Conference Agenda

Session
PAPERS (Open Call): Health and Healthcare
Time:
Friday, 28/June/2024:
10:30am - 12:00pm

Session Chair: Mersha Aftab, Birmingham City University
Location: Faculty Club

Northeastern

Presentations

A tangible toolkit to uncover clinician's ethical values about AI clinical decision support systems

Ilse Faber1, Loes van Renswouw1, Sara Colombo1,2

1Eindhoven University of Technology, the Netherlands; 2Delft University of Technology, the Netherlands

Machine Learning (ML) has the potential to revolutionize healthcare by enhancing risk prediction and reducing clinical workloads. However, as it impacts risk assessment, integration of ML into clinical practice presents several ethical challenges. This study focuses on enabling clinicians to express their ethical values about ML-powered clinical decision support systems, to facilitate their consideration during the design phase. Grounded in human-centered AI and value-sensitive design, we introduce a tangible toolkit that assists clinicians in visualizing interaction stages with an AI decision support system in their daily practice, and in articulating ethical values and concerns emerging in each step. Preliminary tests with four clinicians for a cardiac risk prediction ML model case-study showcase the toolkit's potential to foster discussion on situated ethical considerations. This research provides a practical tool for designers and clinicians to influence ethical development of AI-driven healthcare solutions and demonstrates its potential for meaningful contributions to such processes.



The challenges of involving child-patients in the development of a mobile application for their participation in pediatric brain care

Claire Verkijk1, Kasia Tabeau1, Kees Ahaus1, Mathieu Gielen2, Marie-Claire de Wit3, Marie-Lise van Veelen-Vincent3

1Erasmus University Rotterdam, Erasmus School of Health Policy and Management, Department of Health Services Management and Organisation, Netherlands; 2Delft University of Technology, Faculty of Industrial Design Engineering, Department of Human Centred Design, Netherlands; 3Erasmus University Medical Center, Sophia Children's Hospital, Pediatric Brain Center, Child Brain Lab, Netherlands

Prior research shows that involving children in the development of technology is valuable, though challenging. Involving child-patients may come with additional difficulties, but as technology is gaining importance in (pediatric) care, it is important to uncover these difficulties. This paper identifies the difficulties of involving child-patients in the development of technology. We do so by reflecting on a project at the Sophia Children’s Hospital, where we involved 17 children (of which 12 child-patients) in developing a mobile application for their participation in pediatric brain care. Our identified challenges are related to the recruitment of child-patients and the need to adapt the organization and content of our design research set-up, based on who we were able to recruit and how we recruited them. By identifying these challenges, we make designers and researchers aware of issues that may arise when involving child-patients in technology development and present guidelines to deal with them.



Exploring the relation between aesthetic experience and physical activity motivation

Yoonah Jung, Chajoong Kim, Kyungho Lee, Hwang Kim

Ulsan National Institute of Science and Technology, Korea, Republic of (South Korea)

Digital physical activity applications employ various motivational mechanisms to encourage exercise, yet research on the complex relationship between their visual aesthetics and motivation for physical activity is still limited. The purpose of this paper is to investigate how three different visual images, such as those representing health, fitness, and social benefits, respectively, can motivate peo-ple to engage in physical activity in a digital service environment. To investigate this, 50 participants evaluated these images in the survey. The results showed that out of the three categories, fitness images had the most significant impact on motivating physical activity, suggesting that stimuli that directly evoke thoughts of physical activity help to increase motivation. In addition, motivation for physical activity and aesthetic appeal were found to be strongly related (r = 0.64, p < 0.001, n = 148). These findings provide new evidence that visual aes-thetics in digital applications notably enhance physical activity motivation.



Reimagining antibiotic delivery at home: Designing a wearable cool-infuser

Geoffrey Thompson, Rowan Page, Benjamin Rogers

Monash University, Australia

As antimicrobial resistance (AMR) intensifies, hospitals face increased pressure due to the high demand for bed spaces and the associated risks of hospital-acquired infections. Outpatient Antimicrobial Therapy (OPAT) offers a solution by enabling patients to receive life-saving intravenous antibiotic treatments in the community rather than in hospitals. However, temperature-sensitive antibiotics can degrade when exposed to heat, creating design challenges in OPAT settings. Current antibiotic infusion devices focus on the clinical need and outcomes of treatment, leaving room to improve the holistic patient experience of living with the device. Through a human-centred design approach, this project develops a Wearable cool-infuser that reimagines antibiotic delivery to address the challenges associated with AMR treatment through OPAT. This study evaluates the trade-off between efficacy and usability by prioritising patient feedback and experience throughout the development process. The resulting prototypes reveal how a user-centric functionality can lead to improved quality of life for OPAT patients.



Reimagining patient-centered multimedia distraction strategies in the emergency department

India Star MacPherson, Rowan Christopher Page, Lisa Kuhn, Daphne Flynn, Gabriel Blecher

Monash University, Australia

This paper investigates the application of immersive multimedia tools as an effective means of distraction in Emergency Departments (ED). With a focus on ageing populations exhibiting Acute Behavioural Disturbance (ABD) and the aim of reducing the reliance on psychotropic medications and sedatives. The study explores the use of immersive multimedia for distraction using readily available technology (VR headsets, curved displays, and 360-degree video on tablets). Consumer devices were customised through co-design collaboration with experienced ED clinicians to adapt to the unique challenges of the ED environment. Thirteen participants, representing the target demographic, were engaged in usability and user-acceptance testing and further co-design culminating in a proposed design prototype. Challenges with VR headsets were highlighted, including: discomfort, intimidation, and complexity, particularly for unsupervised, long-term usage. In contrast, screen-based multimedia distraction solutions were well-received, emphasising the importance of user familiarity, content customisation, and optional interaction.