experienced by young children during MRI scans often result in suboptimal image quality and the need for sedation/anesthesia. This study aimed to evaluate the effect of a smartphone application called COSMO@home to prepare children for MRI scans to reduce the need for sedation or general anesthesia. The COSMO@home app was developed incorporating mini-games and an engaging storyline to prepare children for learning goals related to the MRI procedure. A multicenter study was conducted involving four hospitals in Belgium. Eligible children aged 4–10 years were prepared with the COSMO@home app at home. Baseline, pre-scan, and post-scan questionnaires measured anxiety evolution in two age groups (4–6 years and 7–10 years). Eighty-two children participated in the study, with 95% obtaining high-quality MRI images. The app was well-received by children and parents, with minimal technical difficulties reported. In the 4–6-year-old group (N = 33), there was a significant difference between baseline and pre-scan parent-reported anxiety scores, indicating an increase in anxiety levels prior to the scan. In the 7–10-year-old group (N = 49), no significant differences were observed between baseline and pre-scan parent-reported anxiety scores. Overall, the COSMO@home app proved to be useful in preparing children for MRI scans, with high satisfaction rates and successful image outcomes across different hospitals. The app, combined with minimal face-to-face guidance on the day of the scan, showed the potential to replace or assist traditional face-to-face training methods. This innovative approach has the potential to reduce the need for sedation or general anesthesia during pediatric MRI scans and its associated risks and improve patient experience.

Place, publisher, year, edition, pages
Multidisciplinary Digital Publishing Institute (MDPI), 2023
Keywords
anxiety; Article; child; diagnostic imaging; follow up; hospital personnel; human; image quality; injury scale; learning; major clinical study; multicenter study; nuclear magnetic resonance imaging; pediatric patient; prospective study; questionnaire; social support; training; wakefulness
National Category
Clinical Medicine
Identifiers
urn:nbn:se:ri:diva-69284 (URN)10.3390/children10121866 (DOI)2-s2.0-85180706218 (Scopus ID)
Note

This research was funded by EIT Health (https://eithealth.eu/product-service/cosmohome, accessed on 1 January 2019)

Available from: 2024-01-11 Created: 2024-01-11 Last updated: 2024-01-11Bibliographically approved
Sjölinder, M. (2022). Raising users' confidence in their own technology literacy as part of the design process. In: Different Perspectives in Design Thinking: (pp. 202-219). CRC Press
Open this publication in new window or tab >>Raising users' confidence in their own technology literacy as part of the design process
2022 (English)In: Different Perspectives in Design Thinking, CRC Press , 2022, p. 202-219Chapter in book (Other academic)
Place, publisher, year, edition, pages
CRC Press, 2022
National Category
Public Health, Global Health, Social Medicine and Epidemiology
Identifiers
urn:nbn:se:ri:diva-59139 (URN)2-s2.0-85127992738 (Scopus ID)9780429289378 (ISBN)9780367254230 (ISBN)
Available from: 2022-04-21 Created: 2022-04-21 Last updated: 2023-05-25Bibliographically approved
Sjolinder, M. & Mårtensson, A.-S. (2021). Human Stereotypes Affecting Behavior When Implementing Technology Targeted Towards Older Adults. In: Lecture Notes in Networks and SystemsVolume 263, Pages 477 - 4842021 AHFE Conference on Human Factors and Ergonomics in Healthcare and Medical Devices, 2021, Virtual, Online, 25 July 2021 - 29 July 2021: . Paper presented at AHFE Conference on Human Factors and Ergonomics in Healthcare and Medical Devices, 2021, Virtual, Online, 25 July 2021 - 29 July 2021, (pp. 477-484). Springer Science and Business Media Deutschland GmbH
Open this publication in new window or tab >>Human Stereotypes Affecting Behavior When Implementing Technology Targeted Towards Older Adults
2021 (English)In: Lecture Notes in Networks and SystemsVolume 263, Pages 477 - 4842021 AHFE Conference on Human Factors and Ergonomics in Healthcare and Medical Devices, 2021, Virtual, Online, 25 July 2021 - 29 July 2021, Springer Science and Business Media Deutschland GmbH , 2021, p. 477-484Conference paper, Published paper (Refereed)
Abstract [en]

Stereotypes regarding ageing and the use of technology have an impact on how older adults perceive themselves as users of technology. Purchasing groceries online and using tablets for communication are two digital services that have been implemented in a number of municipalities in Sweden. For both these services, choices have been made with respect to how to implement the solutions and how older adults should be introduced to the technology. This work is based on interviews with personnel within one of the municipalities. The participants were asked about the introduction and implementation of the technology, about their expectations, and about how they and the older adults perceived the introduction and the usage. The interviews revealed no strong negative attitudes towards older adults as technology users. Among the personnel engaged coworkers could be found, but the importance of having enough time to engage the older adults was also highlighted. © 2021, The Author(s)

Place, publisher, year, edition, pages
Springer Science and Business Media Deutschland GmbH, 2021
Keywords
Old age stereotypes, Older adults and technology usage, Technology implementation
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:ri:diva-56020 (URN)10.1007/978-3-030-80744-3_59 (DOI)2-s2.0-85112148384 (Scopus ID)9783030807436 (ISBN)
Conference
AHFE Conference on Human Factors and Ergonomics in Healthcare and Medical Devices, 2021, Virtual, Online, 25 July 2021 - 29 July 2021,
Note

Funding text 1: The authors would like to thank the participants in the study for their time and valuable input to the work.

Available from: 2021-08-25 Created: 2021-08-25 Last updated: 2023-05-25Bibliographically approved
Sjölinder, M. (2020). Enhancing self-efficacy as a part of the design process. In: 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020 (                Part of the                 Lecture Notes in Computer Science                book series (LNCS, volume 12207)): . Paper presented at 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020 (pp. 73-83). Springer
Open this publication in new window or tab >>Enhancing self-efficacy as a part of the design process
2020 (English)In: 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020 (                Part of the                 Lecture Notes in Computer Science                book series (LNCS, volume 12207)), Springer , 2020, p. 73-83Conference paper, Published paper (Refereed)
Abstract [en]

The overall aim with the paper is to create a starting point for a design framework that incorporates elements that support the participants’, in this case older adults, feeling of social belonging, being knowledgeable and able to contribute. The paper describes different aspects of ageism and stereotypes related to older adults and the design and use of digital technology. The paper also places these stereotypes in relationship to self-efficacy and how degrading and internalized stereotypes affect motivation to learn and use new technology. Further, the paper presents examples from conducted projects where co-operation and co-creation have reduced the impact of negative stereotypes in the design process; and highlights design guidelines aiming at reducing the impact of negative stereotypes. Finally, the paper elaborates on elements that could be included in the design process to enhance self-efficacy alongside with developing meaningful digital tools that are motivating to use.

Place, publisher, year, edition, pages
Springer, 2020
Keywords
Design, Older adults, Technology, Digital devices, Human computer interaction, Motivation, User experience, Co-creation, Design frameworks, Design process, Digital technologies, Digital tools, Self efficacy
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-45633 (URN)10.1007/978-3-030-50252-2_6 (DOI)2-s2.0-85088745990 (Scopus ID)9783030502515 (ISBN)
Conference
6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020
Available from: 2020-08-18 Created: 2020-08-18 Last updated: 2023-05-25Bibliographically approved
Kolkowska, E., Scandurra, I., Avatare Nöu, A., Sjölinder, M. & Memedi, M. (2018). A user-centered ethical assessment of welfare technology for elderly. In: Lect. Notes Comput. Sci.: . Paper presented at International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment pp 59-73 (pp. 59-73).
Open this publication in new window or tab >>A user-centered ethical assessment of welfare technology for elderly
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2018 (English)In: Lect. Notes Comput. Sci., 2018, p. 59-73Conference paper, Published paper (Refereed)
Abstract [en]

Welfare technology (WT) is often developed with a technical perspective, and little consideration is taken regarding the involvement of important ethical considerations and different values that come up during the development and implementation of WT. Safety, security and privacy are significant, as well as the usability and overall benefit of the tool, but to date assessments often lack a holistic picture of the WT as seen by the users. This paper suggests a user-centered ethical assessment (UCEA) framework for WT to be able to evaluate ethical consequences as a part of the user-centered aspects. Building on established methodologies from research on ethical considerations, as well as the research domain of human-computer interaction, this assessment framework joins knowledge of ethical consequences with aspects affecting the “digitalization with the individual in the center”, e.g. privacy, safety, well-being, dignity, empowerment and usability. The framework was applied during development of an interface for providing symptom information to Parkinson patients. The results showed that the UCEA framework directs the attention to values emphasized by the patients. Thus, functionality of the system was evaluated in the light of values and expected results of the patients, thereby facilitating follow-up of a user-centered assessment. The framework may be further developed and tested, but in this study it served as a working tool for assessing ethical consequences of WT as a part of user-centered aspects.

Keywords
Ambient-assisted living, Assessment, Assistive technology, Elderly, Ethical evaluation, Framework, Health-enabling technology, User-centered, Welfare technology, Assisted living, Computer privacy, Human computer interaction, Ambient assisted living, Enabling technologies, Philosophical aspects
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-34471 (URN)10.1007/978-3-319-92037-5_6 (DOI)2-s2.0-85050586674 (Scopus ID)9783319920368 (ISBN)
Conference
International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment pp 59-73
Available from: 2018-08-13 Created: 2018-08-13 Last updated: 2023-05-25Bibliographically approved
Sjölinder, M., Nöu, A. A., Kolkowska, E., Johansson, L. Å., Ridderstolpe, A. & Scandurra, I. (2018). Perspectives on design of sensor based exergames targeted towards older adults. In: Lect. Notes Comput. Sci.: . Paper presented at International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment . 15 July 2018 through 20 July 2018 (pp. 395-414).
Open this publication in new window or tab >>Perspectives on design of sensor based exergames targeted towards older adults
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2018 (English)In: Lect. Notes Comput. Sci., 2018, p. 395-414Conference paper, Published paper (Refereed)
Abstract [en]

Serious games are an established field of study, where exergames provide a combination of conducting exercises and playing games. The aim of this work was to identify important features to include in, and design recommendations for exergames using sensor technology. The outcome of this work was two-folded. Firstly, a literature review of design guidelines with respect to older adults as users of exergames resulted in a categorized summary of design guidelines for specific target groups, e.g. people undergoing physical rehabilitation after stroke or injury or users suffering from a chronic disease. Secondly, these guidelines are discussed from various perspectives, based on insights from several years of work in the area. A general design guidelines covered by most of the literature is that exergames should provide a wide range of difficulty levels and be possible to adjust to individual needs. Insights from own work in the area highlight the importance of task and context relevant tools and devices. The result will serve as a starting point for a framework consisting of both general and domain specific design guidelines when designing sensor-based exergames for older adults.

Keywords
Exergames, Game-based learning, Games for health, Guidelines, Older adults, Rehabilitation, Sensor technology, Serious games, Design, Patient rehabilitation, Games for healths, Sensor technologies
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-34473 (URN)10.1007/978-3-319-92037-5_29 (DOI)2-s2.0-85050586904 (Scopus ID)9783319920368 (ISBN)
Conference
International Conference on Human Aspects of IT for the Aged Population ITAP 2018: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment . 15 July 2018 through 20 July 2018
Available from: 2018-08-13 Created: 2018-08-13 Last updated: 2023-05-25Bibliographically approved
Eriksson, Y., Sjölinder, M. & Söderberg, J. (2018). Using VR to improve the design of assembly tasks and increase task efficiency. In: Proceedings of NordDesign: Design in the Era of Digitalization, NordDesign 2018. Paper presented at 13th Biennial Norddesign Conference, NordDesign 2018, 14 August 2018 through 17 August 2018.
Open this publication in new window or tab >>Using VR to improve the design of assembly tasks and increase task efficiency
2018 (English)In: Proceedings of NordDesign: Design in the Era of Digitalization, NordDesign 2018, 2018Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we discuss how theories of vision, touch, sound, and learning behavior can form a basis for the development of a testbed through which real-life task performance can be compared with task performance in a Virtual Reality (VR) environment. By taking a multisensory approach, it will be possible to simulate the functionalities of a real training setting in a VR environment. Approaching this problem from a theoretical perspective, we will view it from a new angle and discuss whether we can enhance and nuance feedback in the virtual experience through the use of ambient media like sound, scent, heat, and wind. Sound may hold a great potential here. For visual perception, it is not only crucial that we can see relationships but that we are also able to search for patterns that we recognize. If an object is taken outside its context, its meaning can easily shift. To see is to search for patterns, but vision is also dependent on our experience of other senses. We can imagine how a given surface might feel by looking at a representation of the object, and this is because of previous tactile experiences with similar objects. From a technical perspective, integrating sound in a virtual environment is a straightforward process. Research shows that the process of learning a series of physical actions can be enhanced when it occurs in parallel with verbal or written information. In the literature, this phenomenon is described in terms of enactment or subject-performed tasks. Based on theories regarding vision, touch, sound and learning behavior, we suggest the design of a testbed that can be used in a pilot study aimed at increasing knowledge on how VR and AR can support learning in an assembly or installation context in order to produce guidelines for such an environment.

Keywords
Augmented reality, Learning behavior, Multimodality, Virtual reality, Testbeds, Design of assemblies, Multi-modality, Process of learning, Task efficiencies, Task performance, Visual perception, Written information
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-36607 (URN)2-s2.0-85057209324 (Scopus ID)9789176851852 (ISBN)
Conference
13th Biennial Norddesign Conference, NordDesign 2018, 14 August 2018 through 17 August 2018
Available from: 2018-12-14 Created: 2018-12-14 Last updated: 2023-05-25Bibliographically approved
Palmcrantz, S., Borg, J., Sommerfeld, D., Plantin, J., Wall, A., Ehn, M., . . . Boman, I. (2017). An interactive distance solution for stroke rehabilitation in the home setting–A feasibility study. Informatics for Health and Social Care, 42(3), 303-320
Open this publication in new window or tab >>An interactive distance solution for stroke rehabilitation in the home setting–A feasibility study
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2017 (English)In: Informatics for Health and Social Care, ISSN 1753-8157, E-ISSN 1753-8165, Vol. 42, no 3, p. 303-320Article in journal (Refereed) Published
Abstract [en]

Background: In this study an interactive distance solution (called the DISKO tool) was developed to enable home-based motor training after stroke. Objectives: The overall aim was to explore the feasibility and safety of using the DISKO-tool, customized for interactive stroke rehabilitation in the home setting, in different rehabilitation phases after stroke. Methods: Fifteen patients in three different stages in the continuum of rehabilitation after stroke participated in a home-based training program using the DISKO-tool. The program included 15 training sessions with recurrent follow-ups by the integrated application for video communication with a physiotherapist. Safety and feasibility were assessed from patients, physiotherapists, and a technician using logbooks, interviews, and a questionnaire. Qualitative content analysis and descriptive statistics were used in the analysis. Results: Fourteen out of 15 patients finalized the training period with a mean of 19.5 minutes spent on training at each session. The DISKO-tool was found to be useful and safe by patients and physiotherapists. Conclusions: This study demonstrates the feasibility and safety of the DISKO-tool and provides guidance in further development and testing of interactive distance technology for home rehabilitation, to be used by health care professionals and patients in different phases of rehabilitation after stroke. © 2017 Taylor & Francis.

Keywords
Kinect sensor, participatory design, stroke, telerehabilitation, video communication
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-30270 (URN)10.1080/17538157.2016.1253015 (DOI)2-s2.0-85002050720 (Scopus ID)
Available from: 2017-08-11 Created: 2017-08-11 Last updated: 2023-05-25Bibliographically approved
Kolkowska, E., Nöu, A. A., Sjölinder, M. & Scandurra, I. (2017). To capture the diverse needs of welfare technology stakeholders – Evaluation of a value matrix. In: Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017: Proceedings, Part II, Springer, 2017, 404-419 s.: . Paper presented at 3nd International Conference on Human Aspects of IT for the Aged Population (ITAP 2017), Held as Part of 19th International Conference on Human-Computer Interaction (HCI International), Vancouver, BC, Canada, July 9-14, 2017 (pp. 404-419).
Open this publication in new window or tab >>To capture the diverse needs of welfare technology stakeholders – Evaluation of a value matrix
2017 (English)In: Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017: Proceedings, Part II, Springer, 2017, 404-419 s., 2017, p. 404-419Conference paper, Published paper (Refereed)
Abstract [en]

Welfare technology (WT) is often developed with a technical perspective, which does not involve important ethical considerations and different values that come up during the development and implementation of WT within elderly care. This paper presents a study where we have applied an ethical value matrix to support systematic ethical assessments of WT intended for personal health monitoring. The matrix consists of values in a checklist and a number of stakeholders and it is possible to analyze which values are emphasized by which stakeholders. The aim was to assess the matrix and find out how the matrix supports identification of values and interests that drive the various stakeholders in the development and implementation of WT. We have realized that several values specified by different actors as especially important were not included in the matrix and that the values in the matrix did not visualize or enable identification of value conflicts.

Series
Lecture Notes i Computer Science (LNCS), ISSN 03029743 ; 10298
Keywords
Elderly, Ethics, Stakeholders, Values, Welfare technology, Artificial intelligence, Computer science, Computers, Ethical considerations, Matrix supports, Personal health, Value matrixes, Philosophical aspects
National Category
Natural Sciences
Identifiers
urn:nbn:se:ri:diva-31102 (URN)10.1007/978-3-319-58536-9_32 (DOI)2-s2.0-85025152470 (Scopus ID)9783319585352 (ISBN)
Conference
3nd International Conference on Human Aspects of IT for the Aged Population (ITAP 2017), Held as Part of 19th International Conference on Human-Computer Interaction (HCI International), Vancouver, BC, Canada, July 9-14, 2017
Note

Conference code: 10298; Export Date: 23 August 2017; Conference Paper

Available from: 2017-08-25 Created: 2017-08-25 Last updated: 2023-05-25Bibliographically approved
Sjölinder, M., Scandurra, I., Nöu, A. A. & Kolkowska, E. (2017). Using care professionals as proxies in the design process of welfare technology – Perspectives from municipality care. In: : . Paper presented at 3rd International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCI 2017. 9 July 2017 through 14 July 2017 (pp. 184-198).
Open this publication in new window or tab >>Using care professionals as proxies in the design process of welfare technology – Perspectives from municipality care
2017 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Bringing real users into the design process is often seen as a successful way of creating useful IT systems. However, when it comes to designing for elderly, this is not always possible since many elderly suffer from age-related decline, both with respect to physical and cognitive abilities. This paper elaborates on the approach of working with proxies, in this case elderly care personnel. Different groups of people (N = 117) working with elderly and well familiar with needs and contexts around elderly were engaged in this study. Using a questionnaire and a more in-depth workshop we explored with municipality care professionals their experiences as well as the need to create a framework to improve such a proxy approach, and whether a method using care professionals as mediators could be possible to establish in elderly care. The results described in this paper are complementary to ours and others previous knowledge and show promising commitment and willingness to work in accordance with the proposed method.

Keywords
Community networks, Community-based participatory research, Elderly, Participatory design, Professional-patient relations, Proxy, User-centred design, Welfare technology, Human computer interaction, User centered design, Professional patient relations, Design
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:ri:diva-31111 (URN)10.1007/978-3-319-58530-7_13 (DOI)2-s2.0-85025160692 (Scopus ID)9783319585291 (ISBN)
Conference
3rd International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCI 2017. 9 July 2017 through 14 July 2017
Available from: 2017-08-28 Created: 2017-08-28 Last updated: 2023-05-25Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-0968-5785

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