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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Applying Persuasive Design to Support the Elderly in Home Rehabilitation: Report on Explorative Studies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Laurence Alpay</string-name>
          <email>laurence.alpay@inholland.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ybranda Koster</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joan Dallinga</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Linda Wauben</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Medical Technology Research Group, Inholland University of Applied Sciences</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Technical Innovations in Healthcare Research Group, Rotterdam University of Applied Sciences</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>17</fpage>
      <lpage>24</lpage>
      <abstract>
        <p>Persuasive design in the context of home rehabilitation of the elderly has been applied. Developing various prototypes based on persuasive features and behavioral changes helps to tune to more personalized solutions and serves as a valuable tool for implementing blended care in the practice.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>Home rehabilitation</kwd>
        <kwd>elderly</kwd>
        <kwd>persuasive design</kwd>
        <kwd>eHealth</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        This paper reports on applying principles of persuasive design and behavioral changes
in order to support home rehabilitation of the elderly (&gt; 65 years old). Osteoarthritis is
common amongst the elderly population, the placement of joint prosthesis is often the
outcome. The elderly population worldwide is growing, the occurrence of joint
replacement therefore increases proportionally [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. After being discharged from the
hospital, rehabilitation is supported by a physical therapist. The aim is to improve
mobility by exercises and information about doing these exercises. To recap the
exercises after the therapy sessions the patients are often given folders or videos. Physical
therapists experience a difference in the treatment in their practice and the exercise
the patient performs at home.
      </p>
      <p>The aim of the reported work was twofold: to explore the persuasive design
principles which can be applied to support home rehabilitation of the elderly, and to gain
educational insights by having students from different disciplines use persuasive
design in order to develop a sustainable solution for this healthcare situation.</p>
      <p>In the work reported here the following typical case was used: Mrs. Smits (70) is
single and lives independently. She has been suffering from severe pain in her hip and
her mobility was reduced due to stiffness in the hip joint. Her general practitioner has
referred her to a hospital and she had a hip replacement surgery. After a short stay in
the hospital she was sent back home. The physical therapist has given her some
exercises she has to do every day. He advised her an app on her tablet where she can see
how the exercise needs to be done. She finds it difficult to perform the exercises, she
doesn't know if she is doing it right and has little motivation to continue doing them.</p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <sec id="sec-2-1">
        <title>Theoretical framework</title>
        <p>
          In order to design adequate and personalized eHealth solutions targeted at the elderly
for home rehabilitation, we use the CeHRes roadmap as the basic framework [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. The
roadmap guides planning, coordination and execution of the participatory
development process of eHealth. It takes a holistic research and development approach and
consists of iterative phases: starting from contextual inquiry, towards defining
requirements and designing the application, and aiming at implementation in the
practice. The work reported here is exploratory and does not include implementation. In
the course of the different phases, persuasive elements from the model of
OinasKukkonen [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] and the behavioral model of Fogg [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] are being applied [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. During the
contextual enquiry phase, the persuasive context helps to acquire a deep
understanding of the targeted user. In the context of home rehabilitation, the elderly person is the
main user of the application engaging in the rehabilitation process. The physical
therapist is there to assist at a distance and providing the necessary guidance. Important
aspects such as living conditions (alone of with a partner), activities, preferences etc.
are being gathered. The information collected helps to define personas, scenarios and
requirements. During the design phase, persuasive design features from the design
principles are scrutinized and selected for the eHealth solution, and prototypes are
being developed. During the various phases of development, the user’s level of
motivation and his/her ability to carry out a task are identified. The behavior model of
Fogg provides the conditions under which behavioral change is meant to occur.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Explorative studies</title>
        <p>In order to explore how persuasive design principles can be applied in the case of
elderly’s home rehabilitation, we carried out three explorative studies. In each study, a
group of students worked with our Medical Technology Group on eHealth solutions.
The case of Mrs Smits (see section 1) was used for the assignment. Students were
asked to develop an eHealth application that could support Mrs. Smits in her
rehabilitation at home. This application should help/assist Mrs Smith in doing her exercises
and should be based on the eHealth methodological approach using the CeHRes
roadmap and the persuasive design aspects. There were no strict instructions on how
to apply and use the persuasive design principles. Therefore, creativity of the students
was encouraged.</p>
        <p>Study #1 (group named InfoFysio): a group of three third year informatics students
from Inholland University of Applied Sciences worked on this assignment for nine
weeks as part of the Minor User Experience.</p>
        <p>Study #2 (group named Stapp-app) and study #3 (group named Blue): Per study, a
group of three to four fourth year students from Rotterdam University of Applied
Sciences worked on this assignment for six months as part of the Minor Healthcare
Technology. The groups were interdisciplinary with students from different
educational programs (informatics, biomedical sciences, physical therapy, Occupational</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <sec id="sec-3-1">
        <title>Developing the prototypes</title>
        <p>therapy, health care). These student assignments were part of an exchange
collaboration facilitated through our Vitale Delta Research Program
(https://www.vitaledelta.nl/ ).</p>
        <p>In the three studies, a prototype integrating persuasive features was developed. The
level of prototyping depended on the programming related skills that students had
within one group. Wire frames and mocks-up where used in study #1 and study #3. In
study #2, the students provided a programmed app as one informatics student was
involved. During the development of the prototypes, the targeted users were involved,
namely during the contextual enquiry (see 3.2) and to test the final version of the
prototype.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Contextual enquiry</title>
        <p>In the three studies, the context was fully investigated, resulting in interviewing
elderly people as well as healthcare professionals such physical therapists, nurses and
general practitioners. This was complemented with a literature review about the targeted
group, rehabilitation at home and the use of eHealth in this context.</p>
        <p>Across the three studies, similar problems experienced by the elderly emerged.
This included for example anxiety to fall, not knowing how to do the exercises,
having little motivation and support. Co-creation sessions were carried out to provide a
better understanding of the context provided in the case. Fig. 1 shows on the left an
example from study #2 of paper based mocks-up which were shown to the users. In
the middle, an experience map from study #1 and to the right a user testing the end
solution from study #3.
Various persuasive design elements where incorporated in the three prototypes.</p>
        <p>Primary tasks support: Self-monitoring was often used as a persuasive design
principle. Self-monitoring was explicated in different ways: 1) monitoring the number
of steps (see left screenshot in Fig. 2 from study #2), 2) monitoring of pain score
during particular exercises (see middle screenshot in Fig. 2 from study #1) and 3)
monitoring how easy or difficult was a particular exercise (see right screenshot in Fig. 2
from study #1).</p>
        <p>Two others principles to support doing exercising were also used namely rehearsal
and simulation. Fig. 3 and Fig. 4 show examples used in study #3 and study #1
respectively. The user is given instructions on how to correctly perform an exercise.
Videos were combined with text and photos to rehearse the targeted behaviors and
provide enough information to the user.</p>
        <p>Tailoring and personalization were also taking in account. The exercises provided
to the user are the exact exercises one needs to do in order to recover. Various ways to
exercises were also provided to align with the user’s preferences. For example in
study #1 different sort of activities such as cycling, walking, or squat were introduced
(see right screenshot in Fig. 4).</p>
        <p>In addition to the primary task “exercising”, goal setting is an important aspect of
home rehabilitation. Achieving goals is not easy and requires not only knowledge
from the client but also (intrinsic) motivation and support. In study #3 visual graphics
were used to show progress of goal achievement (see left screenshot in Fig. 5) while
in study #2 the metaphor of a flower with different colors was used (see right
screenshot in Fig. 5).</p>
        <p>Dialogue support: Reminders were used for example to remind the user a) to
perform some particular exercise at a given moment or b) of an appointment with his/her
physical therapist (see left screenshot in Fig. 6 from study #3). Dialogue support also
incorporated an option to contact the healthcare provider via video, telephone or chat.
Given that the targeted group includes elderly, providing more “traditional” ways of
communication such as telephone contact was assumed appropriate (see middle
screenshot in Fig. 6 from study #3). A dialogue with an healthcare professional was
also possible during exercises (See the green button in the right screenshot in Fig. 6
from study #1). This was seen as a valuable option given that the elderly often feels
insecure and uncertain about performing their exercises.</p>
        <p>Credibility support: This design principle is closely intertwined with the
principles in the primary tasks support. For example, the exercises shown in Fig. 3 and Fig.
4 were validated by physical therapists, providing information which is trustworthy,
credible and from experts.</p>
        <p>Social support: Some attention was given to social support principles. In study #1
(see left screenshot in Fig. 7), the user was given information to exercise with other
people in his/her neighborhood, offering social contact but also stimulating
motivation. The use of social media such as Facebook or WhatsApp as options to share
results with other people was also introduced in study #3 (see left screenshot in Fig. 5).
In addition, an avatar was introduced in study #1 to help the user to perform his/her
exercise (see right screenshot in Fig. 7).
Students from the three studies developed graphical user interfaces which could be
suitable and match the needs and preferences of the targeted groups. Attention was
given for example to the colors and choice of logos, and ways to provide overviews of
the current status as seen in the right screenshot in Fig. 5).
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>This paper reported on three studies carried out to explore eHealth solutions based on
persuasive design principles in the context of home rehabilitation of the elderly. The
studies were carried out by third year students in collaboration with our Medical
Technology Research Group of the Inholland University of Applied Sciences.
Students were supervised by members of the Medical Technology research group
(authors 1 &amp; 2), in addition to their tutors from their educational programs.
4.1</p>
      <sec id="sec-4-1">
        <title>Research added value: applying the theories</title>
        <p>
          Results from the developed prototypes show that various design principles were
applied (from primary task support, dialogue support, credibility support and social
support). Most attention was given to the primary tasks support, for exercising and
goal setting. This is not surprising given that it was the central focus of the casus. In
addition, one or more persuasive design features was used for all the support groups.
Results also point out that there is more than one way to apply a specific persuasive
feature. This is clearly shown for the task support in the way exercises were promoted
in study #1 and in study #3 (see Fig. 3 and Fig. 4). Further work is needed to
investigate which other persuasive design principles to support home rehabilitation could be
applied and under which conditions. This is specifically relevant when it comes to
motivation. Recent research [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] emphasizes the role of motivation for compliance in
exercising. Another study [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] has shown that in the context of home rehabilitation,
data registration is crucial. It helps the user to gain better insights in the exercises
which are being done and to give the healthcare provider the right information for
online guidance and feedback. Solutions for this aspect developed in the three
prototypes were kept simple. However, they provide good examples, and can help to
further explore the application of design principles to reinforce this task of data
registration.
4.2
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Educational added values</title>
        <p>Students were new to persuasive design. A workshop was given by two researchers
(authors 1 &amp; 2) of the Medical Technology Research Group to explain the models of
persuasive design and behavioral change as well as introducing the casus. In addition
students came from different disciplines, allowing them to address a problem from
different perspectives. For most of the students, this was an eye opener. This is a
valuable learning aspect of the assignment. Students had a restricted number of weeks to
develop the eHealth solutions (9 to 24 weeks). During this period of time, they had to
comprehend not only the theoretical models and but also how to apply those. In
addition, they needed to decide how much time was spent for each phase to develop the
application. Despite these constraints, each group produced an interesting and
workable eHealth solutions. The composition of the groups may also have affected how
their approached the problem and ended up with a solution. Informatics students in
study #1 had no healthcare background, taking a user experience perspective relying
on the knowledge of healthcare professionals. In study #2 the students had a technical
and health sciences background, they spent time not only on the healthcare aspect
(exercises) but also on software development. Group #3 did not include technical
students and focused mainly on the healthcare issue.
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Added value for the practice</title>
        <p>
          Home rehabilitation after a hip or knee operation often remains a challenge for a
growing number of elderly and limits participation and self-management. At the same
time, recent research [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] indicates that healthcare professionals such as physical
therapists faced a number of barriers in implementing eHealth applications. This includes
for instance knowledge about using technology as well financial aspects.
Nevertheless, physical therapists are nowadays more open to use eHealth based solution to
support their clients. The Covid-19 crisis has amplified the urgency of using blended
care for home rehabilitation with the elderly. One area which is of great concern for
the physical therapists is promoting and stimulating behavioural changes of their
clients. We are currently working together with physical therapy practices in The Hague
area in the Netherlands in order to develop appropriate eHealth solutions based on
persuasive design principles. Persuasive technology based on persuasive design
principles is new to the majority of healthcare professionals. The developed prototypes
reported here can provide (in addition to other tools) means in engaging in the
cocreation of dedicated eHealth solutions. Home rehabilitation often presents practical
obstacles. For example, the elderly experience problems performing General Daily
Life Operations (ADL) and they experience psychosocial problems such as loneliness
and depression [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Rehabilitation at home involves often a long term process, new
behaviours need to be learned and lifestyle needs to be changed. In this context,
persuasive eHealth based application provides an adequate means for sustaining long
term behavioural changes.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>Home rehabilitation for the elderly presents a number of challenges and limits
participation and self-management. Developing various prototypes based on persuasive
features and behavioral changes helps to tune to more personalized solutions and
works as a tool for blended care interventions.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>We would like to thank the students from the Inholland University of Applied
Sciences (Minor User Experience), and from Rotterdam University of Applied Sciences
(Minor Healthcare Technology) for their work in developing the eHealth solutions.</p>
    </sec>
  </body>
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