Digital healthcare

Digital healthcare (also known as digital health) is an upcoming discipline that involves the use of information and communication technologies to help address the health problems and challenges faced by patients. These technologies include both hardware and software solutions and services.[1] Generally, digital healthcare is concerned about the development of interconnected health systems so as to improve the use of computational technologies, smart devices, computational analysis techniques and communication media to aid healthcare professionals and patients manage illnesses and health risks, as well as promote health and wellbeing.[2]

Digital healthcare is a multi-disciplinary domain which involves many stakeholders, including clinicians, researchers and scientists with a wide range of expertise in healthcare, engineering, social sciences, public health, health economics and management.[2][3]

Innovation cycle

The innovation process for digital healthcare is an iterative cycle for technological solutions that is classified into five main activity processes beginning from the identification of the healthcare problem to implementation and evaluation in working clinical practices.[2][3]

These five processes are:

Domains

There are a range of domains that span digital healthcare.[2][3] These include:

References

  1. Airedale Digital Healthcare Centre. What is digital healthcare? Available at: http://www.airedaledigitalhealthcarecentre.nhs.uk/.
  2. 1 2 3 4 Institute of Digital Healthcare. Digital Healthcare Master's Programme for 2013. Available at: http://www2.warwick.ac.uk/fac/sci/wmg/idh/study/mastersprogramme/.
  3. 1 2 3 University of Sheffield. Centre for Assistive Technology and Digital Healthcare. Available at: http://www.shef.ac.uk/scharr/sections/hsr/rrg/catdh.
  4. 1 2 Yap KY, Chuang X, Lee AJM, et al. Pharmaco-cybernetics as an interactive component of pharma-culture: empowering drug knowledge through user-, experience- and activity-centered designs. Int J Comput Sci Issues. 2009;3:1-13.
  5. 1 2 Norman DA. The psychopathology of everyday things. In: The Design of Everyday Things. Reprint ed. USA: Perseus Publishing; 2002:1-33.
  6. 1 2 Norman DA. Emotion and design: attractive things work better. Interactions. 2002;9(4):36-42. doi:10.1145/543434.543435
  7. 1 2 Norman DA. Three levels of design: visceral, behavioral, and reflective. In: Emotional Design: Why We Love (or Hate) Everyday Things. 2004 ed. New York, NY: Basic Books; 2004:63-98.
  8. 1 2 Kaptelinin V, Kuutti K, Bannon L. Activity theory: basic concepts and applications. A summary of a tutorial given at the east west HCI95 conference. Lect Notes Comput Sci. 1995;1015(189-201):189. doi:10.1007/3-540-60614-9 14
  9. 1 2 Kaptelinin V. Activity theory: implications for human-computer interaction. In: Nardi BA, ed. Context and Consciousness: Activity Theory and Human-Computer Interaction. Cambridge, MA: MIT Press; 1996:103-116.
  10. 1 2 Kaptelinin V, Nardi BA. Activity theory in a nutshell. In: Acting with Technology: Activity Theory and Interaction Design. 1st ed. Cambridge, MA: MIT Press; 2006:29-72.
  11. Eysenbach G. What is e-health? J Med Internet Res. 2001;3(2):e20. doi:10.2196/jmir.3.2.e20
  12. Della Mea V. What is e-health (2): the death of telemedicine? J Med Internet Res. 2001;3(2):e22. doi:10.2196/jmir.3.2.e22
  13. Paquette D, Ryan J. Bronfenbrenner’s Ecological Systems Theory. Available at: http://pt3.nl.edu/paquetteryanwebquest.pdf.
This article is issued from Wikipedia - version of the 11/11/2016. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.