Repository logo
 
Loading...
Profile Picture

Search Results

Now showing 1 - 4 of 4
  • O papel dos cuidados continuados na reconstrução da autonomia
    Publication . Araújo, F.; Bastos, Fernanda; Lourenço, Marisa; Vilela, Carlos; Fernandes, Carla Sílvia; Brito, Alice; Joana Campos, Maria
  • Game2FamilyNursing: Study of a digital game to promote knowledge about family nursing
    Publication . Fernandes, Carla Sílvia; Campos, Maria Joana; Angelo, Margareth; Martins, MM
    Background & Aim: The practice of family-centered nursing care brings positive benefits to health care. This article aims to describe the perception and usability of a game to promote knowledge about family assessment and intervention. Methods & Materials: A descriptive, cross-sectional study was conducted involving 102 nurses and nursing degree students in the second half of 2021. The evaluation was performed using the game usability instrument (System Usability Scale, SUS), the Intrinsic Motivation Inventory, and open questions about the game's advantages and disadvantages. Results: The average score obtained by applying the SUS was high, with a mean of 81.37. In addition, high mean values were observed in all dimensions of the Intrinsic Motivation Inventory. Concerning the game’s advantages and disadvantages, 198 codes were grouped into seven categories and 30 subcategories, highlighting more advantages than disadvantages. Conclusion: Overall, participants evaluated the game positively. Our findings suggest that using "Game2FamilyNursing" could be helpful and contribute as an educational tool in family nursing training.
  • Digitisation of patient preferences in palliative care: mobile app prototype
    Publication . Ferreira, João; Ferreira, Marta; Fernandes, Carla Sílvia; Castro, João; Campos, Maria Joana
    Background Engaging in advance care planning can be emotionally challenging, but gamification and technology are suggested as a potential solution. Objective Present the development stages of a mobile app prototype to improve quality of life for patients in palliative care. Design The study started with a comprehensive literature review to establish a foundation. Subsequently, interviews were conducted to validate the proposed features of the mobile application. Following the development phase, usability tests were conducted to evaluate the overall usability of the mobile application. Furthermore, an oral questionnaire was administered to understand user satisfaction about the implemented features. Results A three-phase testing approach was employed based on the chosen user-centred design methodology to obtain the results. Three iterations were conducted, with improvements being made based on feedback and tested in subsequent phases. Despite the added complexity arising from the health status of patients in palliative care, the usability tests and implemented features received positive feedback from both patients and healthcare providers. Conclusion The research findings have demonstrated the potential of digitisation in enhancing the quality of life for patients in palliative care. This was achieved through the implementation of patient-centred design, personalised care, the inclusion of social chatrooms and facilitating end-of-life discussions.
  • Improving Accessibility with Gamification Strategies: Development of a Prototype App
    Publication . Araújo, Tiago; Campos, Maria Joana; Ferreira, Marta; Fernandes, Carla Sílvia
    Objective: The study aimed to demonstrate the development of a mobile app prototype, BarrierBeGone, a system that identifies potential barriers for individuals with mobility disabilities and promotes accessibility using gamification strategies. The main goal is to raise awareness about mobility and accessibility difficulties, especially for wheelchair users, and to promote more responsible behaviours. Method: The User-Centred Design methodology was employed, going through three phases: requirements gathering, design and development, and evaluation. Additionally, interviews with five individuals with mobility disabilities helped define the initial system requirements. The development of the barrier identification system was followed by usability tests with nine representative users. Results: The results of the usability tests of the "BarrierBeGone" barrier identification system were extremely positive. Stakeholders recognized the utility and simplicity of the platform, considering it a motivating factor for future use. Conclusion: The results support the effectiveness of the proposed educational tool in increasing awareness about accessibility and social inclusion in smart cities. This study makes a significant contribution to the field of urban planning and inclusive design.