Abstract

This paper investigates the application of immersive multimedia tools as an effective means of distraction in Emergency Departments (ED). With a focus on ageing populations exhibiting Acute Behavioural Disturbance (ABD) and the aim of reducing the reliance on psychotropic medications and sedatives. The study explores the use of immersive multimedia for distraction using readily available technology (VR headsets, curved displays, and 360-degree video on tablets). Consumer devices were customised through co-design collaboration with experienced ED clinicians to adapt to the unique challenges of the ED environment. Thirteen participants, representing the target demographic, were engaged in usability and user-acceptance testing and further co-design culminating in a proposed design prototype. Challenges with VR headsets were highlighted, including: discomfort, intimidation, and complexity, particularly for unsupervised, long-term usage. In contrast, screen-based multimedia distraction solutions were well-received, emphasising the importance of user familiarity, content customisation, and optional interaction.

Keywords

multimedia distraction; emergency department; aging populations; vr; co-design; user-centered design; acute behavioral disturbance (abd)

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

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Jun 23rd, 9:00 AM Jun 28th, 5:00 PM

Reimagining patient-centered multimedia distraction strategies in the emergency department

This paper investigates the application of immersive multimedia tools as an effective means of distraction in Emergency Departments (ED). With a focus on ageing populations exhibiting Acute Behavioural Disturbance (ABD) and the aim of reducing the reliance on psychotropic medications and sedatives. The study explores the use of immersive multimedia for distraction using readily available technology (VR headsets, curved displays, and 360-degree video on tablets). Consumer devices were customised through co-design collaboration with experienced ED clinicians to adapt to the unique challenges of the ED environment. Thirteen participants, representing the target demographic, were engaged in usability and user-acceptance testing and further co-design culminating in a proposed design prototype. Challenges with VR headsets were highlighted, including: discomfort, intimidation, and complexity, particularly for unsupervised, long-term usage. In contrast, screen-based multimedia distraction solutions were well-received, emphasising the importance of user familiarity, content customisation, and optional interaction.

 

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