International journal of medical informatics · 2026
Patient-centered design requirements for a virtual reality supportive care system in lung cancer: a qualitative study.
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ElKefi Safa, Wallen Jason
Аннотация
PURPOSE: This study aimed to characterize lung cancer patients' preferences for virtual reality (VR) as a supportive care and educational tool, focusing on desired content, format, and delivery features.
METHODS: We conducted a qualitative study with 20 lung cancer patients (≥18 years; diagnosed within the past three years; initiated treatment). Semi-structured interviews were audio-recorded, transcribed verbatim, and analyzed using thematic analysis with an iterative inductive-deductive approach. Themes were organized into three pre-specified domains relevant to intervention design: content, format, and delivery. Descriptive statistics summarized participant characteristics.
KEY FINDINGS: Patients viewed VR as most valuable when it leveraged immersion to reduce anxiety and enhance engagement rather than replicating conventional education. Preferred content included tailored, diagnosis-specific education, treatment rationale and expectations, symptom and side-effect management, supportive and palliative care, and resource navigation, with optional peer content. Format preferences emphasized immersive, calming environments, audio-video delivery with minimal text, interactivity, and credible human presenters. Delivery preferences favored home use with optional clinic onboarding, short sessions (15-30 min), flexible frequency, and opt-in caregiver involvement.
IMPLICATIONS: These findings suggest that future lung cancer VR systems may benefit from flexible, modular, and patient-controlled designs that prioritize immersion, personalization, credibility, and autonomy. Prototype usability testing and feasibility studies are needed to evaluate how these patient-informed design requirements perform in clinical and home-based settings.
METHODS: We conducted a qualitative study with 20 lung cancer patients (≥18 years; diagnosed within the past three years; initiated treatment). Semi-structured interviews were audio-recorded, transcribed verbatim, and analyzed using thematic analysis with an iterative inductive-deductive approach. Themes were organized into three pre-specified domains relevant to intervention design: content, format, and delivery. Descriptive statistics summarized participant characteristics.
KEY FINDINGS: Patients viewed VR as most valuable when it leveraged immersion to reduce anxiety and enhance engagement rather than replicating conventional education. Preferred content included tailored, diagnosis-specific education, treatment rationale and expectations, symptom and side-effect management, supportive and palliative care, and resource navigation, with optional peer content. Format preferences emphasized immersive, calming environments, audio-video delivery with minimal text, interactivity, and credible human presenters. Delivery preferences favored home use with optional clinic onboarding, short sessions (15-30 min), flexible frequency, and opt-in caregiver involvement.
IMPLICATIONS: These findings suggest that future lung cancer VR systems may benefit from flexible, modular, and patient-controlled designs that prioritize immersion, personalization, credibility, and autonomy. Prototype usability testing and feasibility studies are needed to evaluate how these patient-informed design requirements perform in clinical and home-based settings.