Running head: IGNITE - EASING CANCER TREATMENT IN PEDIATRIC ONCOLOGY Ignite A mobile health app to ease the cancer treatment experience for pediatric oncology patients and their families Yukiha Maruyama IGNITE EXECUTIVE SUMMARY Mobile health (mHealth)i technologies are changing the way clinicians deliver healthcare, with goals of greater patient engagement and improved health outcomes. By 2018, 70% of healthcare organizations worldwide are expected to be investing in consumer-facing mobile applications (apps), wearables, remote health monitoring, and virtual care.ii However, there are few mHealth options tailored for pediatric populations. Children are not “little adults” in either physical or psychological terms; in essence, adult-centric designs will not be as effective for the unique needs of this population. App features, functionalities, and content must be creatively adaptive to capture short attention spans, and resonate with evolving development capabilitiesiii and changing sizes.iv This paper is a culmination of a project for Mobile Health Design, a class offered through the Tufts University School of Medicine. It proposes the design and creation of a mobile smartphone app, delineated in the following sections: background, needs assessments of target users, competitive analysis, design specifications, wire frames, evaluation plan, development plan, marketing plan, and limitations. Ignite is a mHealth app that provides psychosocial support through play. It aims to ease the cancer treatment journey and experiences for pediatric oncology patients who are hospitalized for extended periods at a time or are receiving frequent and regular therapies in a hospital or cancer specialty center, and their families. The app features single or multi player social games, in-app messaging between users, pain tracking, community forums for parents, and a guided (optional) tour to help parents identify appropriate hospital resources to address their queries. This app enables users to connect with other registrants receiving care at the same healthcare organization, thereby helping build community and one-on-one relationships between those who share the cancer experience. A child’s cancer journey often fluctuates between inpatient and outpatient care, and vis-à-vis specific treatments that may cause more or less side effects. Therefore, users will be able to log on when they are not warded, ensuring that they can continue participating in the social games that help build relationships and community. As Ignite was designed to develop hospital-specific communities of pediatric oncology patients and their families, it would be beneficial to engage health care organizations (HCOs) in the user experience (UX) design and evaluation process. Partnerships with leading cancer treatment centers, game designers, and developers will lend credibility, appeal, and effectiveness to the app. With time, the app could include new features that facilitate health data collection and tracking. In this manner, the app could be used as an integrated tool that supports psychosocial care and provides valuable information to medical providers to help them adjust treatment plans to best meet physiological needs. 2 IGNITE BACKGROUND Mobile health (mHealth) technologies are changing the way clinicians deliver healthcare, with goals of greater patient engagement and improved health outcomes. They also have the potential to decrease healthcare cost for individuals and the medical system as a whole, as well as increase patient and provider access to diagnostic, monitoring, and chronic management toolsv For instance, Apple’s HealthKit gathers data from sources such as glucose measurement tools, food and exercise-tracking apps and Wi-Fi connected scales. With patients' consent, this information can be sent to an electronic medical record for doctors to view. At least 8 of the 17 hospitals on one list ranking the best hospitals are experimenting with this technology.vi Despite the rise of mHealth, there are few options tailored for pediatric populations. Children are not “little adults” in either physical or psychological terms; in essence, adult-centric designs will not be as effective for the unique needs of this population. App features, functionalities, and content must be creatively adaptive to capture short attention spans, and resonate with evolving development capabilitiesvii and changing sizes.viii Devices must be durable, unobtrusive, and have a passive use model, especially for infants and small children.ix Parents, other caregivers, and the health professionals who provide care have a pertinent role in child health; caregivers especially in pediatric self-management. A study conducted in inner city Brooklyn revealed that 59% of adult caregivers of children were somewhat or very interested in medical apps for pediatric health issues, and that 66.9% had looked up medical information using their smartphones.x In general, mothers and caregivers want to be equipped with information about their child’s illness to be able to respond effectively to their various health needs. Given the aforementioned considerations, an area that is ripe for a pediatric-centric health app is childhood cancer. Cancer in children is the leading cause of death by disease past infancy among children in the United States.xi The major types of cancers in children ages 0 to14 years are acute lymphocytic leukemia, brain and other central nervous system tumors, and neuroblastoma, which are expected to account for more than half of new cases in 2015.xii According to the American Cancer Organization, approximately 10,380 American children under the age of 15 will be diagnosed with cancer, and about 1,250 of children younger than 15 years are expected to die from cancer in 2015. xiii However, the 5-year-survival rate now stands at approximately 80% - this is a significant increase compared to the 58% 5-year-survival rate of the mid-1970s.xiv Pain points for inpatient pediatric oncology patients include: Increased risk for developmental/psychosocial problems with extended hospital stays Children who experience numerous and prolonged hospitalizations at critical developmental periods are at particular risk for developmental problems.xv Adolescents can face a significant loss of independence and disruption of their social relationships at a time when they should be developing social and relationship skills critical to successful 3 IGNITE 4 functioning in adulthood.xvi Research has also identified some limitations in the social functioning of school-age cancer survivors.xvii Children may return to their social network at school and beyond without hair, with amputations, or with weight gain or other physical changes resulting from their disease or its treatment. They also may have developmental problems that require attention and need help in reentering social relationships. Limited mechanisms to handle symptoms associated with cancer and its treatment Physical symptoms related to cancer and its treatment, specifically chemotherapy include: anxiety, nausea, pain, fatigue, and loss of appetite. Despite remarkable progress in conventional medicine (including recent pharmacological advances), health care providers are often unable to alleviate many of the symptoms from cancer treatment.xviii,xix On the other hand, research shows that nonpharmacologic distraction techniques reduce pain, fear, and distress in children and adolescents during cancer treatments – with varying degrees of success. These include hypnosis, distraction, cognitive behavioral therapies, relaxation, imagery, breathing, music therapy, play, self-hypnosis, acupuncture, art therapy, coping skills training, handholding, humor, nonessential touch.xx, xxi, xxii, xxiii For distraction via play using virtual reality and video games, studies show a statistically significant alleviation of anxiety, pain, and nausea during cancer therapies including chemotherapy and infusaport access..xxiv, xxv, xxvi, xxvii xxviii Proposal 70% of healthcare organizations worldwide are expected to be investing in consumerfacing mobile applications (apps), wearables, remote health monitoring, and virtual care by 2018. xxix With the growing emphasis on mHealth within healthcare settings and the current lack of options for pediatric patients, a mHealth app could be an effective solution to easing cancer treatment for pediatric cancer patients. IGNITE Ignite is a mHealth app that aims to ease the cancer treatment journey and experiences of pediatric oncology patients who are hospitalized for extended periods at a time or are receiving frequent and regular therapies in a hospital or cancer specialty center, and their families. The app features single or multi player social games, in-app messaging between users, community forums for parents, and a guided tour to help parents identify appropriate hospital resources to address their queries. Social games enable children to collaboratively build a digital world with other cancer patients and survivors who are actively receiving care at the same hospital. It also provides edutainment content where children can learn grade-appropriate content similar to what their peers would be learning in school. The app is also family-friendly, allowing parents and siblings to register so that the family can stay connected and engaged when separations may occur due to treatment requirements. Stress is particularly great for parents of children with cancer. Studies have shown that this population has higher rates of post-traumatic stress disorder and post-traumatic stress syndrome than either their children or adult cancer survivors.xxx Common issues facing parents of children with cancer include financial stress, lack of or inadequate health insurance, and emotional stress.xxxi This need inspired the social networking functionality within Ignite, whereby parents can also create user profiles to participate in collaborative games with their children, connect with other parents who are sharing the cancer experience, and identify appropriate hospital resources that can help address their concerns. Due to the lack of mHealth products and services for pediatric oncology patients, there are no established evidence-based guidelines specifically for this health topic. Nevertheless, Ignite’s design took into consideration studies addressing nonpharmacological distractors used for managing symptoms associated with cancer and its treatment. Learnings will be discussed later in this report when describing Ignite’s design. NEEDS ASSESSMENT Using a persona helps identify and hone in on the fundamental attributes of the website that must be changed to better suit audience needs. Personas represent prototypical users that portray vivid representations of a target audience by encompassing key attributes and goals of the target. In essence, they are valuable tools that serve as benchmarks to identify what changes would enhance user experience (appeal, usability, effectiveness) and drive audience engagement with content. Creating a persona requires extensive research into the unique characteristics, experiences, and needs of target users, culminating in a vivid representation of a target audience segment in one projection – such as what they value in terms of content, general technology use patterns, demographic information, and how they would come to find and experience a product or service. Target users for Ignite include pediatric oncology patients who regularly receive care at a hospital or other cancer specialty center. They could be warded for extended periods of time, or patients who require frequent and routine rounds of cancer treatments. Other 5 IGNITE target users include parents and siblings of children with cancer who are actively seeking treatment at a specific healthcare organization. Since the app is designed for users who are frequently overseen by medical professionals, design should also take into consideration provider perspectives. Ideally, information pooled from observational research, surveys, focus groups, and literature reviews should guide persona development. For Ignite, four personas representing target users were designed using secondary research. Meet Dr. Shanukah, pediatric oncologist Dr. Shanukah is a senior pediatric oncologist at DanaFarber Cancer Institute in Boston, MA. After completing her residency at Harvard Medical School, she worked at Memorial Sloan Kettering Cancer Center (MSKCC) in New York City, before moving to her current position. With three children, one of whom is a survivor of rhabdomyosarcoma, pediatric oncology is a profession that also strikes extremely close to home. Witnessing the challenges of managing cancer and its treatment, Dr. Shanukah’s prescribes best-practice approaches for cancer treatments and essential coping strategies to help patients and their families get through this heavy experience. Always keeping a pulse on industry innovations, Dr. Shanukah actively monitors the advance of mHealth technologies and innovations. At a Hacking Medicine event Figure 1 "I do my best to ensure hosted by Massachusetts Institute of Technology in 2012, that my patients feel as Dr. Shanukah met with several mHealth app developers comfortable and child-like as possible, despite the nature of a and pediatric oncologists looking for tools to augment cancer diagnosis and treatment." patient supportive care in extended hospital stays. Their discussions and further collaborations resulted in an inpatient care app specifically tailored to provide edutainment and social games for pediatric patients with extended stays in oncology wards. After approval from their respective hospital directors, Dr. Shanukah and her medical collaborators on the project were able to launch a pilot program granting patients and their families exclusive access to download the app and build a community among themselves. Meet Annabelle Burton, child with acute lymphoblastic leukemia Annabelle is a nine-year-old, Caucasian girl battling acute lymphoblastic leukemia at Dana-Farber Cancer Institute in Boston, MA. For the past two years, she has been in and out of the hospital for intensive chemotherapy and radiation treatments with extended hospital stays of several weeks to a month. Sometimes, the therapies knock the wind out of her for a few hours, but more often than not she is awake despite her lack of physical strength. Before she was diagnosed with leukemia, Annabelle was a vicarious girl who thrived socially and academically as her class leader. Even in the hospital, the nurses on 6 IGNITE her floor speak of her sunny disposition and her ability to make friends with other children in the ward. Noticing that Annabelle was bright and eager to engage with peers and games despite her fatigue and nausea, Dr. Shanukah decides to introduce her to a new app that enables her to connect with other inpatient pediatric oncology patients, play learning games, and connect with her parents. She explains that in using the app, she can socialize with her friends and by herself whenever she wants without having to lie in bed because she does not have the energy to walk around the hallways to the group room. Today, Annabelle uses the app to play games or learn interesting, educational facts whenever she is receiving her chemotherapy treatments. After connecting with a couple of other patients while in the hospital, they stay in touch Figure 2 "I just want to get better. It's nice that there are other kids in the using the virtual world building game and instant messaging through Ignite. For Annabelle, this feature is her hospital with me, I wonder if they are like me too?" favorite part of the app because it helps her stay connected with friends when she doesn’t have the energy or strength to run around outside with her school friends who do not have cancer. Meet Michael Burton, parent of Annabelle who has acute lymphoblastic leukemia Michael Burton is a 43-year-old investment banker at Bank of America who lives with his wife, Amy, and two daughters in Boston, MA. Highly successful in his career and family-oriented, he frequently leverages technology to stay organized and connected with clients, colleagues, family, and friends. Priding himself on his ability to juggle it all, Annabelle’s diagnosis and treatment requirements have thrown him for a whirlwind. While he is able to manage his Figure 3 "The scariest thing is watching Annabelle fight work life, he feels his family getting spread through her treatments and not knowing if at the end of the day, she’ll make it. And, realizing that at the end of this thin because Amy and he are constantly all, even if she does get better, our family may never be the trying to figure out who will stay with same again.” Annabelle and who with his older daughter, Mikaela. With the family rarely spending quality time together, let alone any time, plus the omnipresent reality of Annabelle’s cancer, Michael reaches out for advice from other parents of children with cancer on an online forum. In one thread, a fellow community member, Kriss, informs Michael that there are multiple apps that could help him better manage the disease. Kriss suggests that he take a look at the app, “StandWith” – a care management tool that enables caregivers to assign tasks or send updates to anyone who might want to help out, connecting through Facebook, email, or Google+. The app sends 7 IGNITE out a push notification to the right people, who can accept or ignore. If nobody answers the call, it stays red; once someone takes on the errand, it turns yellow; once it's completed it turns green. As Michael expands his search for apps that would help his family stay connected, he recalls that Dana-Farber offers a special tech-centric program to help pediatric oncology patients with extended hospital stays and their families manage the cancer experience and stay connected with their surroundings despite the consuming nature of the disease and its treatment. He reaches out to Patient Services to find out more about the program, and eventually reaches out to his wife and eldest daughter to download the inpatient care app so that they can all stay connected. Using the app, Michael is able to find information about the different hospital resources that might help him navigate the treatment process and administrative tasks, as well as connect with his family through games, and find a community of fellow parents who have children seeking care at Dana-Farber. On occasion, a group of parents will connect through the app to organize a meet-up when they are on duty staying with their child in their ward. Meet Mikaela, Annabelle’s sister Mikaela Burton is a 12-year-old, Caucasian girl who attends a local public middle school in Lexington, MA. A member of the junior varsity soccer squad, she goes straight to practice on Monday, Wednesday, and Thursday afternoons. Her parents often take turns picking her up in the evenings, as well as sending her to games on the weekend. Usually, they will stay to watch her games with her little sister, Annabelle, On Tuesdays and Thursdays, Mikaela takes the school bus home and spends the afternoon doing homework and hanging out with her friends. When they are not together, they frequently use Snapchat, Instagram, and Facebook chat to send each other goofy pictures and talk. When Annabelle first started getting sick from the cancer and her medical treatment, Mikaela felt extremely upset as she watched her sister lose her hair and energy. And, when Annabelle repeatedly went in Figure 4 "I wish Annabelle would get for lengthy hospital stays, Mikaela’s sadness and desire better soon. I miss my family.” for her sister’s recovery only grew more intense. Her stays prevented the sisters from seeing each other, and Mikaela could only experience the journey of the disease as expressed by the looks of sadness and tiredness on her parents. Furthermore, she faced increasing periods of solitude when she had to take care of herself. At a recent family meeting with Annabelle’s oncologist, Mikaela was able to express her own sadness, frustration, and fear. Dr. Shanukah recommends Ignite to her father, Michael, who then encourages Mikaela to try out the app by playing a few games together and building a virtual digital world of their own. These days, Mikaela uses the 8 IGNITE in-app chat features to connect with her sister and any other siblings of pediatric oncology patients warded at Dana-Farber Cancer Institute. Takeaways Cancer treatments are often invasive and intense therapies that can physically exhaust a patient. Psychosocial ramifications of therapies due to intense physiological reactions and extended separation periods of patients from their usual communities (family, friends, school) can take a toll on the individual, as well as their families who are also experiencing the cancer journey as their loved one undergoes rigorous treatment. Given the complex patient experience of cancer treatments that often affect families as well, Ignite is a tool that can increase quality of life for the patient, as well as their loved ones. In essence, an app that facilitates interaction and communication can help patients and families adjust to the cancer treatment journey and navigate hospital landscape. COMPETITIVE ANALYSIS A competitive analysis is a systematic review of challengers who may share similar goals, services and products, as well as target audiences. The primary goal is to learn from their app design, features, and functionalities to identify key attributes to leverage and to avoid. Ultimately, this analysis should help craft Ignite’s value add. The following competitive analysis examined three competitor apps – Chemo Duck by Gabe’s My Heartxxxii, “Pain Squad” by Cundari and The Hospital for Sick Children, and Instapeer by Stupid Cancer. These apps target increasing quality of life for pediatric or adolescent cancer patients through features such as in-app games, social networks, videos, and gamified pain journals. All three apps were created by nonprofit organizations, except for Pain Squad, which was created through a partnership between a Canadian ad agency and a hospital. Screenshots of the three apps explored appear below: Figure 5 Chemo Duck 9 IGNITE Figure 6 Pain Squad Figure 7 Instapeer 10 IGNITE 11 The following table showcases key findings from 20 criteria used to analyze the three apps: 1. App or device name, logo, url 1 2 3 Chemo Duck Pain Squad Instapeer http://bit.ly/1oeSjVY http://instapeer.org/ To encourage pediatric oncology in-patients to keep detailed daily pain logs. Often children who have just undergone chemotherapy often feel too weak, tired, or discouraged to pick up a pen and do the work. Consequently, pain journals are inconsistent and cannot help healthcare providers and patients understand treatment effects on To create a social network of support between cancer patients, survivors, and caregivers. The Institute of Medicine found that a lack of peer support is a contributing barrier in the fight to improve outcomes for cancer patients. Pediatric patients report feeling especially isolated when diagnosed with cancer. Young adults fighting cancer while trying to keep up with school, or start dating, or earn a degree, or begin their careers. They are a population that struggles with different life challenges than older cancer patients, and the need for peer support is critical. Instapeer facilitates http://apple.co/1dIRv7c 2. Objective at a glance A free app filled with games to help children of all ages living with cancer adjust to hospital life and treatments. Games target education and entertainment. IGNITE 12 patient and their quality of life. lets you track the following: Where it hurts, how much it hurts and how much pain gets in the way of your daily activities. What’s causing the pain (treatment, cancer itself). What makes the pain better or worse? Exactly where you feel the pain (by marking it on a body diagram). What you do to reduce or get rid of the pain. When you log your pain New users join the squad as "rookies" and earn higher ranks up to "police chief" as they progress through levels by completing regular surveys. Stars from different Canadian police establishing one-on-one peer connections among users IGNITE 3. Purpose and Goals dramas, such as Rookie Blue and Flashpoint, appear in costume periodically in video messages of encouragement. The name and logo of the App name and logo app allude to a tool that can promote idea of combat help children with cancer teams fighting to protect, feel less isolated during perhaps something a child their treatment, helping with cancer is looking for. them learn what to expect A sense of support and a during cancer treatment team that is fighting to hand have a friend to share help battle and beat the the experience. This tool is cancer they are faced with. actually a stuffed yellow Exactly how the Pain duck dressed in blue Squad will help with hospital scrubs with a tracking pain management bandana around its head, a is not manifestly evident, chemotherapy port on its however for this young chest and an immobilizer population it is not an on his arm. While the app issue as they need logo and name matches this something more familiar product offering, it does not and simple to engage with encapsulate the app, which rather than a cut-and-dry is a separate offering from communication that the Gabe’s Chemo Duck app is about pain program (the nonprofit that management and tracking. created the soft toy and the app). 13 “Instapeer” seems to play off the name of popular social media app, “Instagram” - a real-time photosharing app. In this instance, it communicates the idea of near instantaneous access to a community of support. While the app name and logo do not clearly identify that it is a social network created to support those with cancer-related experiences, the tagline, “#nosurvivoralone” communicates a sense of solidarity among community members. If a user was one with cancer experience, this tagline likely resonates with them. However, a completely uninitiated user may not make the cancer association simply with the word, “survivor.” IGNITE 4. Users Imagery and language indicate young pediatric oncology patients as the primary target. 5. Ratings and reviews Current available on iOS only. No ratings, reviews, or feedback available on the app store or nonprofit website. 14 Users currently limited to inpatient pediatric oncology patients at The Hospital for Sick Children in Toronto. It is slated for testing in other Canadian pediatric hospitals. App has received multitude of positive press coverage and reviews from commercial sites such as Mashable, AdAge, and FastCompany. Also recipient of multiple awards, including two Gold Lions at Cannes Lions, the world's biggest annual awards show and festival for professionals in the creative communications industry. App descriptions and testimonials indicate that users are cancer patients, survivors, and caregivers. Long list of charity partners and founding backers consisting of private foundations, individuals, pharmaceuticals, and nonprofits portray a sense of credibility and reliability. Rated 4.5 stars on Google Play store; 5 stars on iTunes store 6. Downloads and use How many users/downloads are there? Is there data about retention? No data available N.A. Between 500 and 1000 downloads on Google Play store 7. Research App was created via a collaboration between 12year-old rhabdomyosarcoma patient, Cundari, a Canadian ad agency worked with scientists from the Pain Centre at SickKids and App created by Stupid Cancer, a 501(c)(3) nonprofit organization that is the largest charity that comprehensively addresses young adult cancer through IGNITE 15 Gabe (son of funding nonprofit’s founder), and an app designer. Most inapp games designed vis-avis Gabe’s lived experiences as a longtime cancer patient. developed the app inhouse. advocacy, research, support, outreach, awareness, mobile health, and social media. All programs and the Instapeer app are developed vis-a-vis evidencebased practices. 8. Design Brightly colored design mainly using orange, yellow, blue, and green only. Few buttons and imagery on each app interface, with plenty of neutral space to facilitate easy cognitive comprehension and interaction. Design replicates a traditional paper notepad as background, superimposing pain meters and other measurement icons. Even these graphics are kept simple and in-line with an “old-school” feel of pen and paper writing. Consistent graphic styles strengthens visual appeal of the app design. Design is similar to the mobile Gmail interface featuring a user avatar and a pull-out menu with several features including Inbox, Messages, Recent Connections, Favorites, Matches, Filter Settings, Requests, and Donate. Color palette includes orange, white, and green online - making for a visually clean interface. 9. Layout and navigation App has a main page with game options presented as icons. Games include Talk Like a Duck, Exercise Wheel, Touch and Learn, Call from Chemo Duck, Hospital Bingo and Mix and Match. When Content delineated by different pain measures such as “Touch the mark and move it to show how much PAIN you have right now,” “Touch the parts of the body picture WHERE YOU HURT in the last 12 App sections delineated by content type. Main functions include creating/editing personal profile, and connecting with peers who may have similar cancer experiences. Navigation is a pull-out bar from the left side of the phone and does not block main UI. IGNITE 10. Branding and external affiliations Who created the app or device and why? Is there organizational branding, accreditation, sponsorship, or advertising? 16 launched, each game occupies entire screen space, and users can return to home page by clicking appropriate icon. But, this appropriate icon is difficult to find. “How to play” instructions easily accessible by clicking on titled button. hours,” “Touch the words that best describe how your pain felt in the last 12 hours,” and “When you had pain in the last 12 hours, how long did it USUALLY last?” Each question has a unique app page, so users need only focus on one task at a time. Gabe’s Chemo Duck program is a program of the Nashville-based nonprofit organization, Gabe’s My Heart, which was established in 2004 to provide education and comfort to children living with cancer through medical play using therapeutic tools. The goal of the program is to enable hospital staff and parents to prepare children for chemotherapy treatment and eliminate the fear of the unknown. App follows organization’s branding guidelines and sponsorship. App created pro-bono by Canadian ad agency, Cundari, in response to a Request for Proposal from The Hospital for Sick Children. In-app features also showcase video reels from members of the cast of Canada’s top-rated police dramas, Flashpoint and Rookie Blue Currently, app features the hospital’s logo. Created by Stupid Cancer, a national nonprofit. Instapeer design in line with Stupid Cancer’s branding, accreditation, and sponsorship. IGNITE 17 11. Expert content No expert-generated content Questions generated vis-avis scientists from the Pain available. Centre at The Hospital for Sick Children. Does not identify specific medical professionals. Mostly user-generated content since this is a social networking site dedicated to connecting cancer patients, survivors, and caregivers. Text and graphics. No evidence of expert content. 12. Oversight Gabe’s My Heart has a Board of Directors with representatives working in various industries including healthcare, insurance, and education. No information about the board’s involvement in app oversight. App content and development overseen by The Hospital for Sick Children. No information available. Could be overseen by the Board of Directors of Stupid Cancer 13. Literacy and readability Content has minimal copy, focusing mainly on visual designs. Any copy is generally kept to two to three sentences, less than 10 words long. Each game comes with a set to “How to Play” instructions. User-generated content prompts kept to fifth-grade literacy level. Questions are clear-cut directives that highlight one task at a time for completion. Encouragement and recognition for completing pain diaries also provided in the form of videos from cast of top Canadian police dramas. App contains instructions for setting up user profiles and connecting with peers. Copy is kept very simple - just the bare minimum to highlight user input sections and ways to connect with others. IGNITE 18 14. User-generated content and sharing No social media or usergenerated components. User-generated content exists solely as responses to pain measurement questions. Users can connect with each other through the app and communicate via in-app messaging. 15. Policies No information available No information available Users can access terms in app or on app website. Terms contain explicit policies and disclosures regarding information collected. 16. Registration Users create in-app profiles (registration). This profile is used to log gold coins that children can earn as they level up in games. Users can only use the app if they inpatient pediatric oncology patients at The Hospital for Sick Children. No further information available about registration. Users required to register and create an online profile with their name, cancer type, identity (patient/survivor/caregiver), age, location, and tagline. App algorithms use this information to suggest potential peer matches. 17. Cost Free app. No premier features. No information available Free app. No premier features. 18. Devices and websites Requires iOS 5.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5. Currently available for iOS devices only App has presence on Twitter, Facebook, and Instagram. However, these platforms do not offer any of the in-app features. They serve more as marketing opportunities to spread the word about the app. IGNITE 19 19. Support and feedback Users must contact the Chemo Duck program via their website. No feedback survey or support forum for users in app. Presumably staff at The Hospital for Sick Children will be able to provide app support, if necessary. Patients should be able to provide verbal feedback to healthcare providers. No information about formal support and feedback arrangements. Users can access support, terms, privacy information, and forums on the app website. Unclear if they can access the same information through the app. 20. Overall assessment Best: Multitude of in-app game options to choose from, without requiring unique logins and disclosure of privacy information for all. Also creates a more personal experience by having Chemo Duck “call” the child through the app to share a joke. Best: Focusing on one task at a time for a child to complete. Also incorporates positive reinforcement for performing desired action (completing pain journals, twice daily) through video communication with celebrities, and earning points to move up in rank within the pain squad. Best: A secure social network of users who have some kind of cancer experience. Users know that they are in common company, and may help them feel more at ease due to probably less stigma or sense of isolation from those who have no cancer-related experiences. Worst: Lack of user support and transparency about app oversight. Would be good to have reviews too. We know that the Chemo Duck is employed in many hospitals nationwide, but number of Worst: App program created for a two-week window of interaction. After this time frame, there is no next step for the child to continue pain diaries. Need more continuity. Worst: Limited opportunities for more than two-person chats. No forums or discussions to collate user-generated content that may be beneficial for the masses. IGNITE app downloads and integration into the program would be good to know. 20 IGNITE The competitive analysis highlighted several strategies and techniques that were taken into consideration for Ignite design: In-app communication between users: The app is specifically designed for active pediatric oncology patients and their families who may spend days in a healthcare setting during the cancer treatment journey. Enabling them to build a social network may help enhance their quality of life. This is especially so in cases where children may be too fatigued or nauseated by their treatment to exert much physical activity. Design-centric communication > copy: Using simple visual imagery such as icons and other graphics in lieu of text for navigation and requesting user-input could work particularly well for pediatric patients who likely have a range of literacy levels. This is also an important consideration for facilitating an in-app community that could represent a host of pediatric oncology patients looking to engage with other users. Caution to be exercised that each screen features the minimum number of icons necessary, using negative space to present a clean UI. Other design considerations include using a tricolor palette as benchmark for the app color scheme with slight gradients of each main color if necessary, and single navigation panes. Feature in-app support forums or FAQs to help families navigate app features, as well as their experiences managing cancer Avoid hitting a ceiling: Gamifying pain journal entries was an effective and engaging tactic leveraged by Pain Squad. However, the app contained just two weeks’ worth of content. This would be counterproductive if a child’s hospital stay extended beyond that time period. Any games or app features that encourage user input into creating an experience or building something should ensure that users have the choice to stop playing or provide other pathways of engagement after completing the initial task. Some opportunities to differentiate XX include: Providing educational and entertainment content to create an edutainmentoriented app that can be used to meet social and developmental needs of children. Enabling parental participation in games or the social network so that they can connect with other parents and caregivers who are also managing childhood cancer Tracking user participation over time to identify any patterns in engagement. These patterns could also be cross-referenced with treatment schedules as an additional measure of patient’s response to treatments. Any behavioral changes from usual app engagement behaviors that sync with intense treatments could suggest how well/poorly a child may be reacting to treatment Partnerships with renowned cancer specialty centers such as Memorial Sloan Kettering Cancer Center and Dana-Farber Cancer Institute. Affiliations with these institutions would communicate to prospective users that in-app content and features are trustworthy and approved by leading medical institutions. This is an 21 IGNITE important consideration as app safety, credibility, and reliability are likely to be among a host of concerns that parents of pediatric oncology patients may have as they would not want any additional stress or harm to come their child’s way. Partnerships with existing education startups/apps such as Duolingo. Sponsored content from these entities could help raise awareness about Ignite and the partner, as well as provide children with successful learning apps to ensure that they are able to stay intellectually stimulated vis-à-vis their grade levels DESIGN DESCRIPTION Adjusting to hospital life and treatments is a challenge for pediatric oncology patients and their families. Ignite a mHealth app that aims to ease the cancer treatment journey and experiences through interactive play and communication. Ignite will offer several functionalities that will be categorized into three buckets – “Learn,” “Play,” and “Connect.” Each of these buckets will be presented as a button on the main screen when a user logs in. Upon clicking one of the above, users will be presented with games to play, message inboxes, or other features described below. Learn This feature will include three educational games, each one focused on either English, Math, or Cool Stuff (i.e. world history/science/geography facts). Each option will be presented as clickable icon, with a brief description of what users can learn about. Upon selecting one of the options, the screen will showcases digital flashcards. Each flashcard can contain new information, or a question and an answer. To encourage use, learning will be gamified. As a user progresses through the various flashcards, they will earn points and gradually “level up.” Badges associated with each new level will then be displayed on their profiles. If two players decide to study together, they earn double the usual number of points, and can also challenge each other through trivia. Play This feature will present six games that can be single- or multi-player, with the user playing with another user or the computer. In Ignite’s beta-version, these games will be existing products such as UNO, Connect 4, Battleship, Tetris, My Talking Tom, and a simplified, app version of The Sims. The primary game of this app should be one that enables users to collaboratively build a digital world. The main goal is to provide an opportunity for users to build self-efficacy and a sense of empowerment by taking ownership for creating something of their own. As children, pediatric oncology patients are often not actively engaged in care decisions – rather, they are recipients of whatever decisions their medical care team vis-à-vis their parents may decide. They may also experience a lack of control when dealing with symptoms associated with cancer and its treatment. Given the specialized nature of social game design, a request for proposal will be sent out. When using multi-player mode, users will be able to send and receive in-app messages with their teammates or opponents. This communication element is to make the 22 IGNITE game/distraction experience more three-dimensional and personal – augmenting the immersive element of the Play features. Connect This feature will enable users to browse or search specifically for users in their hospital network. Profiles will be presented as flashcards, displaying an user’s avatar, screen name, and status. If they have chosen to share other information such as their quick selfintroduction or cancer type, this information will also be presented. Depending on the self-identified status of the user, the app will present flashcards that correspond with the individual’s status (i.e. Someone who self-identifies as “My child has cancer,” will only see profiles of those who share that status). Should the individual decide to connect with another user, they can send a brief invitation through the app. A user must accept this invitation before the users can connect and send text messages or images. Two users who are already connected can start group chats. Users who identify as “My child has cancer,” will have access to a community board with threads of user-generated questions, a FAQ portal with content populated by the hospital, and a guided questionnaire that will present a list of relevant hospital resources (which is decided depending on the user’s answers to the prompts). Compliance with Evidence-Based Guidelines Due to the lack of mHealth products and services for pediatric oncology patients, there were no established evidence-based guidelines specifically for this health topic. Nevertheless, Ignite’s design applied the following learnings from studies addressing nonpharmacological distractors used for managing symptoms associated with cancer and its treatment: Provide the patient with ability to choose distraction activity (e.g. choose out of 10 games available) Teach the patient how to use the tool/intervention Make sure it is age appropriate, immersive, and engaging to keep child’s attention away from the procedure Can involve parents in the distraction intervention, such as encouraging child during play or participating in game/education Additionally, Ignite’s design applies theoretical constructs of the health belief model (HBM). Developed in the 1950s, HBM is a psychosocial behavior theory used to understand how people make decisions that lead to behavior change (see Figure 8). 23 IGNITE 24 Modifying Variables Perceived Benefits vs. Perceived Barriers Perceived Severity Perceived Threat Perceived Susceptibility Self-Efficacy Likelihood of Health Behavior Change Cues to Action Figure 8 Health Belief Model In a nutshell, this theory highlights that for individuals to engage in a health behavior change they must experience a perceived threat posed by a current behavior, believe that the benefits of behavior change outweigh the barriers to making that change, have enough confidence that they can make the change, and have cues that provide encouraging nudges towards making a change (see Table 1 for detailed application of HBM in Ignite). Table 1. The Health Belief Model (HBM) in Ignite HBM Construct Ignite Perceived threat Patients in long-term hospital stays or who have active, frequent, routine cancer treatments disengaged from home and school communities. Also, symptoms of cancer and its treatment cause elevated pain, fatigue, and nausea, preventing engagement in physically or mentally strenuous play, also causing significant distress during administration of treatment Siblings of patient have less contact with family; may feel neglected and/or more lonely as their sibling cannot engage in the same way and parents may be busy managing care Parents may feel overwhelmed by the cancer experience; unsure about where to look for information to help them navigate hospital landscape, financial concerns, etc. May also experience family relationships declining due to extended separation of members. Perceived benefits Patients, siblings, and parents have a tool that will help the family stay connected and enable them to engage with other users who may also be able to relate to the cancer treatment journey and experiences. Patient will be able to use Ignite during treatments to help pass the time and numb any negative symptoms. Able to engage in learning according to their grade-level so that they may be better able to catch up with their peers. Opportunity to take ownership of IGNITE Perceived barriers Self-efficacy Cues to action 25 something of their own making, boosting self-efficacy. Parents have resources and support to help them manage the many demands associated with cancer and its treatments, as well as navigate a complex hospital system, Patients may lack energy to use the app often. Parental concerns about data security and privacy. Too many other apps demanding their attention may also distract from Ignite. All targets users may perceive that the UI may be difficult to navigate, lack of appealing games, smartphone lacks capability to host the app, no smartphone. Confidence levels may vary drastically among users. When a patient is enduring a particularly difficult episode related to cancer and its treatment, self-efficacy levels may dip drastically – along with those of their parents and siblings who are also part of the care journey. Push notifications when users receive a new message or a connection request. Points and badges earned as users progress through games may incentive continued use of the app. Usability by Personas As stated, each of the personas experienced a significant deterioration in their quality of life and psychosocial health as a result of living with cancer and the intense and invasive treatments that displaced them from normal everyday activities and communities. Ignite provides a way for patients to stay engaged with peers, distract themselves during treatments, and ultimately have a sense of ownership in their lives. Siblings can connect with other people who have siblings with cancer, parents can connect with other parents dealing with childhood cancer, thereby creating a community where they can find and provide support. In essence, this app is a tool for users to ease their experience through interactive play and community. Using the three buckets, Learn, Play, and Connect simplifies in-app navigation, allowing users to easily access desired features and be rewarded through peer interactions and points/badges from games. These reinforcements ideally would incentivize continues use of the app. Lastly, since the app requires specific codes from hospitals in order for users to register, this may provide increased sense of security, privacy, and reliability for user who are concerned about who they will engage with, and what might happen with any information that they share. Improvement on Existing Apps while Capitalizing on Mobility and Context Designed so that users can build community and one-on-one relationships with others who share the cancer experience and are in their vicinity, this app enables users to connect with other registrants receiving care at the same healthcare organization (e.g. all patients and their families at MSKCC can connect with each other; same applies for all patients and their families seeking care at Boston Children’s Hospital). Attending physicians can give a registration code to patients and their families that will enable them to log in and connect with a specific hospital’s network of users. Upon registration within a specific hospital network, users will be required to create a profile with their screen names, full name, age, in-app avatar of choice, and status (“I have cancer,” “My IGNITE 26 brother/sister has cancer,” or “My child has cancer.”) Optional information includes cancer type, quick self-introduction, and attending physician. Upon log in, only screen names, avatars, and status will be displayed on user profiles. A child’s cancer journey often fluctuates between inpatient and outpatient care, and vis-àvis specific treatments that may cause more or less side effects. By enabling users to log on when they are not warded ensures continuity in the social gaming process, which is a means for patients and their families to continue participating in the social games that help build relationships and community. WIREFRAMES DEPICTING A SUBSET OF THE FUNCTIONALITY Figure 9 Home Screen After User Registration Figure 10 Learn Screen with Options IGNITE Figure 11 Play Screen - users can select single/multiplayer after choosing game 27 Figure 12 Connect Screen with User Browsing IGNITE EVALUATION PLAN To test the usability, appeal, and effectiveness of the app, formative evaluations will be conducted at three stages. The following section details the rationale for each evaluation, the target test group, methodology, and script. For each evaluation, six subjects will be recruited, varying in age, gender, occupation, and cancer status (patient, sibling, or parent). Two subjects will be parents of children with cancer. Another two subjects will be siblings of children with cancer. The final two subjects will be current pediatric oncologists. Two pediatric oncology patients will be invited to formative evaluations 2 and 3. Subjects will be recruited via convenience sampling. Potential avenues of recruitment include: pediatric oncology wards in leading cancer centers such as MSKCC, pediatric oncology wards in local hospitals, and the American Cancer Society. Formative Evaluation 1: Screen mock-ups with descriptions of the app features Formative Evaluation 2: Working prototype Formative Evaluation 3: Beta app See Appendix A for the formative evaluation script. Compensation Subjects will receive a $10 Starbucks gift card and handwritten thank you card. They can also opt-in to receive an invitation when the app goes live. Compensation will the same for all subjects across all sessions. Staffing and Role Responsibilities One evaluator and one scribe for all sessions. Ideally, the same individuals should perform the evaluator roles across all formative evaluation sessions to maintain consistency in assessment. Changing personnel may result in more uneven appraisals of subject responses due to different evaluator personality and internal heuristic evaluation criteria. Evaluators should be third-parties to the website redesign project to reduce observational biases. Any designers or developers may serve as scribes or observers in the evaluation sessions. However, the two roles are to remain silent during the evaluation to reduce risk of influencing subject’s responses or inhibiting open conversation. Scribes must prepare a brief document containing all notes recorded during the session. These will aid website redesign decisions and strategies, and may contain valuable information to include in future evaluation sessions. Review When possible, evaluators, scribes, and observers should meet after each major evaluation session to review notes, discuss feedback, and deliberate changes that may benefit the redesign. 28 IGNITE If designers and developers were absent during formative evaluation sessions, it would be beneficial to invite them to participate in review sessions. This would be an opportunity for them to provide inputs that can identify best redesign decisions. Prioritization During review, sieve through notes to extract actionable positive and negative feedback. Any mined content should be prioritized according to the criticality of the issue and the ease/difficulty of making revisions to the website redesign. See Appendix B for recommended prioritization scheme to assess feedback. After the review for each formative session (I, II, III), staff may produce an executive summary highlighting the outcomes to share with any staff who did not participate in the sessions. This summary should identify the number of subjects, their demographic data, prioritized assessment of feedback, and proposed solutions to any identified problems. Post-App Completion Following the completion of the website redesign, Ignite developers could conduct a heuristic evaluation once every six months or annually. Should the creators decide to accept the recommended redesign concepts, their website could have new content available on a quarterly to half-yearly basis. New content affects user experiences; using a set of heuristics or checklist to assess site usability, appeal, and effectiveness vis-à-vis changes would be beneficial to ensuring that the site continues to meet its goals and engage with visitors. DEVELOPMENT PLAN To maximize reach, Ignite will be designed for Android and iOS. Creating relevant content will be conducted via pediatric oncology experts and game developers. Costs For-profit and non-profit entities addressing pediatric cancers will be contacted to consider development collaborations. Potential partners include Memorial Sloan Kettering Cancer Center, Dana-Farber Cancer Institute, Stupid Cancer, Stand Up to Cancer, American Cancer Society, American Medical Association, and Gabe’s Heart Program. Brand logos of collaborators will be featured on the “About Ignite” screen within the app, as well as in the app description. Based on the proposed design, estimated costs for creating the app include development costs, design costs (iOS and Android coding), evaluation costs for three sessions. Schedule Approximately one year will be required for completion of the app, from conceptual design to development and prototyping for initial release. This app is not meant for public release. Therefore, an additional six months may be required to engage prospective sites 29 IGNITE that can bring in the app for use among patients and families within pediatric oncology department. MARKETING PLAN Given that experts remain the trusted source of health information in searches and decision-making and the robust social life of health information – half of all online health inquiries are for someone else and one-third of American adults access social media related to health (Fox & Jones, 2009) – Ignite could position itself as a premier app designed in collaboration with leading cancer centers. Highlighting the input of medical experts as well as app designers and developers can help augment the credibility, trustworthiness, and general appeal of the app. This is especially important as this app will not be marketed to the public, rather it will be marketed to healthcare organizations with pediatric oncology departments. A beta launch of the app will benefit its appeal to target users. During this time, developers could work out bugs and final changes can be made before the final product is brought force to potential customers. When cancer care organizations adopt the finalized app as part of its product/service offerings, they can leverage their internal communication systems to inform current patients and their families about Ignite as a tool to help ease the cancer journey. Organizations could also leverage their social media accounts to highlight this addition, thereby adding to their repertoire of value-adds that could appeal to prospective patients. Depending on the partners recruited for bringing the app to life, RFPs could be sent to marketing agencies to develop a brand strategy, messaging, and advertising for Ignite. LIMITATIONS As Ignite was designed to develop hospital-specific communities of pediatric oncology patients and their families, it would be beneficial to engage health care organizations (HCOs) in the user experience (UX) design and evaluation process. The current proposal relies primarily on secondary research; including perspectives from providers, patients, and their families attending leading cancer treatment centers will help refine needs assessment and identifying design features that will provide the most value add for easing cancer treatment journeys. The current design proposal addresses psychosocial needs within pediatric oncology settings. With time, Ignite could include new features that facilitate health data collection and tracking. In this manner, the app could be used as an integrated tool that supports psychosocial care and provides valuable information to medical providers to help them adjust treatment plans to best meet physiological needs. One prominent pain point for pediatric oncology patients and providers is limited means to accurately evaluate pain level of child and to obtain consistent feedback from children through traditional, pain diary logs. After undergoing multiple intensive cancer treatments, children often lack the energy to move around, pick up a pen, let alone complete an in-depth pain journal. Without continuous information about pain experiences, doctors and researchers lack the data necessary to identify potential aggravators and alleviators. Currently, one mHealth 30 IGNITE app designed to encourage pediatric cancer patients to fill out detailed reports daily documented a 81% compliance rate, and is now being implemented in hospitals across Canada.xxxiii Future Ignite designers and developers could collaborate with game design specialists to create social games that incorporate direct or indirect measures of pain. REFERENCES American Cancer Society. (2015). What are the key statistics for childhood cancer? Retrieved from http://www.cancer.org/cancer/cancerinchildren/detailedguide/cancer-in-childrenkey-statistics Antonarakis, E. S., Evans, J. L., Heard, G. F., Noonan, L. M., Pizer, B. L., & Hain, R. D. (2004). Prophylaxis of acute chemotherapy-induced nausea and vomiting in children with cancer: What is the evidence? Pediatric Blood and Cancer, 43(6), 651-658. Bruce, M. (2006). A systematic and conceptual review of posttraumatic stress in childhood cancer survivors and their parents. Clinical Psychology Review, 26(3): 233-256 Committee on Psychosocial Services to Cancer Patients/Families in a Community Setting. Adler, N.E. & Ann, E.K. (Eds.) Cancer care for the whole patient: Meeting psychosocial health needs. The National Academies Press: Washington, D.C. http://www.ncbi.nlm.nih.gov/books/NBK4015/pdf/Bookshelf_NBK4015.pdf Cooper, V. & Nelson, R. (2015). The impact of play and recreation on reported pain levels in children with cancer. Therapeutic Recreation Journal, XLIX (1), 84-86 Cundari. (2013). Pain Squad mobile application. Retrieved from http://www.cundari.com/cases/sick-kids-pain-squad/ Farr, C. (2015). Exclusive – Apple’s health tech takes early lead among top hospitals. Retrieved from http://uk.reuters.com/article/2015/02/05/uk-apple-hospitalsexclusive-idUKKBN0L90FH20150205 Gershon, J., Zimand, E., Lemos, R., Rothbaum, B. O., & Hodges, L. (2003). Use of virtual reality as a distractor for painful procedures in a patient with pediatric cancer: A case study. Cyberpsychology and Behavior, 6(6):657-661 Gershon, J., Zimand, E., Pickering, M., Rothbaum, B. O., & Hodges, L. (2004). A pilot and feasibility study of virtual reality as a distraction for children with cancer. Journal of the American Academy of Child and Adolescent Psychiatry, 43(10): 1243-1249. IDC Health Insights. (2014). IDC reveals health insights predictions for 2015. Retrieved 31 IGNITE from http://www.idc.com/getdoc.jsp?containerId=prUS25262514 Molassiotis, A., & Cubbin, D. (2004). ‘Thinking outside the box’: Complementary and alternative therapies use in pediatric oncology patients. European Journal of Oncology Nursing,8(1), 50–60. Moore, J. B., & Beckwitt, A. E. (2004). Children with cancer and their parents: Self-care and dependent-care practices. Issues in Comprehensive Pediatric Nursing, 27(1), 1-17. Niksch, A.L. (2015). mHealth in pediatrics – Finding health care solutions for the next generation. Retrieved from http://www.themhealth.org/article/view/5969/6667 National Cancer Institute. (2014). Cancer in Children and Adolescents. Retrieved from http://www.cancer.gov/types/childhood-cancers/child-adolescent-cancers-factsheet#r1 National Cancer Institute. (2015). Childhood Cancers. Retrieved from http://www.cancer.gov/types/childhood-cancers Redd, W.H., Jacobsen, P.B., Die-Trill, M., Dermatis, H., McEvoy, M., & Holland, J.C. (1987) Cognitive/Attentional Distraction in the Control of Conditioned Nausea in Pediatric Cancer Patients Receiving Chemotherapy. Journal of Consulting and Clinical Psychology, 55(3): 391-295 Rheingans, J. (2007). A systematic review of nonpharmacologic adjunctive therapies for symptom management in children with cancer. Journal of Pediatric Oncology Nursing, 24(2): 81–94 Windich-Biermeier, A., Sjoberg, I., Dale, J.C., Eshelman, D., & Guzzetta, C.E. (2007). Effects of distraction on pain, fear, and distress during venous port access and venipuncture in children and adolescents with cancer. Journal of Pediatric Oncology Nursing, 24, 8-19 BIOGRAPHY Yukiha Maruyama is a graduate student at Emerson College and Tufts University School of Medicine. A health communicator specialized in consumer research and digital health design, she has a keen interest in leveraging interactivity through digital to promote health behavior change. She can be reached at maruyama.yukiha@gmail.com or on LinkedIn at https://www.linkedin.com/in/yukihamaruyama. APPENDIX A: FORMATIVE EVALUATION 32 IGNITE Welcome: extend thanks and appreciate for subject’s time to help evaluate Ignite; collect demographic information using paper form (age, gender, occupation, race, type of cancer for self/sibling/child). Informed consent must be provided before proceeding with the evaluation Before seeing app (10 minutes): - Do you use any apps related to managing or coping cancer? - Do you use any apps to help you manage or cope your/your child’s/your sibling’s cancer? - What information do you look for about cancer? - What kind of information or features do you expect to see in any apps for pediatric oncology patients and their families? (Ask medical professionals only) Show site – First impressions (15-20 minutes): - What are your first impressions when you see the registration screen? And the home screen? - What do you think the app is for? o What do you think of the site name, tagline, and logo? - What is most appealing? o What would you look at first? o What do you expect to see? - What is least appealing? Use of app (10 minutes): - What are you interested in trying? - What do you think about the layout and navigation? - Is it easy to use? Following use of app (5-10 minutes): - Did you find the app useful? - What did you find attractive? - What should we add/change/remove? - Would you return to the app? (Why/why not?) - Would you recommend the site to a friend or colleague? APPENDIX B: PRIORITIZATION SCHEME (FORMATIVE EVALUATION) 33 IGNITE 34 Ability to Change 1 A Importance B C i 2 Can be Changed with Easy to Change; Some Time; Critical to Fix Critical to Fix Can be Changed with Easy to Change; Some Time; Important to Fix Important to Fix Can be Changed with Easy to Change; Some Time; Would be nice to fix Would be nice to fix 3 Difficult to Change; Critical to Fix Difficult to Change; Important to Fix Difficult to Change; Would be nice to fix mHealth, defined by the National Institute of Health as the use of mobile and wireless devices to improve health outcomes, health care services, and health research ii IDC Health Insights. (2014). IDC reveals health insights predictions for 2015. Retrieved from http://www.idc.com/getdoc.jsp?containerId=prUS25262514 iii Niksch, A.L. (2015). mHealth in pediatrics – Finding health care solutions for the next generation. Retrieved from http://www.themhealth.org/article/view/5969/6667 iv Ibid. v Niksch, A.L. (2015). mHealth in pediatrics – Finding health care solutions for the next generation. Retrieved from http://www.themhealth.org/article/view/5969/6667 vi Farr, C. (2015). Exclusive – Apple’s health tech takes early lead among top hospitals. Retrieved from http://uk.reuters.com/article/2015/02/05/uk-apple-hospitals-exclusiveidUKKBN0L90FH20150205 vii Niksch, A.L. (2015). mHealth in pediatrics – Finding health care solutions for the next generation. Retrieved from http://www.themhealth.org/article/view/5969/6667 viii Ibid. ix Ibid. x Ibid xi National Cancer Institute. (2014). Cancer in Children and Adolescents. Retrieved from http://www.cancer.gov/types/childhood-cancers/child-adolescent-cancers-fact-sheet#r1 xii National Cancer Institute. (2015). Childhood Cancers. Retrieved from http://www.cancer.gov/types/childhood-cancers xiii American Cancer Society. (2015). What are the key statistics for childhood cancer? Retrieved from http://www.cancer.org/cancer/cancerinchildren/detailedguide/cancer-inchildren-key-statistics xiv American Cancer Society. (2015). “What are the key statistics for childhood cancer?” Retrieved from http://www.cancer.org/cancer/cancerinchildren/detailedguide/cancer-inchildren-key-statistics xv Hewitt, M., Weiner, S.L., Simone, J.V.. (2003). IOM and NRC (Eds.). Childhood cancer survivorship: Improving care and quality of life. Washington, DC: The National Academies Press xvi Committee on Psychosocial Services to Cancer Patients/Families in a Community Setting. (2008). Aderl, N.E. & Page, A.E.K. (Eds.). Cancer care for the whole patient: Meeting psychosocial health needs. Washington, DC: The National Academies Press IGNITE xvii Hewitt, M., Weiner, S.L., Simone, J.V.. (2003). IOM and NRC (Eds.). Childhood cancer survivorship: Improving care and quality of life. Washington, DC: The National Academies Press xviii Antonarakis, E. S., Evans, J. L., Heard, G. F., Noonan, L. M., Pizer, B. L., & Hain, R. D. (2004). Prophylaxis of acute chemotherapy-induced nausea and vomiting in children with cancer: What is the evidence? Pediatric Blood and Cancer, 43(6), 651-658 xix Moore, J. B., & Beckwitt, A. E. (2004). Children with cancer and their parents: Selfcare and dependent-care practices. Issues in Comprehensive Pediatric Nursing, 27(1), 117. xx Rheingans, J. (2007). A systematic review of nonpharmacologic adjunctive therapies for symptom management in children with cancer. Journal of Pediatric Oncology Nursing, 24(2): 81–94 xxi Windich-Biermeier, A., Sjoberg, I., Dale, J.C., Eshelman, D., & Guzzetta, C.E. (2007). Effects of distraction on pain, fear, and distress during venous port access and venipuncture in children and adolescents with cancer. Journal of Pediatric Oncology Nursing, 24, 8-19 xxii Molassiotis, A., & Cubbin, D. (2004). ‘Thinking outside the box’: Complementary and alternative therapies use in pediatric oncology patients. European Journal of Oncology Nursing,8(1), 50–60 xxiii Gershon, J., Zimand, E., Lemos, R., Rothbaum, B. O., & Hodges, L. (2003). Use of virtual reality as a distractor for painful procedures in a patient with pediatric cancer: A case study. Cyberpsychology and Behavior, 6(6):657-661 xxiv Ibid. xxv Gershon, J., Zimand, E., Pickering, M., Rothbaum, B. O., & Hodges, L. (2004). A pilot and feasibility study of virtual reality as a distraction for children with cancer. Journal of the American Academy of Child and Adolescent Psychiatry, 43(10): 12431249. xxvi Redd, W.H., Jacobsen, P.B., Die-Trill, M., Dermatis, H., McEvoy, M., & Holland, J.C. (1987) Cognitive/Attentional Distraction in the Control of Conditioned Nausea in Pediatric Cancer Patients Receiving Chemotherapy. Journal of Consulting and Clinical Psychology, 55(3): 391-295 xxvii Ibid. xxviii Cooper, V. & Nelson, R. (2015). The impact of play and recreation on reported pain levels in children with cancer. Therapeutic Recreation Journal, XLIX (1), 84-86 xxix IDC Health Insights. (2014). IDC reveals health insights predictions for 2015. Retrieved from http://www.idc.com/getdoc.jsp?containerId=prUS25262514 xxx Bruce, M. (2006). A systematic and conceptual review of posttraumatic stress in childhood cancer survivors and their parents. Clinical Psychology Review, 26(3): 233-256 xxxi Committee on Psychosocial Services to Cancer Patients/Families in a Community Setting. Adler, N.E. & Ann, E.K. (Eds.) Cancer care for the whole patient: Meeting psychosocial health needs. The National Academies Press: Washington, D.C. http://www.ncbi.nlm.nih.gov/books/NBK4015/pdf/Bookshelf_NBK4015.pdf xxxii A nonprofit organization dedicated to assisting children and families living with childhood cancer. 35 IGNITE xxxiii Cundari. (2013). Pain Squad mobile application. Retrieved from http://www.cundari.com/cases/sick-kids-pain-squad/ 36