Usability and Feasibility of the HOPE App: User Experience with an Immersive Telehealth Solution for Older Adults with Diabetes (Preprint)
Authors:
- Sophia GreisnerSGSophia Greisner
- Barbara De La CruzBCBarbara De La Cruz
- Gifty AsanteGAGifty Asante
- Briana LinneyBLBriana Linney
- Sophie WieselquistSWSophie Wieselquist
- Ronald HarrisRHRonald Harris
- Matthew ReichertMRMatthew Reichert
- Aarsh ZadaphiyaAZAarsh Zadaphiya
- Suzanne MitchellSMSuzanne Mitchell
Preprint
- 5 August 2026
- preprint
- Published by JMIR Publications Inc. in JMIR Preprints
Abstract
BACKGROUND Diabetes self-management education and support (DSME/S) and diabetes group visits (DGV) improve outcomes for older adults but remain difficult to scale. Some digital technologies offer DSME/S content, but few are designed for the needs and preferences of older adults. OBJECTIVE We developed the Healthy Opportunities and Personal Empowerment (HOPE) App, an immersive digital health program, to deliver live, virtual DSME/S in a group visit format to older adults with type 2 diabetes (T2DM). Immersive technology allowed gamified, active learning programs to enhance self-management mastery. METHODS We conducted two phases of iterative HOPE App development and usability testing using a user-centered design process. Findings informed application revisions and updates. Two groups of patient advisors (PAG1, n=21, and PAG2, n=8) comprised of older adults with T2DM completed usability testing on the HOPE App prototype. Outcomes were assessed using scores from the System Usability Scale (SUS) and key informant interviews on user experience. Transcripts and observation notes were analyzed thematically RESULTS Highly valued HOPE App features include simplified navigation, avatar customization, self-paced tutorials, peer matching program, and immersive DSME/S content. Mean SUS scores increased from 71.0 in Phase 1 to 80.0 in Phase II. Participants highlighted the importance of intuitive navigation, large text, real-time voice communication, and peer interaction. Three user experience themes emerged: 1) identification with customized avatars, 2) social learning and immersive presence through peer discussion and mentorship, and 3) simulations and gamified training activities in the 3D virtual environment. Participants also identified barriers to the desired user experience, including limited avatar phenotypes, interference with voice communication, and tutorial navigation challenges. CONCLUSIONS User testing supported the usability of the HOPE App to deliver group-based, live action DSME/S with immersive technology. Findings highlight design priorities for scalable digital diabetes interventions tailored to older adults.Keywords
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