Table 2.
An overview of the methods and outcomes and reflection on these methods of the value specification.
Research goal | Method | Target group | Main results | Conclusions | Lessons learned |
Generating multiple ideas on the use of VRa in forensic mental health care, based on the outcomes of the contextual inquiry | Idea generation—scenarios: In 3 sessions, all project team members individually brainstormed about ideas for VR applications. The 6 most promising ideas were worked out in a template (see Multimedia Appendix 1: 1.5) by multiple project team members. On the basis of these templates, scripts were written and 6 short videos were filmed | Not applicable | A short video was created for each of the 6 ideas. All videos had the same underlying structure: the goal of VR, its use during treatment, an example, and the desired outcomes. The videos (with English subtitles) can be watched on YouTube [38]. An example of a scenario can be found in Multimedia Appendix 1 (1.6) | The videos made clear that there are a lot of promising possibilities for VR in forensic mental health, so it appeared to be necessary to make decisions about what to prioritize and why |
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Identifying (1) the preferences of stakeholders of the 6 ideas and (2) the stakeholders’ values regarding VR in forensic mental health care | Web-based questionnaire: After asking sociodemographic questions, the 6 videos were presented to the participants in random order. After each video, the PIIb [39,40] a question about the participant’s grade for the idea, and 3 open questions on positive points, points of improvement, and suggestions for the idea were provided | Patients (n=19); therapists (n=89); other stakeholders (n=38), such as parole officers or researchers from different Dutch forensic institutions | There were no significant differences between the grades and PII scores for ideas. A broad range of positive and negative aspects and remarks were identified via inductive coding. These can be found in Multimedia Appendix 1 (1.7) | The results of the questionnaire were mostly in line with the interviews but provided more detailed and specific information, for example, how VR should be personalized and which skills should be trained |
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Formulating values that capture what the added value of the technology should be for people and context, according to the stakeholders | Value formulation: On the basis of all previous results, 2 researchers created attributes that summarized the needs or wishes of stakeholders [17]. On the basis of categories of related attributes, accompanying values that stated what VR should achieve, improve, or add according to the stakeholders [6,17] were formulated. The values were discussed by the project team and minor adjustments were made accordingly | Not applicable | A total of 43 attributes and 13 values were formulated. An example of how a value was created can be found in Multimedia Appendix 1 (1.8). The following values were formulated: fit with patient; improvement of skills; insights into behavior, thoughts, and feelings; bridge between treatment room and practice; generalization of skills to daily life; safety; treatment motivation; unique addition to current treatment; ease of use within treatment; cooperation between patient and therapist; wide applicability; affordability; and constant adaptation of the application | Formulating values proved to be a very good way to get to the point and summarize the essence of the results so far. It forced the project team to critically think about the overall added value and goals of the VR app and prevented them from getting lost in details or a tunnel vision |
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Generating a concept for a VR application based on the values and previously gathered results | Idea generation—prototyping: The project team discussed the values, attributes, and outcomes of all research activities and their implications for a VR application. Via multiple brainstorming sessions in which multiple low-fidelity prototypes were created, a first version of an idea was developed | Not applicable | The main goal of the VR application was to support therapists and patients in identifying triggers that can elicit undesired behavior and search for helpers that can support the patient in dealing with these triggers. Patient and therapist can together build personalized scenarios via a dashboard with several categories that contain elements that can be added to a scenario (see Multimedia Appendix 1: 1.9 for the prototype) | The developed concept was a combination of elements of all 6 videos that were created by the project team. Also, important concepts that already arose from the interviews were present in the idea, for example, personalization, skills training, and new insights |
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Investigating (1) how far the stakeholders’ opinions of the concept match the previously formulated values and (2) if changes to the concept are required for it to optimally fit the stakeholders’ preferences | Interviews—idea finalization: In the first part, open-ended questions, based on an adapted version of the TAMc [41], were asked to check the attitudes toward the concept of the VR application. The second part focused on the participant’s overall opinion of the VR application. The developed low-fidelity prototype and a scenario on its use in treatment were used | Patients (n=10) and therapists (n=8) from all different locations of Transfore, the forensic hospital | The first part was coded deductively using the constructs of the TAM (see Multimedia Appendix 1: 1.10), the second part was coded deductively with the 13 formulated values (see Multimedia Appendix 1: 1.11). Overall, the idea was evaluated positively, but there were some concerns about the ease of use of the application. All values were, to some extent, present in the participants’ answers. Most positive remarks were about the added value for treatment, for example, fit with patient and new insights. Points of attention were related to the implementation in treatment | Overall, the idea fits the values of the participant, mostly with regard to the unique added value to treatment. No major changes to the basic idea were necessary. In later stages, attention should be paid to the usability of the application, training, and protocols to successfully embed VR in treatment |
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aVR: virtual reality.
bPII: personal involvement inventory.
cTAM: technology acceptance model.