Browsed by
Tag: Adolescents

Designing a Web App to Promote Teen Vaccination Uptake

Designing a Web App to Promote Teen Vaccination Uptake

Ms. Julia Berteletti, KB Research Program Manager, is presenting a poster on formative research from the BeVaccinated Project at the 39th Annual Meeting and Scientific Sessions of the Society of Behavioral Medicine, April 11-14, 2018 in New Orleans, Louisiana.

While vaccination rates for young children in the United States currently meet recommended standards, the Centers for Disease Control and Prevention reports adolescent vaccines uptake to be less than optimal, and in the case of the Human Papillomavirus (HPV) vaccine, seriously below desired uptake levels. To address this deficit, a web-browser application prototype, BeVaccinated, was developed to test reactions to and feasibility of delivering adolescent vaccine information via smartphone. The BeVaccinated app prototype was developed from formative research with 26 focus group participants and guided by an Expert Advisory Board comprised of vaccination experts and clinicians.

Usability testing on one module, about deciding to vaccinate, was conducted iteratively with nine parent and teen pairs in New Mexico and seven parent and teen pairs in Colorado. Pairs were comprised of one teen (ages 13-17) and their accompanying parent or guardian. Usability testing was conducted individually with the parent and teen by trained research staff. During the testing, participants used the app prototype, answering questions as prompted. At the conclusion of testing, participants completed the 10-item Bangor System Usability Scale (SUS). Parents and teens rated the app as very easy to use. SUS data also indicated that participants could quickly learn to use the app and that they would be confident using it.

A Specifications Document outlines the planned design of the full-scale app based on testing results. Findings included in the specifications document are: 1) provide tailored learning experiences to teens (i.e., game-based) and parents (i.e., didactic) within the same app; 2) integrate individualized information (e.g., clinic preferences); and 3) provide a vaccination record tracking feature. The planned app could improve dissemination of vaccine information, enhance parent/teen communication around health behavior choices, and ultimately, improve the uptake of vaccinations.

This research was funded by a grant from the Eunice Kennedy Shriver National Institute of Child Health and Human Development (R41HD082901; Dr. Gill Woodall, KB Senior Scientist, PI) Research collaborators included Dr. Randall Starling and Dr. Lance Chilton from the University of New Mexico, Dr. Gregory Zimet from Indiana University, Dr. Nathan Stupiansky from the University of Arizona, and Sophia Strickfaden from KB.

Precision Pain Management App for Adolescents with Sickle Cell Disease

Precision Pain Management App for Adolescents with Sickle Cell Disease

Dr. Valerie Myers, KB Senior Scientist, is presenting a poster on the Pinpoint Project at the 39th Annual Meeting and Scientific Sessions of the Society of Behavioral Medicine, April 11-14, 2018 in New Orleans, Louisiana.

Pinpoint: Gaming Technology to Engage Adolescent Sickle Cell Patients in Precision Pain Management” was a Phase I SBIR project that examined the feasibility and acceptability of a gamified tablet application intended to encourage teens (aged 13-17) to assess and talk about their sickle cell disease (SCD) pain. SCD is the most common inherited blood disorder in the U.S. and affects primarily African Americans and Hispanics. Approximately, 1,000 U.S. children are born with SCD annually. SCD complications can be serious and have a significant impact on well-being and quality of life.

Pain is the hallmark symptom associated with SCD and is the primary cause of SCD-related hospital admissions. Accurate assessment of pain specifiers (type, frequency, and intensity of pain) can help with ameliorating pain quickly and effectively. Reducing barriers to collection and promoting the value of accurate SCD pain assessment is a need in pediatric medicine. The interactive games for health literacy among youths have shown video games can improve self-efficacy; stimulate health discussions with friends, family, and clinical team; encourage seeking support and advice, and can emphasize behavior acquisition via experiential learning. Interactive games can provide information about causes, treatments, and self-care options, and can improve self-care and reduced emergency clinical utilization.

The Pinpoint app prototype for tablets and smartphones consisted of a Pain Assessment Tool, vocabulary game, body scanner reflection, educational self-disclosure activity, and excerpts from the Hope and Destiny Jr. book authored by Hsu, Rodrigues, and Brandalise. Four healthcare providers were interviewed on the app’s acceptability and potential function within the clinical practice. Sixteen teens participated in cognitive interviews, focus groups, and usability testing. The System Usability Scale (SUS), a validated tool for assessing the usability and acceptability of technological products, served as the primary outcome. The preliminary SUS score well above average, suggesting a high level of acceptability and usability among users. The conference poster will include final project outcomes and the plan for the future development of the full Pinpoint app.

This research was funded by a grant from the National Institute on Minority Health and Health Disparities (R43MD010746; Dr. Valerie Myers, PI). Research collaborators included Mary Buller from KB, and Dr. Hilton Hudson and Megan Lippert from the Hilton Publishing Company, publishers of the Hope & Destiny and Hope & Destiny Jr. sickle cell disease management books.