MHealth Technology as a Tool to Promote Blood Donation
Joélia Rodrigues da Silva
1
, Christina César Praça Brasil
1
, Bruno Praça Brasil
2
,
Larissa Barbosa Paiva
2
, Vinicius Freire de Oliveira
3
, José Eurico de Vasconcelos Filho
3
and Francisco Wandemberg Rodrigues dos Santos
2
1
Postgraduate Program in Public Health, Universidade de Fortaleza, Ave. Washington Soares, Fortaleza-CE, Brazil
2
School of Medicine, Universidade de Fortaleza, Ave. Washington Soares, Fortaleza-CE, Brasil
3
Information Technology Application Center, Universidade de Fortaleza, Ave. Washington Soares, Fortaleza CE, Brazil
Keywords: Blood Bonation, Health Promotion, Mobile Applications.
Abstract: The blood donation scenario and its effect on the treatment of patients with hematological diseases and in
emergency situations is a constant concern in the health area, requiring guided actions that allow
improvements in the donor recruitment and retention processes, and therefore, the increase and maintenance
of blood donation. To meet this social demand, an exploratory, qualitative study was carried out with the
objective of creating a cell phone application that supports blood donor recruitment and fidelization through
prevalent and interactive communication and technological resources, generating social engagement. The new
information technologies have been increasingly disseminating in the several social settings as a way of
collecting, recording, producing, processing and sharing data and information. A research was carried out to
identify the existence of applications that support the activities of the Brazilian blood donation units,
integrated to the database and with gamification resources, with none being identified with these
characteristics. The proposed tool has differential characteristics in relation to the applications available in
the market and may be effective in blood donor recruitment and in supporting health promotion. The
application has a deadline of November 2017 to start being used.
1 INTRODUCTION
Blood donation is discussed worldwide as a social
strategy for the maintenance of collective health. It
must be exercised voluntarily, altruistically and
anonymously to minimize the risks of contamination
and transfusion reaction in patients assisted by the
health system.
According to the World Health Organization-
WHO (Brasil, 2016), only 1.8% of the world's
population donates blood, whereas the ideal would be
3 to 5%. In Brazil, this percentage was 1.73% in 2014
and showed a decrease of 0.15% in 2015, showing a
percentage of 1.58%. These calculations were based
on the demographic projection of the Instituto
Brasileiro de Geografia e Estatística - IBGE
(Brazilian Institute of Geography and Statistics) for
the period of the year 2000 to the year 2030 (IBGE,
2016).
Accentuating this scenario, data from the Ministry
of Health-MH declare that between 2003 and 2013
there was a 84% increase in the number of organ
transplants in the country (Brasil, 2014). Some
indexes of concern focus on diseases such as cancer,
which require blood infusion as part of the treatment.
According to global estimates by the International
Agency for Research on Cancer (IARC / WHO), in
2012 there were 14.1 million new cases and a total of
8.2 million cancer deaths worldwide (Brasil, 2014).
By 2030, the projected global burden is 21.4 million
new cases of cancer and 13.2 million deaths
worldwide due to the disease. The MH points out an
increase of 6.89% in the number of transfusions in
2014 in relation to the previous year (Brasil, 2015).
Other relevant data are related to the health care
network in the country, which includes the increase in
the number of hospital beds, resulting in an increase
in the high-complexity number of procedures and,
consequently, of transfusions. Between 2003 and
2013, the number of emergency and elective surgeries
Silva, J., Brasil, C., Brasil, B., Paiva, L., Oliveira, V., Filho, J. and Santos, F.
MHealth Technology as a Tool to Promote Blood Donation.
DOI: 10.5220/0006597804710477
In Proceedings of the 11th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2018) - Volume 5: HEALTHINF, pages 471-477
ISBN: 978-989-758-281-3
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
471
in the country increased by 619%, going from 12.3
million to 88.9 million, and emergency care increased
from 898.2 million to 9.1 billion procedures,
corresponding to an increase of 627% (Brasil, 2014).
The problematic of hemotherapy assistance
increases as the population increases and grows older,
and morbidity cases increase. It is necessary to
increase investments in the blood donation promotion
area, to stimulate the habitual practice of this
voluntary gesture. Additionally, more effective
communication is required, aiming to promote the
citizens’ awareness and engagement in the process of
maintaining the stock of blood supply in the blood
banks.
Some technological resources have become
important in the field of communication and started
being used as strategies of social engagement, such as
applications for smartphones.
It is believed that the implementation of the
mobile (mHealth) technology in the health area can
increase its dissemination in the population within the
context of blood donation, favoring the recruitment of
blood donors and the fidelization of the donor public;
in addition to meeting the users' wishes and needs,
which include health care directives, social
involvement, citizenship promotion and humanitarian
campaigns (Online publisher, 2016).
A balanced blood supply guarantees the
prevention of mortality and clinical complications. It
is also the achievement of collective health actions,
through the promotion of blood donation, both
consciously and effectively.
Considering the information above, the present
study aims to design a smartphone-type mobile
application that can support blood donation and the
promotion of public health through innovative
resources and database integration.
2 METHODS
This is an applied, exploratory study that used the
qualitative approach. The implementation of this
research was held in four stages.
The project started in September 2015 and has
already completed the first three stages, of the four
stages predicted for the delivery of the technological
artifact: (1) design and development of the
application in the laboratory; (2) application usability
testing with users; (3) in-app adjustments, design and
(re) design; (4) validation test with hemotherapy
specialists.
The first phase, carried out at the Information
Technology Application Center - NATI, of the
Universidade de Fortaleza - UNIFOR (University of
Fortaleza), in the city of Fortaleza, Ceará, Brazil, had
weekly meetings of a group consisting of a
multidisciplinary team that comprised undergraduate
students from the medical and software engineering
areas, a master's degree student in the area of public
health, an information technology doctorate student,
plus the support and help of a professional from the
public blood bank of the city of Fortaleza-Ceará,
currently responsible for the care of all 284
municipalities of the state, assisted by the Sistema
Único de Saúde - SUS (Brazilian Unified Health
System). Throughout the process of the application
creation, the team could count on the guidance of
professor doctors from both areas.
Set up as an information-gathering process for the
tool design, the initial stage of the project utilized the
brainstorming technique for surveying the
requirements, as well as searching for similar
applications in the Android and iOS application stores
using the following descriptors, in Portuguese and
English: donation, donation of blood, blood, donor,
blood donor and its equivalents in Portuguese.
Finally, the literature review was carried out by the
master's degree student, and a rich scenario of
possibilities for the tool design was identified.
The Human-Computer Interaction (HCI)
methodology focused on User-Centered Participatory
Design (Rogers et al., 2013) was adopted, aiming to
contemplate users’ needs and desires, as well as
offering interactivity throughout the application
development process, to improve it for personalized
use and compatible with institutions and society.
This process is characterized as iterative because
the product cannot become ready for use
immediately, requiring comings and goings,
exchange of experiences, assessments and tests to
complete the cycle and allow for continuous
improvement.
Also, according to Rogers, Sharp and Preece
(2013) the Interaction Design is divided into four
Figure 1: Life cycle of the Interaction Design. Source:
Rogers, Sharp and Preece (2013).
HEALTHINF 2018 - 11th International Conference on Health Informatics
472
activities (Figure 1): identification of the user needs
and establishment of requirements, creation of the
solution design and (where necessary) redesign,
creation of an interactive version (app prototype) and
evaluation by users.
The Participatory Design (Rogers et al., 2013), as
a methodology, was also applied in 2016 in another
research entitled "mHealth Technology as a Vocal
Health Promotion Tool", through which an
application (VoiceGuard) was conceived and
developed, with the objective of assisting teachers in
effective care with vocal health. It is noteworthy that
this project was coordinated by some researchers who
are also involved in the design and development of
the application DoeSangue.
The evaluation of VoiceGuard by speech-
language specialists was very positive and
demonstrated their interest and expectation for the
developed tool. This application was considered as an
innovative resource for the vocal health promotion
due to its unique approach, gathering knowledge,
technology and social participation in favor of the
monitoring and management of vocal health in real
time by the teachers and other professionals who use
voice as a work tool (Carlos et al., 2016). In addition,
VoiceGuard has been awarded and recognized by
national and international institutions and is available
in mobile application stores for smartphones, in both
Android and iOS platforms.
All this allows us to believe that this
methodological approach to design and develop new
technologies focused on the user´s view and settled
on a triangular model - knowledge, technology and
society - can be an effective strategy for the creation
of new solutions aimed at health promotion. Based on
this and other experiments, the researchers found
support to proceed with the creation of DoeSangue
application.
The usability test was applied in the second stage,
which aims to evaluate the application efficiency
regarding its functionality: easy to use, understand
and interaction (Barbosa and Silva, 2010). Ten
volunteer blood donors from the public blood bank of
Fortaleza-Ceará participated of this stage.
The usability test was carried out in November,
2016, in the NATI/UNIFOR laboratory, an adequate
environment to guarantee the effective participation
of volunteers, as recommended by Rogers, Sharp and
Preece (2013). The test was applied by the application
development team and accompanied by the project
researcher.
Each participant received a smartphone with the
installed application and, through an activity script,
recorded their impressions about the application in a
standard form. All participants signed the Free and
Informed Consent form to ensure total
appropriateness during the process.
In the third stage of the study, we evaluated the
relevance of the participants’ considerations,
captured during the usability test, to meet the
proposed requirements. Also, considering the
Symbolic Interactionism (Blumer, 1969), the analysis
of the expressions, the gestures and the phrases
recorded through the filming performed throughout
the test was also carried out.
A new scenario was established based on the data
analysis, suggesting the implementation of
improvements in the application interface, thus
Table 1: Comparison of mobile technologies available on the market versus necessary requirements.
APPLICATIONS
REQUIREMENTS
1
2
3
4
5
6
7
8
9
10
12
13
16
1. Blooder
x
x
x
x
x
2. BloodConnect
x
x
x
x
x
3. Blooddonor
x
x
x
x
x
4. Blooddonor +
x
x
x
x
5. BloodHero
x
x
x
6. Doação de sangue reminder
x
x
x
7. Doe +
x
x
x
x
8. Don duSang 2.0
x
x
x
x
x
x
9. Eu curto doar
x
10. Hemoliga
x
x
x
x
x
x
11. Heroes
x
x
x
x
x
12. I amDonor
x
x
x
x
13. MyBlood for you
x
x
x
x
14. Sangue do bem
x
x
Legend: The "x" symbol specifies the existence of the function in the application. Source: The researcher.
MHealth Technology as a Tool to Promote Blood Donation
473
corroborating the User-Centered Interaction Design
(Rogers et al., 2013).
The adjustments were implemented until May
2017 by NATI / UNIFOR. After the adjustments are
made, the application will be validated again by the
multidisciplinary team and will continue onto the
fourth and last step of the research.
The research ethical and legal procedures follow
the norms contained in Resolution 466, of December
12, 2012, of the National Health Council, which
indicates the Guidelines and Norms Regulating
Research Involving Human Beings (Brasil, 2013). It
is noteworthy that the project has already obtained
approval from the Ethics Committee of the
Universidade de Fortaleza - UNIFOR (University of
Fortaleza) under opinion n. 2.110.185.
3 RESULTS
The first result obtained in the research was the
conception of a technological apparatus that will meet
the needs of the identified problem, which was
denominated “DoeSangue” (“DonateBlood”). This
idea, conceptually and methodologically supported
by the Participatory Interaction Design and
brainstorming meetings with the multidisciplinary
team (health, technology and communication)
generated the list of the requirements to be
implemented to meet the needs of donors and public
blood banks.
Here are some of these requirements (application
only): 1) register the donor; 2) schedule the blood
donation; 3) identify unfitness for donation and report
cessation of unfitness to the donor; 4) calculate and
remember the date of next blood donation; 5) show
the collection site closest to the donor; 6) make an
invitation to donate blood, by blood type, by locality
and in situations of rare phenotypes; 7) allow the
donor to send an invitation to friends to be donors; 8)
provide continuous communication with the citizen in
the area of social responsibility, campaigns and
events through short messages; 9) allow posting of
awareness videos and in-app testimonials; 10)
provide information about the blood bank (location,
contacts, opening hours); 11) allow registration in the
Blood Bank Relationship Programs; 12) use
gamification resources in the application (points,
badges, among others) and persuasive design; 13)
offer notification resources; 14) provide reports of
serological test results (negative results) after
donation; 15) offer information on automated
donation, special donations (autologous) and
clarification on myths and frequent questions; 16)
integrate the application to the blood bank database.
Based on the definition of the functional
requirements for the application being created, it was
possible to develop the project and obtain the second
research result, through a comparative study of the
mobile technologies available in the market versus
the requirements necessary for the study object (Table
1). This analysis identified a favorable scenario for
the application creation, as some requirements were
identified as absent in 14 evaluated applications,
among them:
make an invitation for specific donation of
blood, in situations of rare phenotypes;
engage citizens in blood bank campaigns on
social networks;
allow posting of awareness videos and in-app
testimonials;
allow registration in the Relationship
Programs of the blood bank;
make results of serological tests available
(negative results);
offer automated donation information;
offer information on special donations
(autologous);
integrate the application with the blood bank
database.
Another relevant data obtained in the research is
that there is no application that offers integration with
the blood bank database in this market niche,
allowing access to the donor's history, news and
messages from the blood bank itself. Additionally, the
existing applications do not include the gamification
features and persuasive design that comprise strong
strategies to encourage the effective use of the tool.
As a third result, based on the literature review in
world databases, 3,497 articles on blood donation
were identified. Many articles focus on public
policies related to hemotherapy services, including
reports of mild technologies and strategies for
improving service in several countries.
Regarding the use of mobile technology in the
context of blood donation, publications about
applications were identified, but the tools’
interactivity is an aspect that needs to be better
described.
None of the identified publications deals with
gamification and integration with the information
systems of the blood banks, which are innovative
concepts of this research.
The fourth and final result of this study, obtained
through the usability test carried out with donors,
consisted in identifying the level of overall
HEALTHINF 2018 - 11th International Conference on Health Informatics
474
satisfaction of the test participants, whose objectives
were: (1) to evaluate whether the indicated tasks were
performed; (2) measure the time each donor took to
complete the tasks; (3) identify whether users were
able to understand each of their accesses to the
system; and (4) identify the problems that donors
experienced while using the tool.
The usability test consisted of performing eight
tasks of greater relevance, obeying the script pre-
defined by the researchers, which are: (1) access the
application as an anonymous "user"; (2) learn how the
blood donation process works; (3) verify what the
main information on blood donation is; (4) visit the
application doubt clarification area; (5) create an
account in the application; (6) schedule a donation at
a blood bank of the city; (7) find out the nearest
donation site; and (8) exit the application.
The tasks that showed better performance by the
users were: making the login (90.9%), accessing the
application anonymously (81.8%), finding the main
information about blood donation (72.7%), visiting
the application doubt clarification area (72, 7%),
identifying the nearest donation site (63.6%), exiting
the application (63.6%) and scheduling donation at a
blood bank of the city (54.5%).
However, 45.5% of test participants had difficulty
finding information about the registered user and
54.5% asked for help to complete this task. When
trying to access the area with information about the
blood donation process, only 36.4% did not have any
difficulties; 27.3% asked for help; 18.2% were slow
to perform this task and 18.1% were unable to
perform the task.
Regarding the application design, 9.1% of the
participants indicated that they did not like the design
and approximately 90% thought the design was
beautiful and pleasant. Regarding the information
contained in the application, 72.7% of the users
approved the content and, finally, it was verified that
all participants were able to perform the task of
accessing the application as an anonymous "user" and
only 18.2% found difficulty performing this task.
4 DISCUSSION
According to eMarketer research (2014), citizens
spend six times as much time on mobile applications
as on mobile sites, and it is estimated that 56% of
people who use mobile phones have smartphones, the
technology needed to use apps. Regarding Internet
Table 2: Interfaces of the DoeSangue application, year 2017.
1 - Login
2 - Registering
3 - Main menu
4 -Where to donate
5 - Donation guide
6 - Did you know?
7 - Scheduling the
donation
8 - Donor’s user
menu
9 - Donor’s history
10 - Donor’s goals
Source: The researcher.
MHealth Technology as a Tool to Promote Blood Donation
475
access, data from the Instituto Brasileiro de Geografia
e Estatística - IBGE (Brazilian Institute of Geography
and Statistics) (PNAD, 2016) indicate that 57.8% of
households have Internet access, and of these, 92.1%
access the Internet through cell phones.
Regarding the health area, it is worth emphasizing
that the health care practice, as well as educational
and intervention actions that seek to promote health
care, exceed the technical knowledge. Health
programs need to understand the meaning and the
sense of "being healthy" for the individual (Brasil,
2015).
Within this approach, mHealth technologies have
offered a range of possibilities for interaction with the
population that can facilitate actions to encourage
health care, according to the Symbolic Interactionism
approach (Blumer, 1969), considering the meanings
and senses attributed to the health issues by the public
to be dealt with.
Only by identifying the universe of meanings of
the human being and of the different population
groups, it is possible to sponsor effective health
promotion actions, internalizing healthy habits. These
actions can be optimized through mHealth
technology.
Regarding the application of the User-Centered
Interaction Design methodology, it can be observed
that the multidisciplinary team worked scrupulously,
respecting all stages of the life cycle represented in
Figure 1, guaranteeing the use of continuous
improvement in the processes of creation and
development of the laboratory application.
The results found in the literature review and
information survey stages with the multidisciplinary
team and blood bank professionals reinforce the need
to create new communication media that are more
adequate to the current reality of social relationships
and that generate interest in the cause of blood
donation, mobilizing the population for this purpose.
The tool was developed using the principles and
objectives of Google's Material Design, with a visual
language of its own for users of the Android platform.
Material Design synthesizes the classic principles of
good design, with innovation and the possibility of
linking technology and science (Google, 2014).
The creation of the high-fidelity technological
artifact was completed, with prototypes that already
include the typography, iconography and color palette
that will be used in the final version. The application
consists of ten main interfaces, as shown in table 2.
Meeting the requirement for implementation of
gamification resources and persuasive design, the
application illustrates on screen 9 (Donor’s history)
the effective participation of the user in the blood
donation process, which, prior to the existence of this
application, could only be accessed through the
donor's social security number at the Blood Bank.
This interface reinforces the donor's interest in
acquiring information from the collection center and
staying connected. Still on this screen, the users can
track their badges and share them on social networks.
As for Screen 10 (Donor’s goals), it shows the
elements that stimulate the donor's participation in
blood donation promotion, control of donations per
semester and the measurement of their participation
in the blood bank’s campaigns. Another interesting
persuasion feature is the possibility to keep track of
how friends are engaged and how many friends the
user has convinced to embrace this cause, positively
stimulating people's change of posture toward blood
donation.
Finally, the users will always have the information
on the time remaining until their next donation,
providing their empowerment and involvement with
blood donation.
5 CONCLUSION
The overture of this research is based on the scientific
evidence available in the databases and the imminent
need to generate interactive communication strategies
with the mobilization power that strengthens the
engagement of blood donors. Additionally, it intends
to reinforce global trends regarding the growth of
mobile health technologies.
In the context of health communication strategies,
the use of the mHealth technology is recommended to
achieve these objectives, based on the high potential
of social engagement that this type of tool provides.
Based on the premise that blood donation is
essential for public health promotion and
maintenance, it is presumed that the creation of the
application will result in new strategies that can boost
blood donation and support collective health
promotion. The artifact shows great monitoring
potential and can facilitate the understanding of
scenarios, contributing to strategic management.
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