Type 2 & other diabetes

Design and Usability of an Avatar-Based Learning Program to Support Diabetes Education: Quality Improvement Study in Colombia

J Diabetes Sci TechnolPublished Quality improvement study

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

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