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Cardiomeds, an mHealth App for Self-Management to Support Swiss Patients With Heart Failure: 2-Stage Mixed Methods Usability Study

Cardiomeds, an mHealth App for Self-Management to Support Swiss Patients With Heart Failure: 2-Stage Mixed Methods Usability Study

One (10%) participant wished to have interactive blood pressure and saturation connected with his smartwatch. One (10%) participant wanted this app to be connected with his other apps linked to the University Hospital of Geneva Swissmeds app. In stage 1, we recorded 22 problems during the completion of the 14 tasks. We have classified the problems into 9 categories according to the criteria of Bastien and Scapin [31] (Table 2).

Lisa Simioni, Elena Tessitore, Hamdi Hagberg, Aurélie Schneider-Paccot, Katherine Blondon, Liliane Gschwind, Philippe Meyer, Frederic Ehrler

JMIR Form Res 2025;9:e63941

Virtual Reality–Based Exposure With 360° Environments for Social Anxiety Disorder: Usability and Feasibility Study

Virtual Reality–Based Exposure With 360° Environments for Social Anxiety Disorder: Usability and Feasibility Study

The overall aim of this mixed methods study was to evaluate the feasibility of four interactive 360° VR exposure environments for patients with SAD, addressing the following research questions: Are the 360° VEs able to evoke anxiety responses in participants with SAD? Are the VEs relevant to patients with SAD? Are VR exposures perceived as a useful alternative to exposure in vivo? This study was a feasibility study using semistructured interviews and questionnaire data in a mixed methods design.

Mathias Ernst, Stéphane Bouchard, Tonny Andersen, Per Trads Orskov, Kristine Tarp, Mia Beck Lichtenstein

JMIR Form Res 2024;8:e55679

Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game

Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game

These include engagement, cognitive activity, goal-oriented guidance, and the incorporation of scaffolding and interactive learning activities [18]. For older users, such as our user base, there are additional factors that may impact learning patterns and behaviors, including motivation, expectation, and prior experiences [19]. It is important to consider all these elements when designing mobile apps to enhance the overall experience and retention of learners or trainees.

Mohammad Noroozi, Ace St John, Caterina Masino, Simon Laplante, Jaryd Hunter, Michael Brudno, Amin Madani, Marta Kersten-Oertel

JMIR Form Res 2024;8:e52878

Occupational Therapy Students’ Evidence-Based Practice Skills as Reported in a Mobile App: Cross-Sectional Study

Occupational Therapy Students’ Evidence-Based Practice Skills as Reported in a Mobile App: Cross-Sectional Study

The literature indicates that EBP knowledge and skills improve when EBP teaching and learning are multifaceted, interactive, clinically integrated, and incorporate assessment [5]. When implementing EBP teaching, it is relevant to document and assess the individual student’s performance [3,5,6]. As it is recommended to follow all 5 EBP steps when teaching and learning EBP [1,2], measuring the performance of all 5 steps is relevant when evaluating EBP learning.

Susanne G Johnson, Birgitte Espehaug, Lillebeth Larun, Donna Ciliska, Nina Rydland Olsen

JMIR Med Educ 2024;10:e48507

Interactive Narrative–Based Digital Health Interventions for Vaccine Communication: Protocol for a Scoping Review

Interactive Narrative–Based Digital Health Interventions for Vaccine Communication: Protocol for a Scoping Review

This scoping review aims to answer the following specific research questions (RQs): RQ1: How have interactive narrative–based digital health interventions been used for vaccine communication? RQ2: How have interactive narrative–based digital health interventions been evaluated for promoting vaccine uptake? RQ3: What implementation factors are associated with the use of interactive narrative–based digital health interventions for vaccine communication?

Ahmed Haji Said, Kate Winskell, Robert A Bednarczyk, Erin E Reardon, Lavanya Vasudevan

JMIR Res Protoc 2024;13:e51137

A Generative Pretrained Transformer (GPT)–Powered Chatbot as a Simulated Patient to Practice History Taking: Prospective, Mixed Methods Study

A Generative Pretrained Transformer (GPT)–Powered Chatbot as a Simulated Patient to Practice History Taking: Prospective, Mixed Methods Study

To practice history taking, the learner is required to have an interactive encounter [14], and courses frequently rely on simulated or real patients [15]. These formats are associated with high costs and a high organizational effort, however, which shortens the time available to acquire these skills. These restrictions often do not allow all students to interactively practice a skill or practice for more than 1 repetition [16].

Friederike Holderried, Christian Stegemann–Philipps, Lea Herschbach, Julia-Astrid Moldt, Andrew Nevins, Jan Griewatz, Martin Holderried, Anne Herrmann-Werner, Teresa Festl-Wietek, Moritz Mahling

JMIR Med Educ 2024;10:e53961

Health Care Providers’ Readiness to Adopt an Interactive 3D Web App in Consultations About Female Genital Mutilation/Cutting: Qualitative Evaluation of a Prototype

Health Care Providers’ Readiness to Adopt an Interactive 3D Web App in Consultations About Female Genital Mutilation/Cutting: Qualitative Evaluation of a Prototype

As such, we hypothesized that an interactive 3 D visualization of female pelvic anatomy would help to describe the impact of FGM/C on physiological processes such as childbirth or penetrative intercourse with FGM/C type III more effectively than 2 D visuals.

Olivia May Holuszko, Jasmine Abdulcadir, Daisy Abbott, Jennifer Clancy

JMIR Form Res 2023;7:e44696

Dimensions of Interactive Pervasive Game Design: Systematic Review

Dimensions of Interactive Pervasive Game Design: Systematic Review

They conducted case studies exploring the toolkit’s expressivity, its ability to support collaborative multidisciplinary experiences, and its potential to support interactive experiences outside our interactive space. With the addition of pervasive or narrative components, however, the complexity of construction and support increases, necessitating a tool to manage the information appropriately and dynamically.

Liu Kai, Wee Hoe Tan, Erni Marlina Saari

JMIR Serious Games 2023;11:e42878