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. 2017 Feb 10;2016:411–420.

Table 2.

Themes identified and addressed during the usability studies.

Theme Location Description Changes Made
Content Light Narrative Comics are “talking down” and too simplistic; alternatively comics are highly relatable Users can navigate through light and/or dense narratives based upon preferences for cognitive load
Dense Narrative Cancer development and DNA/genetic information is confusing and too technical Language and pictures were simplified
Games Preference elicitation game does not have non-clinical factors, is confusing, not sensitive enough to patient preferences Scales redesigned to include more preference factors, which were also summarized in the action plan
Action Plan Confusion over who the action plan is meant for and what the subject should do with it Action plan redesigned and given additional instructions
Ease of Use Dense Narrative Too much text to read, would prefer audio Audio feature made more prominent/visible
Games Risk assessment clicking game not giving enough feedback, took too long to complete Clicking feedback improved, number of clicks needed were shortened
Games Preference elicitation game had many bugs, drag and drop functionality was difficult for many participants Scales redesigned to use sliding scales for preset preference options
Games Family tree difficult to understand without a legend or key Legend added to family tree
Navigation Dashboard Difficult for users to determine which module they had just completed and how far along they were in RealRisks Checkbox functionality improved
Dashboard Users asked for some sort of aid to guide them through the application Tutorial videos in development to assist users with low computer literacy