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Calming Children When Drawing Blood Using Breath-based Biofeedback

Published: 10 June 2017 Publication History

Abstract

Blood sampling is a common and necessary procedure in the treatment and diagnosis of a variety of diseases. However, it often results in painful and stressful experiences for children. Designed together with domain experts, ChillFish is a breath-controlled biofeedback game technology with bespoke airflow sensor that aims to calm children during blood sampling procedures. An experimental pilot study was conducted in which 20 children aged 6-11 were assigned to one of two conditions involving either passive distraction (watching a video) or active distraction using the ChillFish prototype. Medical staff rated ChillFish significantly more useful in facilitating the blood sampling procedure compared to passive distraction. Qualitative feedback from patients, parents, and medical staff identified aspects that impact the acceptance of breath-based active distraction. Our study highlights the potential of non-pharmacological assistive technology tools to reduce fear and pain for children undergoing painful or stressful medical treatment.

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    cover image ACM Conferences
    DIS '17: Proceedings of the 2017 Conference on Designing Interactive Systems
    June 2017
    1444 pages
    ISBN:9781450349222
    DOI:10.1145/3064663
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 10 June 2017

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    Author Tags

    1. 3d print
    2. assistive technology
    3. biofeedback
    4. blood drawing
    5. blood test
    6. calming
    7. children
    8. field study
    9. game
    10. hospital context
    11. in the wild
    12. medical
    13. relax
    14. tangible computing

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    DIS '17: Designing Interactive Systems Conference 2017
    June 10 - 14, 2017
    Edinburgh, United Kingdom

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    DIS '17 Paper Acceptance Rate 107 of 487 submissions, 22%;
    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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    • (2024)A Biofeedback Based Virtual Reality Game for Pediatric Population (BioVirtualPed): A Feasibility TrialSeminars in Oncology Nursing10.1016/j.soncn.2024.15161540:2(151615)Online publication date: Apr-2024
    • (2023)VeatherReflect: Employing Weather as Qualitative Representation of Stress Data in Virtual RealityProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596125(446-458)Online publication date: 10-Jul-2023
    • (2022)Comparing heart rate variability biofeedback and simple paced breathing to inform the design of guided breathing technologiesFrontiers in Computer Science10.3389/fcomp.2022.9266494Online publication date: 30-Nov-2022
    • (2022)The potential for emerging technologies to support self-regulation in children with ADHDInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10042131:COnline publication date: 9-May-2022
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    • (2020)"Let's Get Physiological, Physiological!"Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414227(132-147)Online publication date: 2-Nov-2020
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