Designing a mobile health app for patients with dysphagia following head and neck cancer: A qualitative study

25Citations
Citations of this article
103Readers
Mendeley users who have this article in their library.

Abstract

Background: Adherence to swallowing rehabilitation exercises is important to develop and maintain functional improvement, yet more than half of head and neck cancer (HNC) patients report having difficulty adhering to prescribed regimens. Health apps with game elements have been used in other health domains to motivate and engage patients. Understanding the factors that impact adherence may allow for more effective gamified solutions. Objective: The aim of our study was to (1) identify self-reported factors that influence adherence to conventional home therapy without a mobile device in HNC patients and (2) identify appealing biofeedback designs that could be used in a health app. Methods: A total of 10 (4 females) HNC patients (mean=60.1 years) with experience completing home-based rehabilitation programs were recruited. Thematic analysis of semi-structured interviews was used to answer the first objective. Convergent interviews were used to obtain reactions to biofeedback designs. Results: Facilitators and barriers of adherence to home therapy were described through 6 themes: Patient perceptions on outcomes and progress, clinical appointments, cancer treatment, rehabilitation program, personal factors, and connection. App visuals that provide feedback on performance during swallowing exercises should offer an immediate representation of effort relative to a goal. Simple, intuitive graphics were preferred over complex, abstract ones. Continued engagement with the app could be facilitated by tracking progress and by using visuals that build structures with each use. Conclusions: This is a detailed documentation of the initial steps in designing a health app for a specific patient group. Results revealed the importance of patient engagement in early stages of app development.

References Powered by Scopus

Using thematic analysis in psychology

110426Citations
N/AReaders
Get full text

Consolidated criteria for reporting qualitative research (COREQ): A 32-item checklist for interviews and focus groups

23548Citations
N/AReaders
Get full text

A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial

603Citations
N/AReaders
Get full text

Cited by Powered by Scopus

Prehabilitation in head and neck cancer patients: a literature review

75Citations
N/AReaders
Get full text

Conceptual ambiguity surrounding gamification and serious games in health care: Literature review and development of game-based intervention reporting guidelines (gamING)

28Citations
N/AReaders
Get full text

User-dependent usability and feasibility of a swallowing training mhealth app for older adults: Mixed methods pilot study

25Citations
N/AReaders
Get full text

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Cite

CITATION STYLE

APA

Constantinescu, G., Loewen, I., King, B., Brodt, C., Hodgetts, W., & Rieger, J. (2017). Designing a mobile health app for patients with dysphagia following head and neck cancer: A qualitative study. JMIR Rehabilitation and Assistive Technologies, 4(1). https://doi.org/10.2196/rehab.6319

Readers' Seniority

Tooltip

PhD / Post grad / Masters / Doc 29

55%

Professor / Associate Prof. 9

17%

Researcher 8

15%

Lecturer / Post doc 7

13%

Readers' Discipline

Tooltip

Medicine and Dentistry 18

37%

Nursing and Health Professions 16

33%

Computer Science 10

20%

Neuroscience 5

10%

Save time finding and organizing research with Mendeley

Sign up for free