Publication Cover
Canadian Journal of Pain
Revue canadienne de la douleur
Volume 2, 2018 - Issue 1
1,902
Views
8
CrossRef citations to date
0
Altmetric
Original Articles

A parent–science partnership to improve postsurgical pain management in young children: Co-development and usability testing of the Achy Penguin smartphone-based app

, , , , , , , ORCID Icon, , & show all
Pages 280-291 | Received 07 Aug 2018, Accepted 08 Oct 2018, Published online: 26 Oct 2018

ABSTRACT

Background

Young children are at risk for poorly managed pain after surgery, with significant negative consequence to their quality of life and health outcomes. Mobile applications offer a highly accessible, engaging, and interactive medium to improve pain assessment and management; however, they generally lack scientific foundation or support.

Aims

The aims of this study were to describe a successful parent–science partnership in the development and testing of Achy Penguin, a parent-developed iOS app to help assess and manage acute pain in young children, and to evaluate and refine the usability of Achy Penguin in young children with acute postoperative pain.

Methods

Three cycles of iterative usability testing were conducted with 20 4- to 7-year-old children (= 5.8 years) in hospital who had recently undergone surgery (= 6–7 children/cycle). Semistructured qualitative interviews were analyzed using simple content analysis.

Results

Feedback from children and further integration of evidence-based pediatric pain knowledge led to refinements in app pain assessment and management content, as well as app flow and functionality. Changes improved children’s ease of use and understanding and satisfaction by simplifying language in app instructions and content, adding audio and pictorial instructions, and increasing the engagement, interactiveness, immersiveness, and general appeal of pain management strategies.

Conclusions

This article showcases the value of collaborative partnerships between various stakeholders (parents, app developers, and researcher/health care providers) to address gaps in pediatric pain care. The Achy Penguin app shows promise for improving pain assessment and management in young children, although further evaluation of app effectiveness and implementation is warranted.

RÉSUMÉ

Contexte: Les jeunes enfants sont à risque d’une mauvaise prise en charge de leur douleur après une chirurgie, ce qui entraîne des conséquences négatives sur leur qualité de vie et leurs issues de santé. Les applications mobiles sont un médium très accessible, convivial et interactif pour améliorer l’évaluation et la prise en charge de la douleur. Toutefois, elles n’ont généralement pas de soutien ou de fondements scientifiques.

Buts: Décrire un partenariat parent-science réussi qui avait pour but de développer et de tester Achy Penguin, une application iOS développée avec l’aide des parents pour faciliter l’évaluation et la prise en charge de la douleur aigue chez les jeunes enfants, ainsi que pour évaluer et perfectionner la facilité d’utilisation de Achy Penguin chez les jeunes enfants souffrant de douleur postopératoire aiguë.

Méthodes: Trois cycles itératifs de tests portant sur la facilité d’utilisation ont été menés auprès de 20 enfants âgés de quatre à sept ans (= 5,8 ans) à l’hôpital qui avaient été soumis à une chirurgie récemment (= 6 – 7 enfants/cycle). Des entrevues qualitatives semi-structurées ont été analysées à l’aide d’une analyse de contenu simple.

Résultats: La rétroaction provenant des enfants et une plus grande intégration des connaissances en matière de douleur pédiatrique fondées sur des données probantes ont donné lieu à une amélioration du contenu sur l’évaluation et la prise en charge de la douleur

Conclusions: Cet article démontre la valeur des partenariats collaboratifs entre différentes parties prenantes (parents, développeurs d’applications, chercheurs et prestataires de soins de santé) afin de combler les lacunes existantes dans les soins pédiatriques pour traiter la douleur. L’application Achy Penguin est prometteuse pour améliorer l’évaluation et la prise en charge de la douleur chez les jeunes enfants, bien qu’une évaluation plus poussée de son efficacité et de sa mise en oeuvre soit nécessaire.

When children undergo surgery, the potential for moderate to severe pain lasting days to weeks is high. Citation1Citation3 Poorly managed pain after surgery is associated with increased child behavioral problems, anxiety, school absences, and difficulty sleeping, eating, and drinking, as well as greater unplanned health care use and parent absence from work. Citation2Citation4 Younger children are particularly vulnerable to undertreated pain while in hospital Citation5 and may be at risk for greater opioid-related adverse effects after surgery. Citation6

Managing postoperative pain remains challenging once home after hospital discharge. Identified barriers to effective pain management include parents’ difficulty in assessing their child’s pain, lack of knowledge and access to evidence-based pain management advice, and problems with pain medications (for example, child refusal, parental misconceptions or attitudes, difficulty accessing, or inadequate dosing). Citation1,Citation2 Challenges to pain assessment are increased in young children, who typically lack the cognitive abilities needed to validly and reliably use existing self-report pain measures until 5 or 6 years of age. Citation7 Furthermore, the primary reliance on medications to manage pain after surgery misses an opportunity to increase children’s self-management through utilization of other effective physical and psychological pain management strategies. Citation8,Citation9 The degree of pain experienced after surgery is greater than expected by children and parents, Citation2 further highlighting the need to better equip families with evidence-based pain management tools.

Smartphones offer a highly accessible, engaging, and interactive medium to improve pain assessment and management in children. Citation10,Citation11 Recommended multimodal pain management after surgery includes pharmacological, psychological, and physical strategies, as well as education about pain and surgery. Citation8,Citation12 Available smartphone apps for postoperative pain management have offered information about all of these strategies. Citation13 Yet, despite a growing abundance of available pain apps, Citation14,Citation15 only a handful have been tested for self-reported pain assessment by children under 12 years old. Citation16Citation21 To our knowledge, no apps have focused on management strategies for pediatric postoperative pain. Citation13 Children as young as 4 years old find smartphone-based pain apps easy to use; however, they continue to experience difficulties self-reporting pain using electronic versions of existing pain measures (such as the Faces Pain Scale–Revised and Color Analog Scale). Citation18,Citation19

Research suggests that well-designed digital games, including those for health, can provide powerful interactive experiences that promote learning, skill building, healthy development, and positive health outcomes in children as young as 3 years old. Citation22,Citation23 In order to do so, these games must be developmentally appropriate, evidence based, and designed and tested with young children and their families to ensure that they are fun and beneficial. Citation23 To date, empirical evidence for pain apps remains sparse, with minimal involvement of end-users in their development. Citation13Citation15 This suggests that any app designed to improve postoperative pain management in young children should consider their developmental abilities, involve multiple stakeholders in its design (such as young children, parents, app designers, health care providers, and researchers), and be empirically evaluated.

The purpose of this article is to (1) describe a successful parent–science partnership in the development and testing of Achy Penguin©, an iOS app for iPhone or iPad to help assess and manage acute pain in young children, and (2) present a study evaluating and refining the usability of Achy Penguin in 4- to 7-year-old children with acute postoperative pain. Usability assessment of the Achy Penguin app pain assessment and management features focused on ease of use and understanding, app flow and functionality, and patient satisfaction.

Materials and methods

Achy Penguin mobile application

Achy Penguin is a free mobile iOS application developed by Lesley Baker (For Jack and Jill, LLC; http://forjackandjill.com) targeted toward young children with acute pain. This innovative tool uses animal-based body maps to help children self-report pain location (selecting the corresponding section on body map modified to resemble a bear or monkey cartoon Citation24 ) and pain intensity (cartoon bear or monkey faces scale illustrating different levels of pain modified from the Faces Pain Scale–Revised Citation25,Citation26 ). Children can select their preference of a bear or monkey. The app also includes four psychological pain self-management activities, including (1) gamified deep breathing where children blow into the microphone area of the device to move a sailboat, with progressive game levels; (2) an interactive visualization where children take a photo of their painful area and add white shimmering “Icy Magic” by tapping on the photo to pretend to freeze the area; (3) a brief guided progressive muscle relaxation story during which children pretend that they are a penguin while they tense and release different muscles throughout their body; and (4) distraction through an interactive “Pop-It” game or access to YouTube videos. Version 4.0 of the Achy Penguin is currently publicly available for free download on the Apple iTunes store for use on iPhone or iPad.

Development of the parent–science partnership

Lesley Baker’s inspiration to develop the Achy Penguin app came from her experience as a parent of a young child with pain. Lesley drew from her educational and professional background in computer science and technology to create a possible solution. In Lesley’s words:

Truthfully, I felt so helpless waiting for his pain medicine to work. I noticed if I queued up a movie on YouTube, he would calm down and watch it. It inspired me to look at other ways and strategies that could help him cope and incorporate them into an iOS app. I spent a lot of time researching different pain coping techniques online that I could incorporate into Achy Penguin. I wanted him to have a tool that didn’t just distract him but would empower him to do something about his pain. A tool that would teach him strategies that he could use even if he didn’t have the app in front of him.

In addition to her own research online about effective pain management strategies, Lesley connected with two child life specialists at the local children’s hospital (Seattle Children’s Hospital), who reviewed and tested her initial app prototype before it was first publicly launched through the Apple iTunes store.

The current partnership between Lesley and the research team at The Hospital for Sick Children in Toronto (led by Dr. Jennifer Stinson) was initiated when Achy Penguin was identified in a systematic review evaluating available pain apps. Citation15 Dr. Stinson’s research program focuses on improving outcomes in child health through technology, including apps for pain assessment and management in a variety of pediatric populations. Citation10,Citation11,Citation27 The chance to create this partnership between parent and app developer and researchers and pain experts emerged as a unique opportunity to facilitate greater access to evidence-based pain care for young children by addressing critical gaps with existing pain apps. Citation14,Citation15 As such, this partnership set out goals of refining Achy Penguin with end-user input (that is, young children with pain who would use the app) and ensuring its foundation in evidence-based pediatric pain assessment and management strategies and planned empirical evaluation. Given the focus of Achy Penguin on acute pain and the challenges to assessing and managing pediatric pain after surgery, Citation1Citation3 the decision was made to conduct initial app testing with young children with postsurgical pain.

To meet these goals, the project team expanded the partnership to involve multidisciplinary experts in pediatric pain assessment and management (psychology, nursing, anesthesiology), as well as research project staff. As the app developer and owner, and as a parent, Lesley has been engaged as an equal member of the research team, including as co-investigator on grant funding and research ethics for the study, as well as all dissemination of findings. Design or content changes to the Achy Penguin app throughout the usability testing study described below were jointly determined.

Study design and participants

A qualitative user-centered design approach was used to conduct iterative cycles of usability testing and interviews with young children who have undergone outpatient surgery. Eligible children aged 4 to 7 years, able to speak and read English, and experiencing postoperative pain of any intensity (per self-report). Children were ineligible to participate if they had significant cognitive impairment that could preclude pain self-report or participation in a brief qualitative interview (per their health care provider).

Based on recommendations and previous usability studies, Citation28Citation30 two to three cycles of usability testing were planned for refinement of the app. A target of 10 to 21 participants was planned over the three iterative usability testing cycles, because five to seven participants per usability cycle is generally recommended in order to reach data saturation and ensure that no further usability issues are identified. Citation31 Changes to the app were planned after each testing cycle based on data analysis of participant feedback. A purposive sample method was used to ensure variability, participant age, and sex. This study was conducted at The Hospital for Sick Children with local institutional research ethics approval.

Study procedure

Children were recruited from day surgery units by a research assistant who was introduced by the unit charge nurse. If interested, further details were provided to children and their parents, who respectively provided assent and informed consent. Parents reported child demographic characteristics and relevant health information, as well as their child’s level of comfort using smartphones and mobile applications. Participating children then completed an individual usability testing session and interview in their hospital room lasting approximately 20 min. The child progressed through all aspects of the app in a stepwise manner with the guidance of the research assistant, including pain assessment (pain location and intensity) and pain management strategies (deep breathing exercises, freezing visualization, progressive muscle relaxation story, and distraction game and videos). Participants were asked to “think aloud” as they went through the app and comment on their likes, dislikes, and any difficulties using the app. Having participants verbalize their thoughts while they use the app is a common approach to usability testing of health-based technology. Citation32,Citation33 General questions were asked about each section of the app (e.g., “What did you like best about the ‘how much do you hurt’ question?”) and probes (e.g., pain scale) to encourage participants to elaborate. Questions about ease of use (e.g., “What did you find hard about the games?”) and suggested change to the app (e.g., “What would you like to change about the games?”) were asked. Interviews were audio-recorded and transcribed verbatim with identifiers removed. Research assistants took field notes on children’s responses, as well as to record the length of time children engaged with each app feature (pain intensity, pain location, and pain self-management strategies). The app was shown to the first three participants on an iPhone 6 (screen size 4.7 in.); however, this was switched to an iPad Mini 4 (screen size: 7.9 in.) for all subsequent participants to increase ease of use in interacting with app content.

Data analysis

Child demographic characteristics and smartphone usage data were summarized using descriptive statistics. Transcribed usability testing interviews and research assistant field notes were analyzed after each usability testing cycle to inform necessary modifications to the app. These qualitative data were analyzed independently by two members of the research team using content analysis, Citation34 followed by discussion with other study investigators regarding specific changes to the app between usability testing cycles. Content analysis focused on fundamental qualitative summary descriptions of participants’ feedback, sticking closely to the participants’ own words. Citation34

Results

Participants

Participant demographic characteristics and smartphone usage are summarized in . Twenty children aged 4 to 7 years old (= 5.8 years; SD = 0.95) participated across three usability testing cycles (Cycle 1: = 6; Cycle 2: = 7; Cycle 3: = 7). All participants had access to a smartphone at home and 85% of parents reported that their child was comfortable or very comfortable using a smartphone.

Table 1. Participant demographics and smartphone use.

Usability findings

Qualitative content analysis revealed three main topics surrounding app usability, including pain assessment (self-report pain intensity and location), app flow and functionality, and pain management content. Findings and corresponding app changes across usability cycles are summarized in –4 with illustrative screenshots. See for data on the length of time that participants engaged with each app feature.

Table 2. Summary of usability issues and refinements to app pain assessment.

Table 3. Summary of usability issues and refinements to app flow and functionality.

Table 4. Summary of usability issues and refinements to app pain management content.

Table 5. Time engaged with app features.

Pain assessment

Pain Intensity Scale

In Cycles 1 and 2, participants had difficulty identifying the level of pain intensity that the faces portrayed. One participant stated, “… It’s hard to tell without the words, cause it looks like, ‘Oh, I’m super tired,’ and this one looks like, ‘Oh, I’m fine.’ …” (Cycle 1, age 7, female). Changes to the facial expressions and a simplification from four faces to three faces were made for Cycle 3. In Cycle 2, one participant preferred not to complete the pain rating scale because he was not currently experiencing pain, and an initial screen was added assessing current pain intensity. Participants reported that it was easy to identify levels of pain intensity: “It was easy” (Cycle 3, age 6, male). Children spent less time on this app feature in later cycles, suggesting an increased ease of understanding (see ).

Pain location

In Cycle 1, participants had difficulty accurately selecting the location of their pain on the body map because the function (dots) was too small and the body sections were unclear. Modifications were made in Cycle 2 to add discrete lines to indicate body sections and in Cycle 3 to add a zoom-in feature. This improved children’s abilities to accurately indicate pain location, as supported by less time spent completing this app feature (see ).

App flow and functionality

App flow and aesthetics

The overall flow of the app was improved through usability testing cycles to ensure smooth transition between the app features and app ease of use. In Cycle 1, participants who self-reported “no pain” were still required to complete the pain scale and reported this as confusing. Based on participant feedback, Cycles 2 and 3 integrated a more customized algorithm based on child report of pain presence or absence. Specifically, if they reported no pain, children were no longer shown the pain rating scale or body map and moved directly to other app features.

App functionality

In Cycle 1, participants found the navigational icons and font sizes too small. In addition, the language was overly complex and difficult for children to understand. Changes made during Cycles 2 and 3 included increasing the size of app icons and text font, simplifying language throughout the app, and adding audio instructions to accommodate younger users who were not yet able to read.

Pain management content

Participants spent more time engaging with the app pain management content as modifications made the app more child-friendly and appealing through usability testing cycles (for example, increasing from average of 7 to 14 min engaging with pain strategies from cycles 1 to 3; see ).

Gamified deep breathing

In Cycle 1, participants felt that the game was too long with five levels. This was shortened to three levels.

“Icy Magic” visualization. In Cycle 1, one participant chose not to complete the “Icy Magic” visualization because she was concerned that it would cause real freezing to her skin. Changes were made in Cycle 3 to modify activity instructions from “Freeze where you have pain” to “Freeze anything” to accommodate participants who self-reported no pain. Visual instructions were added and simplified for children to better understand how to engage with this activity. Furthermore, when children tapped “Icy Magic,” a shimmer was added to increase fun and imagination of the visualization.

Progressive muscle relaxation penguin story

In Cycle 1, participants reported that the story was difficult to comprehend, with one participant stating the story was “hard to understand” (Cycle 1, age 6, female). One participant in Cycle 2 chose to skip the story due to lack of interest. The story was revised for Cycle 2 to enhance the penguin theme of the app, simplify the language, slow the pace of the story, and add corresponding animated visuals. Participants subsequently reported greater understanding and benefit, for example, stating that “… the penguin story made me so relaxed, and made my ear feel better when it was kinda hurting” (Cycle 3, age 7, female) and that “I like that one because you can have a big stretch” (Cycle 3, age 6, male).

Distraction “Pop-It” game

Participants generally enjoyed this distraction game across all cycles. Based on participant feedback, minor modifications were made after Cycle 1 to add customization for children to self-select their preferred animal character while playing the game and to add visual icons allowing participants to control game speed. One participant stated that he liked the game because “… it has so much animals! I want to play it again. I think that game is so fun” (Cycle 2, age 4, male).

At the completion of his usability testing interview, one participant also reported perceived benefit of the pain management content, stating “… Before I was kinda feeling like … sad. But when I had this, I feel a little better” (Cycle 3, age 6, male).

Discussion

Achy Penguin is a mobile iOS application designed to improve acute pain care in young children. This article reports on the initial parent-led development of the app and resulting research team collaboration to provide an evidence-based foundation for the app and its content. A usability study was conducted with children aged 4 to 7 years to evaluate the app’s pain assessment and management features for ease of use and understanding, app flow and functionality, and user satisfaction.

Usability

As is typically required in usability testing of mobile health apps, Citation28Citation30 three cycles of iterative testing were conducted to identify and address all usability concerns reported by participants and as observed by study research assistants. Across areas of pain assessment, app flow and functionality, and pain management content, key changes improved the app’s suitability to young children’s cognitive abilities. Such modifications included simplification and use of more child-friendly language in app instructions and content and the addition of audio and pictorial instructions. Several refinements were needed to the newly developed self-report animal faces pain scale to ensure its comprehensibility to this younger age group. To increase the scale’s developmental appropriateness, a preceding simple yes/no question about the presence of pain or hurt was added, the number of faces was reduced from four to three, and refinements were made to the facial images themselves to increase construct validity by better capturing pain/hurt versus other emotions (e.g., sadness). These changes were informed by participant feedback and are consistent with guidance from previous empirical studies and systematic reviews of self-report pain intensity measures in young children. Citation7,Citation18,Citation19,Citation21,Citation26,Citation35 Beyond improving children’s ease of understanding, additional changes to the psychological pain management strategies presented in the app from usability testing focused on improving each strategy’s level of engagement, interactivity, immersiveness, and general appeal. These are qualities that are likely tied to treatment mechanisms and resulting efficacy for reducing pain and distress. Citation9

Public–science partnerships

The Achy Penguin app reflects one parent’s self-initiated efforts to improve pain care for her child by applying her own professional skills and expertise. Her drive, and arguably need, to do this highlights several critical issues in current pediatric pain care: most notable, the poor availability and translation of effective pediatric pain management information for parents, Citation36 as well as the continued underutilization of pain management strategies in pediatric pain care despite scientific support for their efficacy. Citation5 Partnerships between parents and researchers are emerging as a valuable strategy for addressing gaps in pediatric care in an empowering and inclusive manner Citation37Citation40 and have the potential to implement pain science into practice more effectively and efficiently. Citation41 Recent emphasis on patient-oriented research and patient engagement has shifted the contemporary health research landscape toward meaningful and active collaboration with patients and their families in the research process. Citation42,Citation43 This involves members of the public (such as patients or parents) as partners in health research rather than as research subjects or participants. Citation44

Although an ever-increasing number of apps are available for pain, most lack any scientific foundation or evaluation. Citation13Citation15 This is particularly problematic for health apps that are freely available to the public, who may understandably assume that apps will be helpful and based on credible information. The current research team and resulting study showcase the potential partnerships that can emerge to effectively address this problem. App developers and researchers alike should seek opportunities to create new partnerships involving other relevant stakeholders (such as parents, child app end-users, health care providers, and policymakers) to ensure that health apps are high quality, appealing, feasible, and effective. This user-centered approach of engaging children as app users throughout the development of mobile health and learning apps is recommended. Citation22,Citation23,Citation45,Citation46 The parent–science partnership described here reflects close collaboration or leadership of members of the public in the research process; however, parents (or other nonresearcher stakeholders) can partner across a spectrum of engagement dependent on goals, interest, time, knowledge, and funds. Citation47

Limitations and future directions for Achy Penguin

The usability study reported here completes one of several phases needed to rigorously evaluate Achy Penguin as a mobile health intervention. Citation45 Future research should assess the measurement properties of the newly developed self-reported, animal-based body map and faces pain rating scale. Although researchers have begun evaluating smartphone-based self-reports of pain in young children, Citation17Citation21 there remains a need for well-validated and reliable measures of pain intensity that are suited for children as young as 3 to 4 years. Citation35 Studies evaluating the feasibility and effectiveness of Achy Penguin should consider relevant patient-reported outcomes of pain and distress, assess continued engagement with the app after hospital discharge, as well as employ innovative research designs to simultaneously address implementation outcomes (such as acceptability, adoption, appropriateness, fidelity, penetration, and sustainability). Citation41,Citation48 Effectiveness studies can contribute to the promising but somewhat limited research assessing psychological interventions for pediatric postoperative pain. Citation9

Generalizability of the current study’s findings is limited by testing at only one pediatric center with a focus on children with acute postoperative pain. The pain assessment and psychological pain management strategies included in Achy Penguin could also be used by young children in other acute and chronic contexts, such as pain from medical procedures or from disease. Consistent with recommendations from the Canadian Paediatric Society regarding healthy use of screen time for young children, the app should be considered complementary to face-to-face pain management support from parents and health care providers and not a replacement. Citation49 The young children in this study were less verbose in their responses than might otherwise occur in qualitative interviews with older children or adults. As such, iterative design changes also drew from research assistant observations during testing. Younger children may be prone to increased social desirability when asked by adults to provide feedback and may have been less likely to verbalize negative feedback; however, verbal reports from participating children did identify and result in several app refinements.

Conclusions

This article presents the successful initiation and activities of parent–science partnership to refine and evaluate a parent-developed pain self-management app for young children. Results from the usability study led to changes in the app to ensure its integration of evidence-based pediatric pain content, as well as developmental appropriateness and appeal to young children with acute pain after surgery. A continued parent–science partnership will draw from diverse expertise to innovatively address gaps in current pediatric pain care. Future collaboration will focus on evaluating the Achy Penguin app for its measurement properties, effectiveness, and implementation. Overall, Achy Penguin shows promise as a mobile tool to improve pain assessment and management in young children.

Disclosure statement

Lesley Baker in the founder of For Jack and Jill, LLC, and developer of the Achy Penguin© app based in Seattle, Washington. She received no funding and no compensation for refinements to the app throughout this study. The Achy Penguin app is publicly available for download and use, inclusive of all features, at no cost through the Apple iTunes store (https://itunes.apple.com/us/app/achy-penguin/id919797264?mt=8). All other authors have no conflicts of interest to declare.

Additional information

Funding

This work was supported by a Perioperative Services Innovation Project grant and an Alumnae Association of the School of Nursing Endowment Fund Award (awarded to C Ouellette) from The Hospital for Sick Children. K. A. Birnie is supported by a Fellowship from the Canadian Institutes of Health Research.

References

  • Fortier MA , MacLaren JE , Martin SR , Perret-Karimi D , Kain ZN. Pediatric pain after ambulatory surgery: where’s the medication? Pediatrics. 2009;124(4):e588–e595. doi:10.1542/peds.2008-3529.
  • Dorkham MC , Chalkiadis GA , von Ungern Sternberg BS , Davidson AJ. Effective postoperative pain management in children after ambulatory surgery, with a focus on tonsillectomy: barriers and possible solutions. Paediatr Anaesth. 2014;24(3):239–48. doi:10.1111/pan.12327.
  • Williams G , Bell G , Buys J , Moriarty T , Patel A , Sunderland R , Shepherd L , Brooks P , Polhill S , Bosenberg A. The prevalence of pain at home and its consequences in children following two types of short stay surgery: a multicenter observational cohort study. Bosenberg A, ed. Pediatr Anesth. 2015;25(12):1254–63. doi:10.1111/pan.12749.
  • Power NM , Howard RF , Wade AM , Franck LS . Pain and behaviour changes in children following surgery. Arch Dis Child. 2012;97(10):879–84. doi:10.1136/archdischild-2011-301378.
  • Birnie KA , Chambers CT , Fernandez CV , Forgeron PA , Latimer MA , McGrath PJ , Cummings EA , Finley GA . Hospitalized children continue to report undertreated and preventable pain. Pain Res Manag. 2014;19(4):198–204. doi:10.1155/2014/614784.
  • Sadhasivam S , Chidambaran V , Olbrecht VA , Costandi A , Clay S , Prows CA , Zhang X , Martin LJ . Opioid-related adverse effects in children undergoing surgery: unequal burden on younger girls with higher doses of opioids. Pain Med. 2015;16(5):985–97. doi:10.1111/pme.12660.
  • Chan JY-C , von Baeyer CL . Cognitive developmental influences on the ability of preschool-aged children to self-report their pain intensity. Pain. 2016;157(5):997–1001. doi:10.1097/j.pain.0000000000000476.
  • Williams G , Howard RF , Liossi C . Persistent postsurgical pain in children and young people: prediction, prevention, and management. PAIN Rep. 2017;2(5):e616. doi:10.1097/PR9.0000000000000616.
  • Davidson F , Snow S , Hayden JA , Chorney J . Psychological interventions in managing postoperative pain in children: a systematic review. Pain. 2016;157(9):1872–86. doi:10.1097/j.pain.0000000000000636.
  • Stinson JN , Jibb LA , Nguyen C , Nathan PC , Maloney AM , Dupuis LL , Gerstle JT , Alman B , Hopyan S , Strahlendorf C , et al. Development and testing of a multidimensional iPhone pain assessment application for adolescents with cancer. J Med Internet Res. 2013;15(3):e51. doi:10.2196/jmir.2350.
  • Stinson JN , Jibb LA , Nguyen C , Nathan PC , Maloney AM , Dupuis LL , Gerstle JT , Hopyan S , Alman BA , Strahlendorf C , et al. Construct validity and reliability of a real-time multidimensional smartphone app to assess pain in children and adolescents with cancer. Pain. 2015;156(12):2607–15. doi:10.1097/j.pain.0000000000000385.
  • Chou R , Gordon DB , de Leon-Casasola OA , Rosenberg JM, Bickler S, Brennan T, Carter T, Cassidy CL, Chittenden EH, Degenhardt E, et al. Management of postoperative pain: a clinical practice guideline from the American pain society, the American society of regional anesthesia and pain medicine, and the American society of anesthesiologists’ committee on regional anesthesia, executive committee, and administrative council. J Pain. 2016;17(2):131–57. doi:10.1016/j.jpain.2015.12.008.
  • Lalloo C , Shah U , Birnie KA , Davies-Chalmers C , Rivera J , Stinson J , Campbell F . Commercially available smartphone apps to support postoperative pain self-management: scoping review. JMIR MHealth UHealth. 2017;5(10):e162. doi:10.2196/mhealth.8230.
  • de la Vega R , Miró J . mHealth: a strategic field without a Solid Scientific Soul. A systematic review of pain-related apps. Mendelson JE, ed. PLoS One. 2014;9(7):e101312. doi:10.1371/journal.pone.0101312.
  • Lalloo C , Jibb LA , Rivera J , Agarwal A , Stinson JN . “There’s a Pain App for That”: review of patient-targeted smartphone applications for pain management. Clin J Pain. 2015;31(6):557–63. doi:10.1097/AJP.0000000000000171.
  • Cravero JP , Fanciullo GJ , McHugo GJ , Baird JC . The validity of the Computer Face Scale for measuring pediatric pain and mood. Lonnqvist P-A, ed. Pediatr Anesth. 2013;23(2):156–61. doi:10.1111/pan.12036.
  • Gulur P , Rodi SW , Washington TA , Cravero JP , Fanciullo GJ , McHugo GJ , Baird JC . Computer face scale for measuring pediatric pain and mood. J Pain. 2009;10(2):173–79. doi:10.1016/j.jpain.2008.08.005.
  • Gupta N , Naegeli AN , Turner-Bowker DM , Flood EM , Heath LE , Mays SM , Dampier C . Cognitive testing of an electronic version of the faces pain scale-revised with pediatric and adolescent sickle cell patients. Patient - Patient-Centered Outcomes Res. 2016;9(5):433–43. doi:10.1007/s40271-016-0166-z.
  • Sun T , West N , Ansermino JM , Montgomery CJ , Myers D , Dunsmuir D , Lauder GR , von Baeyer CL , Lonnqvist P-A . A smartphone version of the Faces Pain Scale-Revised and the Color Analog Scale for postoperative pain assessment in children. Lonnqvist P-A, ed. Pediatr Anesth. 2015;25(12):1264–73. doi:10.1111/pan.12790.
  • Wood C , von Baeyer CL , Falinower S , Moyse D , Annequin D , Legout V . Electronic and paper versions of a faces pain intensity scale: concordance and preference in hospitalized children. BMC Pediatr. 2011;11(1). doi:10.1186/1471-2431-11-87.
  • Emmott AS , West N , Zhou G , Dunsmuir D , Montgomery CJ , Lauder GR , von Baeyer CL . Validity of simplified versus standard self-report measures of pain intensity in preschool-aged children undergoing venipuncture. J Pain. 2017;18(5):564–73. doi:10.1016/j.jpain.2016.12.015.
  • Institute of Digital Media and Child Development Working Group on Games for Health; Baranowski T , Blumberg F , Buday R, DeSmet A, Fiellin LE, Green CS, Kato PM, Lu AS, Maloney AE, Mellecker R, et al. Games for health for children—current status and needed research. Games Health J. 2016;5(1):1–12. doi:10.1089/g4h.2015.0026.
  • Lieberman DA , Fisk MC , Biely E . Digital games for young children ages three to six: from research to design. Comput Sch. 2009;26(4):299–313. doi:10.1080/07380560903360178.
  • von Baeyer CL , Lin V , Seidman LC , Tsao JC , Zeltzer LK . Pain charts (body maps or manikins) in assessment of the location of pediatric pain. Pain Manag. 2011;1(1):61–68. doi:10.2217/pmt.10.2.
  • Hicks CL , von Baeyer CL , Spafford PA , van Korlaar I , Goodenough B . The Faces Pain Scale-Revised: toward a common metric in pediatric pain measurement. Pain. 2001;93(173):183. doi:10.1016/S0304-3959(01)00314-1.
  • von Baeyer CL , Chambers CT , Forsyth SJ , Eisen S , Parker JA . Developmental data supporting simplification of self-report pain scales for preschool-age children. J Pain. 2013;14(10):1116–21. doi:10.1016/j.jpain.2013.04.008.
  • Stinson JN , Lalloo C , Harris L , Isaac L , Campbell F , Brown S , Ruskin D , Gordon A , Galonski M , Pink LR , et al. iCanCope with PainTM: user-centred design of a web- and mobile-based self-management program for youth with chronic pain based on identified health care needs. Pain Res Manag. 2014;19(5):257–65. doi:10.1155/2014/935278.
  • Molich RA . Critique of “How to specify the participant group size for usability studies: a practitioner’s guide” by macefield. J Usability Stud. 2010;5:124–28.
  • Macefield R . How to specify the participant group size for usability studies: a practitioner’s guide. J Usability Stud. 2009;5:34–45.
  • Jibb LA , Cafazzo JA , Nathan PC , Seto E , Stevens BJ , Nguyen C , Stinson JN . Development of a mHealth real-time pain self-management app for adolescents with cancer: an iterative usability testing study. J Pediatr Oncol Nurs. 2017;34(4):283–94. doi:10.1177/1043454217697022.
  • Kushniruk AW , Patel VL . Cognitive and usability engineering methods for the evaluation of clinical information systems. J Biomed Inform. 2004;37(1):56–76. doi:10.1016/j.jbi.2004.01.003.
  • Snodgrass A , Coyne R . Models, metaphors and the hermeneutics of designing. Des Issues. 1992;9(1):56. doi:10.2307/1511599.
  • Kushniruk A . Evaluation in the design of health information systems: application of approaches emerging from usability engineering. Comput Biol Med. 2002;32:141–49.
  • Sandelowski M . Whatever happened to qualitative description? Res Nurs Health. 2000;23(4):334–40. doi:10.1002/1098-240X(200008)23:4<334::AID-NUR9>3.0.CO;2-G.
  • von Baeyer CL , Jaaniste T , Vo HLT , Brunsdon G , Lao H-C , Champion GD . Systematic review of self-report measures of pain intensity in 3- and 4-year-old children: bridging a period of rapid cognitive development. J Pain. 2017;18(9):1017–26. doi:10.1016/j.jpain.2017.03.005.
  • Gates A , Shave K , Featherstone R , Buckreus K , Ali S , Scott SD , Hartling L . Procedural pain: systematic review of parent experiences and information needs. Clin Pediatr (Phila). 2018;57(6):672–88. doi:10.1177/0009922817733694.
  • Amirav I , Vandall-Walker V , Rasiah J , Saunders L . Patient and researcher engagement in health research: a parent’s perspective. Pediatrics. 2017;140(3):e20164127. doi:10.1542/peds.2016-4127.
  • Curran JA , Bishop A , Chorney J , MacEachern L , Mackay R . Partnering with parents to advance child health research. Healthc Manage Forum. 2018;31(2):45–50. doi:10.1177/0840470417744568.
  • Politi MC , Jones KM , Philpott SE . The role of patient engagement in addressing parents’ perceptions about immunizations. JAMA. 2017;318(3):237. doi:10.1001/jama.2017.7168.
  • Shen S , Kar D-T , Beesley L , Karmali A , Williams L , Tanel N , McPherson AC . How and why should we engage parents as co-researchers in health research? A scoping review of current practices. Health Expect. 2017;20(4):543–54. doi:10.1111/hex.12490.
  • Wittmeier KDM , Klassen TP , Sibley KM . Implementation science in pediatric health care: advances and opportunities. JAMA Pediatr. 2015;169(4):307. doi:10.1001/jamapediatrics.2015.8.
  • Frank L , Forsythe L , Ellis L , Schrandt S , Sheridan S , Gerson J , Konopka K , Daugherty S . Conceptual and practical foundations of patient engagement in research at the patient-centered outcomes research institute. Qual Life Res. 2015;24(5):1033–41. doi:10.1007/s11136-014-0893-3.
  • Canadian Institutes of Health Research . Patient engagement. Canadian Institutes of Health Research; 2014. www.cihr-irsc.gc.ca/e/45851.html.
  • National Institutes for Health Research . Patient and public involvement. INVOLVE; 2018. www.invo.org.uk/posttypejargon/patient-and-public-involvement/.
  • McCurdie T , Taneva S , Casselman M , Yeung M, McDaniel C, Ho W, Cafazzo J. mHealth consumer apps: the case for user-centered design. Biomed Instrum Technol. 2012;46(s2):49–56. doi:10.2345/0899-8205-46.s2.49.
  • Schnall R , Rojas M , Bakken S , Brown W , Carballo-Dieguez A , Carry M , Gelaude D , Mosley JP , Travers J . A user-centered model for designing consumer mobile health (mHealth) applications (apps). J Biomed Inform. 2016;60:243–51. doi:10.1016/j.jbi.2016.02.002.
  • Manafò E , Petermann L , Vandall-Walker V , Mason-Lai P , Thompson Coon J . Patient and public engagement in priority setting: A systematic rapid review of the literature. Thompson Coon J, ed. PLoS One. 2018;13(3):e0193579. doi:10.1371/journal.pone.0193579.
  • Proctor EK , Landsverk J , Aarons G , Chambers D , Glisson C , Mittman B . Implementation research in mental health services: an emerging science with conceptual, methodological, and training challenges. Adm Policy Ment Health Ment Health Serv Res. 2009;36(1):24–34. doi:10.1007/s10488-008-0197-4.
  • Canadian Paediatric Society, Digital Health Task Force, Ottawa, Ontario; Ponti M , Bélanger S , Grimes R, Heard J, Johnson M, Moreau E, Norris M, Shaw A, Stanwick R, Van Lankveld J, et al. Screen time and young children: promoting health and development in a digital world. Paediatr Child Health. 2017;22(8):461–68. doi:10.1093/pch/pxx123.