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Understanding Pediatric Patient Experiences with Urotherapy Tools: Qualitative Focus Group Study
Lola Bladt1,2, Anka Nieuwhof-Leppink3, Rose-Farah Blomme1,2
1Department of Product Development, Faculty of Design Sciences, University of Antwerp, Paardenmarkt 90/94, Antwerp, 2000, Belgium, 32 497848014.
Insights
Children find traditional urotherapy tools outdated and desire digital, personalized options. This research highlights the need for child-centered design in childhood incontinence management to improve engagement and acceptance.
Area of Science:
- Pediatric urology
- Human-computer interaction
- Child psychology
Background:
- Standard urotherapy for childhood incontinence relies on traditional tools like paper bladder diaries and alarms.
- There is limited understanding of how digitally native children perceive these conventional urotherapy tools.
Purpose of the Study:
- To explore children's perceptions and experiences with standard urotherapy tools.
- To inform the design of more engaging and child-centered urotherapy interventions.
Main Methods:
- Qualitative focus group design with 19 children (aged 9-13) undergoing urotherapy.
- Creative, child-friendly toolkit used for discussions; sessions recorded and analyzed using inductive content analysis.
Main Results:
- Children expressed varied attitudes towards urotherapy tools, from willingness to resistance.
- Social acceptance, peer perception, and stigma were significant factors.
- Contextual influences like school toilets and doctor involvement impacted experiences.
- Children viewed traditional tools as outdated, advocating for gamified, smart alternatives.
Conclusions:
- Child involvement in research and design is crucial for effective interventions.
- Key design priorities include personalization, stigma-free approaches, adaptability, and digital innovation.
Background:
Standard urotherapy for childhood incontinence involves traditional tools like paper bladder diaries, timer watches, wetting alarms, and uroflowmeters. However, little is known about how these tools are experienced by today's digitally native children.
Objective:
This study aimed to explore how children undergoing urotherapy perceive and experience these commonly used tools, with the goal of informing more engaging and child-centered design approaches.
Methods:
A qualitative focus group design was used with purposive sampling of children undergoing in-clinic urotherapy group training. In total, 19 participants (13 boys and 6 girls) aged 9-13 years took part in focus groups of 3 to 4 children, held at the hospital. A child-friendly focus group toolkit was used to facilitate discussion through creative and playful exercises. A total of 7 focus groups were conducted, including 2 repeated sessions, until thematic saturation was reached. All sessions were held in Dutch, video- and audio-recorded, and transcribed verbatim. An inductive conventional content analysis was conducted using a dual-coder approach to identify and iteratively refine emerging themes.
Results:
Four themes emerged: (1) attitudes and motivation: ranging from willingness to engage in urotherapy and use tools to reluctance or resistance; (2) social acceptance: highlighting the impact of peer perception, fear of being bullied, and opportunities to break the taboo and reframe tools as socially desirable; (3) contextual influences: including dissatisfaction with school toilets and limited child involvement at doctor visits, contrasted with the positive peer support experienced during group therapy; and (4) digital integration: children saw many traditional tools as outdated and suggested gamified, smart alternatives. The drawings created by children during the exercises served as a creative reflection of these thematic findings.
Conclusions:
Involving children in research and design is essential for creating interventions that are truly child-centered. Through creative, qualitative methods, this study uncovered rich insights into children's experiences with urotherapy tools, pointing to 4 key design priorities: personalization, stigma-free design, adaptability, and digital innovation.
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