Type 2 diabetes is an increasingly prevalent disease and patients do not always manage the disease properly. Therefore, creating tools that help diabetics self-manage their condition over time is of the utmost importa...
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ISBN:
(数字)9781665497923
ISBN:
(纸本)9781665497930
Type 2 diabetes is an increasingly prevalent disease and patients do not always manage the disease properly. Therefore, creating tools that help diabetics self-manage their condition over time is of the utmost importance. Technological tools that include features meeting this population's needs, with an integrated personalized feedback system, in an environment of gamified incentives, may be the way for developing a sustained app's usage. This work aims to present a still in development, novel approach to managing diabetes type 2 with a focus on data analysis from user-inputs, gamification, and personalized coaching, with an accessible user interface. Thus, we will present some functionalities, in particular the theoretical and practical concept that is behind this development, namely the Transtheoretical model of behavior change to create different profiles, to provide customized feedback according to the user's behavioral stage, and also to ascertain if it induces any improvement at the behavioral level.
Background: Decades of steady improvements in life expectancy in Europe slowed down from around 2011, well before the COVID-19 pandemic, for reasons which remain disputed. We aimed to assess how changes in risk factor...
Background: Decades of steady improvements in life expectancy in Europe slowed down from around 2011, well before the COVID-19 pandemic, for reasons which remain disputed. We aimed to assess how changes in risk factors and cause-specific death rates in different European countries related to changes in life expectancy in those countries before and during the COVID-19 pandemic. Methods: We used data and methods from the Global Burden of Diseases, Injuries, and Risk Factors Study 2021 to compare changes in life expectancy at birth, causes of death, and population exposure to risk factors in 16 European Economic Area countries (Austria, Belgium, Denmark, Finland, France, Germany, Greece, Iceland, Ireland, Italy, Luxembourg, the Netherlands, Norway, Portugal, Spain, and Sweden) and the four UK nations (England, Northern Ireland, Scotland, and Wales) for three time periods: 1990–2011, 2011–19, and 2019–21. Changes in life expectancy and causes of death were estimated with an established life expectancy cause-specific decomposition method, and compared with summary exposure values of risk factors for the major causes of death influencing life expectancy. Findings: All countries showed mean annual improvements in life expectancy in both 1990–2011 (overall mean 0·23 years [95% uncertainty interval [UI] 0·23 to 0·24]) and 2011–19 (overall mean 0·15 years [0·13 to 0·16]). The rate of improvement was lower in 2011–19 than in 1990–2011 in all countries except for Norway, where the mean annual increase in life expectancy rose from 0·21 years (95% UI 0·20 to 0·22) in 1990–2011 to 0·23 years (0·21 to 0·26) in 2011–19 (difference of 0·03 years). In other countries, the difference in mean annual improvement between these periods ranged from –0·01 years in Iceland (0·19 years [95% UI 0·16 to 0·21] vs 0·18 years [0·09 to 0·26]), to –0·18 years in England (0·25 years [0·24 to 0·25] vs 0·07 years [0·06 to 0·08]). In 2019–21, there was an overall decrease in mean annual life expectancy a
This paper presents a method to leverage mobile interaction design knowledge for low-literacy, moving from falsifiable hypotheses (claims) to actionable solutions (patterns). In prior work, claims and patterns have be...
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ISBN:
(纸本)9781450346498
This paper presents a method to leverage mobile interaction design knowledge for low-literacy, moving from falsifiable hypotheses (claims) to actionable solutions (patterns). In prior work, claims and patterns have been used separately for different application areas and in different contexts. This research asserts that the transition from claims to patterns will enhance the design value, leveraging claims for uncertain situations and inexplicit user behavior and patterns for proven solutions for recurrent problems. This paper examines how these two structures can be combined in a claims-to-patterns approach to leverage mobile interaction design for low-literacy. To demonstrate this method, an example that highlights how claims evolve into patterns through research and design is discussed.
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