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 |