Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia
Authors' conclusion
Immersive, avatar-based programs, delivered through smartphone, have the potential to deliver educational information that is trusted, engaging, and useful. Future work includes expansion of the curriculum, evaluation with a larger group, and exploration of the prospective role of artificial intelligence in personalizing this form of educational intervention.
Study context
- Population
- Individuals with diabetes in Colombia, recruited by Colombian endocrinologistsphase 1: 36
- Outcome
- Feasibility and usability of avatar-based diabetes education program
Methodological detailshuman-centered codesign, Double Diamond model, two phases, Phase 1: 36 completed Web survey, 5 also interviewed by telephone, Phase 2: 3 prototypes tested by 17 participants, 10 also in focus groups
- Human-centered codesign
- Double Diamond model
- Two phases
- Phase 1: 36 completed Web survey, 5 also interviewed by telephone
- Phase 2: 3 prototypes tested by 17 participants, 10 also in focus groups
Main finding
As reported in the abstract
Phase 1: receptive to educational interventions
33 of 36; 91%
Phase 2: would use a program like this again
16 of 17
94%
Original publication
Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia. J Diabetes Sci Technol. Published 14 November 2022. doi:10. 1177/ 19322968221136141
Composed by AI from the published abstract and checked against it. How Briefs are made →