Johanna Persson

Dr. Johanna Persson


Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications

22 June 2021 in Journal of Medical Internet Research
Verified
Journal Article
Open access
JPJohanna Persson
Johanna Persson
CRChristofer Rydenfält
Christofer Rydenfält
Knowledge of how to design digital systems that are ergonomically sound, high in usability, and optimized for the user, context, and task has existed for some time. Despite this, there are still too many examples of new digital health care systems that are poorly designed and that could negatively affect both the work environment of health care staff and patient safety. This could be because of a gap between the theoretical knowledge of design and ergonomics and the practical implementation of this knowledge in procuring and developing digital health care systems. Furthermore, discussions of digitalization are often at a general level and risk neglecting the nature of direct interaction with the digital system. This is problematic since it is at this detailed level that work environment and patient safety issues materialize in practice. In this paper, we illustrate such issues with two scenarios concerned with contemporary electronic health care records, based on field studies in two health care settings. We argue that current methods and tools for designing and evaluating digital systems in health care must cater both to the holistic level and to the details of interaction and ergonomics. It must also be acknowledged that health care professionals are neither designers nor engineers, so expectations of them during the development of digital systems must be realistic. We suggest three paths toward a more sustainable digital work environment in health care: (1) better tools for evaluating the digital work environment in the field; (2) generic formulations of qualitative requirements related to usability and for adaptation to the user, context, and task, to be used in procurement; and (3) the introduction of digital ergonomics as an embracing concept capturing several of the ergonomic challenges (including physical, cognitive, and organizational aspects) involved in implementing and using digital systems.

29 May 2023 in Applied Ergonomics
Verified
Journal Article
Open access
CRChristofer Rydenfält
Christofer Rydenfält
JPJohanna Persson
Johanna Persson
GEGudbjörg Erlingsdóttir
Gudbjörg Erlingsdóttir
RLRoger Larsson
Roger Larsson
GJGerd Johansson
Gerd Johansson
Little research exists on how home care nursing personnel have experienced the Covid-19 pandemic. This qualitative study explores the work environment related challenges nurses and managers in home care faced during the pandemic. We discuss these challenges in relation to the Demand-Control-Support Model and reflect on how the organizational dynamics associated with them can be understood using the competing pressures model. During the pandemic, home care nurses and managers experienced both an increased workload and psychosocial strain. For managers, the increased complexity of work was a major problem. We identify three key takeaways related to sustainable crisis management: 1) to support managers' ability to provide social support to their personnel, 2) to increase crisis communication preparedness, and 3) to apply a holistic perspective on protective gear use. We also conclude that the competing pressures model is useful when exploring the dynamics of the work environment in complex organizational contexts.

7 April 2023 in JMIR Human Factors
Verified
Journal Article
Open access
RLRikard Lundstedt
Rikard Lundstedt
JPJohanna Persson
Johanna Persson
CHCarita Håkansson
Carita Håkansson
SFSusanne Frennert
Susanne Frennert
MWMattias Wallergård
Mattias Wallergård
Background: Spending time in natural environments is beneficial for human health, but many older adults have limited or no access to natural environments. Virtual reality technology may be a means to facilitate nature experiences, and so, there is a need for knowledge on how to design virtual restorative natural environments for older adults. Objective: The aim of this study was to identify, implement, and test older adults’ preferences and ideas regarding virtual natural environments. Methods: A total of 14 older adults (mean age 75, SD 5.9 years) participated in an iterative process to design such an environment. We used think-aloud protocols and qualitative content analysis and established questionnaires that targeted usability, affective aspects, and side effects. These data guided the design decisions for incremental implementations of a prototype. Results: The participants’ preferences included trueness to reality in terms of rendition and behavior; traces of human activity and natural processes that trigger the imagination and provide believability; the ability to roam, explore, and interact with the environment; and a familiar, relatable environment that evokes memories. The iterative design process resulted in a prototype featuring many of the participants’ ideas and preferences, including a seated locomotion technique, animals, a boat ride, the discovery of a boat wreck, and apple picking. The questionnaire results indicated high perceived usability, interest, and enjoyment; low pressure and tension; moderate value and usefulness; and negligible side effects. Conclusions: We suggested 3 principles for virtual natural environments for older adults: realness, interactivity, and relatedness. Virtual natural environments should also provide a diversity of content and activities to accommodate the heterogeneity in older adults’ preferences. These results can contribute to a framework for designing virtual natural environments for older adults. However, these findings need to be tested and potentially revised in future studies.

13 October 2024
Verified
Conference Paper
Open access
SFSusanne Frennert
Susanne Frennert
JPJohanna Persson
Johanna Persson
SSSarah Skavron
Sarah Skavron
Background: Despite the rapid pace of assistive robotics development, adoption of these has been limited. This raises questions such as: What contributes to this low uptake? What strategies could be employed to increase uptake? What guidance can be found in the literature to inform alternative approaches or directions for development? Objective: This critical narrative review sheds light on the development of assistive robotics technology for individuals with disabilities. We explore factors contributing to the low uptake of assistive robotics technology and propose alternative approaches for increased adoption. Methods: We identified and reviewed 73 relevant publications. Results: The findings of the review indicate that to increase uptake of assistive robotics technology, a systems approach that consider factors at different levels—micro, meso, and macro—might be necessary. While user involvement has been highlighted as crucial, it does not automatically translate into higher uptake. The impact of user feedback on the design process is often unclear or not portrayed. Conclusion: This critical narrative review identified a growing recognition of the importance of involving users in the design process, however there is still a long way to go to ensure that designs are truly user-centered. The review identifies several gaps and shortcomings in current approaches in the evaluation and development of assistive robotics technologies, including a narrow focus on usability and safety, and the absence of detailed information on how and if the users feedback impacts the design.

7 October 2021 in JMIR Rehabilitation and Assistive Technologies
Verified
Journal Article
Open access
JPJohanna Persson
Johanna Persson
DCDouglas Clifford
Douglas Clifford
MWMattias Wallergård
Mattias Wallergård
USUlrika Sandén
Ulrika Sandén
Background: Cancer rehabilitation is central for helping patients and relatives create a functional everyday life based on the changes in life conditions. The needs are highly individual and include physical, mental, and social challenges. Cancer rehabilitation programs offer coping strategies, including guidelines on how to handle emotions. Objective: This paper presents a participatory design activity where patients in cancer rehabilitation use a virtual smash room, which is a virtual environment where the user can break things, mainly porcelain or glass items such as vases or plates. The objective is to understand attitudes to, and some effects of, using this application, as well as eliciting ideas of other virtual environments that would be desired. Methods: The virtual environment presented here, the virtual smash room, was designed at the request of a patient with cancer who wanted a tool for venting frustration. In this virtual environment, the user can break porcelain, vases, and plates. Patients participating in a week-long cancer rehabilitation program tested the virtual smash room and reported their experiences through a questionnaire. The questionnaire comprised three sections: (1) a subset of the Intrinsic Motivation Inventory (IMI), (2) a subset of the Virtual Reality Symptoms Questionnaire (VRSQ), and (3) a free-text response section. Results: A total of 101 responses were gathered. The results from the IMI questions showed that the participants found the virtual experience enjoyable (mean 4.52, maximum 5, SD 0.73), and it helped them retain their focus (mean 4.44, maximum 5, SD 0.74). The VRSQ revealed that there were only minor symptoms related to general discomfort (5.9%, n=6), fatigue (5.9%, n=6), nausea (3.0%, n=3), and tired eyes (8.9%, n=9), while several participants experienced dizziness (22.8%, n=23). Since only postmeasurements were gathered, nothing could be concluded about the prevalence of these symptoms before testing. The free-text responses indicated that the user group had many ideas for other virtual environments to use in cancer rehabilitation. Conclusions: This study presents a concept of using virtual reality in the cancer rehabilitation process and exemplifies activities of patient participation in the design process. Virtual reality has potential in being both distracting and enjoyable, while certain aspects of cybersickness might be especially important to consider for a user group already experiencing physical and mental issues. The results will act as input in the process of further designing virtual applications in digitally reinforced cancer rehabilitation.