End-users in recovery from substance use disorders as designers of Personas and digital games with therapeutic potential
Keywords:Technology applied to health, Approach to design, End-user development, Substance abuse rehabilitation, Alcohol and drugs
Thirty-five million people worldwide are affected by Substance Use Disorders (SUDs). Digital games can exert therapeutic effect in this domain and the development of these games by the end users themselves tends to potentiate the adherence and effectiveness of the games. Personas is a consolidated technique to support design solutions. There are studies in the literature that examine the creation of personas with the participation of health professionals. However, patients are generally just information providers and a more active participation is a desirable outcome to improve the design of digital systems for the healthcare domain. This paper investigates the co-creation of personas and digital games with therapeutic potential by patients recovering SUDs. Twenty-one patients, one healthcare professional and four computer science professionals took part in the workshops. In total, were created seven personas and four digital games with therapeutic potential. By conducting a qualitative analysis, we were able to determine eleven lessons learned from the process.
Angeli, R. (2015). Dependência química em pauta. Revista Puc Minas.
Barricelli, B. R., Cassano, F., Fogli, D., and Piccinno, A. (2018). End-user development, end-user programming and end-user software engineering: A systematic mapping study. Journal of Systems and Software, 149:101–137.
Bonacin, R., Reis, J. C. D., and Baranauskas, M. C. C. (2019). Universal Participatory Design: Achievements and Challenges. Journal on Interactive Systems, 10(1). Number: 1.
Bradley, M. M. and Lang, P. J. (1994). Measuring emotion: The self-assessment manikin and the semantic differential.
Capistrano, F. C., Ferreira, A. C. Z., Silva, T. L., Kalinke, L. P., and Maftum, M. A. (2013). Perfil sociodemográfico e clínico de dependentes químicos em tratamento: análise de prontuários. Escola Anna Nery, 17(2):234–241. Publisher: UFRJ.
Cooper, A. (1999). The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity. Indianápolis, USA. Sams.
da Saúde, M. (2017). Centro de Atenção Psicossocial (CAPS).
Fernandes, M. A., Ribeiro, M. M. D. M., Britto, L. B. d., Chaves, J. F., Carvalho, C. M. d. S., Magalhães, J. M., and Ribeiro, H. K. P. (2018). Caracterização de dependentes químicos em tratamento em uma comunidade terapêutica. Revista de Enfermagem UFPE on line, 12(6):1610–1617. Number: 6.
Ferrari, B., Junior, D. P. d. S., Oliveira, C. M., Ortiz, J. S. B., and Pereira, R. (2020). Socially Aware Design of Games: an early workshop for game designers. Journal on Interactive Systems, 11(1):92–109. Number: 1.
Funabashi, A. M. M., Aranha, R. V., Silva, T. D., Monteiro, C., Silva, W. S., and Nunes, F. (2018). A serious game for virtual rehabilitation: evaluation with patients and physiotherapists. Journal on Interactive Systems, 9(2). Number: 2.
Garcia, F. E. (2019). An Inclusive End-User Development Framework for Tailorable Games. Tese Doutorado em Ciência da Computação, Departamento de Computação, Universidade Federal de São Carlos - UFSCar, São Carlos, SP.
Garcia, F. E., Brandão, R. P., Mendes, G. C. d. P., and Neris, V. P. d. A. (2019). Able to Create, Able to (Self-)Improve: How an Inclusive Game Framework Fostered Self-Improvement Through Creation and Play in Alcohol and Drugs Rehabilitation. In Lamas, D., Loizides, F., Nacke, L., Petrie, H., Winckler, M., and Zaphiris, P., editors, Human-Computer Interaction – INTERACT 2019, Lecture Notes in Computer Science, pages 337–358, Cham. Springer International Publishing.
Heyer, J., Schmitt, Z., Dombrowski, L., and Yarosh, S. (2020). Opportunities for Enhancing Access and Efficacy of Peer Sponsorship in Substance Use Disorder Recovery, page 1–14. Association for Computing Machinery, New York, NY, USA.
Holden, R. J., Kulanthaivel, A., Purkayastha, S., Goggins, K. M., and Kripalani, S. (2017). Know thy eHealth user: Development of biopsychosocial personas from a study of older adults with heart failure. International Journal of Medical Informatics, 108:158–167.
Huh, J., Kwon, B. C., Kim, S.-H., Lee, S., Choo, J., Kim, J., Choi, M.-J., and Yi, J. S. (2016). Personas in online health communities. Journal of Biomedical Informatics, 63:212– 225.
Kolkman, M. (1993). Problem Articulation Methodology. Google-Books-ID: M1O6AAAACAAJ.
Lieberman, H., Paternò, F., Klann, M., and Wulf, V. (2006). End-User Development: An Emerging Paradigm. In Lieberman, H., Paternò, F., and Wulf, V., editors, End User Development, Human-Computer Interaction Series, pages 1–8. Springer Netherlands, Dordrecht.
Olafsson, S., Wallace, B. C., and Bickmore, T. W. (2020). Towards a computational framework for automating sub- stance use counseling with virtual agents. In AAMAS, pages 966–974.
Pruitt, J. and Adlin, T. (2006). The Persona Lifecycle: Keeping People in Mind Throughout Product Design. Morgan Kaufmann, Amsterdam ; Boston, 1ª edition.
Rodrigues, K. R. H., Bocanegra, L. F., Gonçalves, V. P., Carvalho, V. G., and Neris, V. P. A. (2014). Enriquecimento de personas para apoio ao design de Aplicações Terapêuticas para a Saúde mental. In Proceedings of the 13th Brazilian Symposium on Human Factors in Computing Systems, IHC ’14, pages 51–60. Sociedade Brasileira de Computação.
Rodrigues, K. R. H., Conrado, D. B. F., and Neris, V. P. A. (2018). Lessons learned in designing a digital therapeutic game to support the treatment and well-being of children with cancer. In Human-Computer Interaction (HCII 2018)). Springer, Berlin, Heidelberg, to be published.
Rodrigues, K. R. H., Garcia, F. E., Bocanegra, L. F., Gonçalves, V. P., Carvalho, V. G., and Neris, V. P. A. (2015). Personas-driven design for mental health therapeutic applications. In SBC Journal on Interactive Systems, volume 6, pages 18–34. Sociedade Brasileira de Computação.
Souza, P. M. d. (2018). Abordagem para o Design de Jogos Digitais Terapêuticos. 115p. Dissertação de mestrado. Universidade Federal de São Carlos. São Carlos, SP.
Souza, P. M. d., Neris, V. P. d. A., Proença, F. R., and Garcia, F. E. (2021). Creation of Personas by End-Users in Alcohol and Drugs Abuse Rehabilitation. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems, number 14, pages 1–11. Association for Computing Machinery, New York, NY, USA.
Souza, P. M. d., Rodrigues, K. R. H., and Neris, V. P. A. (2019). Semth: an approach to the design of therapeutic digital games. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems, IHC ’19, pages 1–11.
Williams, I., Brereton, M., Donovan, J., McDonald, K., Millard, T., Tam, A., and Elliott, J. H. (2014). A Collaborative Rapid Persona-Building Workshop: Creating Design Personas with Health Researchers. International Journal of Sociotechnology and Knowledge Development (IJSKD), 6(2):17–35. Publisher: IGI Global.
Woods, L., Cummings, E., Duff, J., and Walker, K. (2017). The development and use of personas in a user-centred mHealth design project. In Proceedings of the 29th Australian Conference on Computer-Human Interaction, OZCHI ’17, pages 560–565, Brisbane, Queensland, Australia. Association for Computing Machinery.
How to Cite
Copyright (c) 2022 Paula Maia de Souza, Vânia Paula de Almeida Neris, Fernando Roberto Proença, Franco Eusébio Garcia
This work is licensed under a Creative Commons Attribution 4.0 International License.
JIS is free of charges for both authors and readers, and all papers published by JIS follow the Creative Commons Attribution 4.0 International (CC BY 4.0) license.