Thesis

5 Design study I: How to create an ambulatory app for patients with BPP 157 the physiology feedback might help people to become more aware of their body and that this heightened awareness then informs their subjective stress reports – although they also take into consideration the possibility that participants value the HR-feedback as a more objective and more accurate source of information about their stress level than their own experience (and even come up with directions on how to investigate this matter in a follow up study). They found no overall effect of physiology feedback on self-reported stress, indicating that, on average, physiology feedback did not cause participants to become more or less stressed. Taken together, findings of these diverse but relevant studies suggest to us it is feasible that a biosensor informed e-coach on emotional awareness for BPD is developed according to a scientifically and clinically informed, participatory design framework. In our study we will test whether previous identified guidelines for participatory design of an e-coach for non-patients as well as bipolar patients apply to our target group. We will also investigate whether we can find additional guidelines, recommendations and/or specific requirements. 3. Method 3.1 User Experience Design As an instance within the design science paradigm, we took the principles of User Experience Design (UXD) as a general guideline for our study and selected “Garrett’s model of the Elements of User Experience” [83] as a basic framework. UXD is an evolution of User Centered Design (UCD), being “an iterative, solution-focused approach to UCD and product development” [84]. Compared to UCD, UXD enables for a more agile, lean, more design focused approach that can be applied more widely [85]. Being user-centered, it’s focus is on participatory design, giving the prospect user a central role in the whole process. Garrett’s model represents a holistic design approach using five planes that stage the process from abstract to concrete considerations. A schematic overview is shown in Figure 1. Although the text in the figure refers to a ‘site’, the model can logically be applied in the development of other interaction applications [86]. It is based on the premises that to create a positive user experience for a product, one: - needs to know what the needs of the users are (the strategy plane); - what the required features of the system are (the scope plane); - and how users achieve their goals and talk about the subject matter of the content (the structure plane). Subsequently one needs to understand how the experience will flow for the user and based on that, start defining the form that this experience will take (the skeleton plane). After the form has been determined, choices have to be made about the material qualities of the eventual product like visual and sound elements, tactile qualities (the surface plane).

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