scholarly journals Combining User Centered Design and Crowdsourcing to Develop Messaging Content for a Physical Activity Smartphone Application Tailored to Low-income Patients (Preprint)

10.2196/21177 ◽  
2020 ◽  
Author(s):  
Laura Elizabeth Pathak ◽  
Adrian Aguilera ◽  
Joseph Jay Williams ◽  
Courtney Rees Lyles ◽  
Rosa Hernandez-Ramos ◽  
...  
2020 ◽  
Author(s):  
Laura Gómez-Pathak ◽  
Adrian Aguilera ◽  
Joseph Jay Williams ◽  
Courtney Rees Lyles ◽  
Rosa Hernandez-Ramos ◽  
...  

BACKGROUND Text-messaging interventions can be effective and efficient ways to improve health behavioral change. However, most texting interventions are not tested and designed in real-word settings with diverse end users, which could reduce their impact. OBJECTIVE We combined participant feedback, crowdsourced data, and researcher expertise to develop motivational text-messages in English and Spanish to encourage physical activity in low-income minority patients with diabetes diagnoses and depression symptoms. METHODS First, we designed messages to increase physical activity based on behavior change theory and knowledge from the available evidence. Second, we refined these messages after a card sorting task and semi-structured interviews (n=10) and tested their likeability during a test phase of an app prototype (n=8). Third, the messages were tested by English and Spanish speaking participants in the Amazon Mechanical Turk (MTurk) crowdsourcing platform (n=134). Participants on MTurk were asked to categorize the messages into our overarching theoretical categories, which are based on the COM-B (capability, opportunity, motivation - behavior) framework. Finally, each coauthor also rated messages for their overall quality from 1 to 5. RESULTS 200 messages were iteratively refined according to feedback from target users gathered through User Centered Design methods, crowdsourced results of a categorization test, and an expert review. User feedback was leveraged for discarding unappealing messages and for editing thematic aspects of messages that did not resonate well with target users. 54 messages out of 200 were sorted into the correct theoretical categories at least 50% of the time and rated at least 3.5 or higher. These were included in the final text message bank, resulting in 18 messages per motivational category. CONCLUSIONS Using an iterative process of expert opinion, feedback from participants reflective of our target study population, crowdsourcing, and feedback from the research team, we were able to acquire valuable input for the design of motivational text-messages to increase physical activity developed in English and Spanish with a low literacy level. We describe design considerations and lessons learned for the text-messaging development process and provide a novel framework for future developers of health text-messaging interventions. CLINICALTRIAL Registry: clinicaltrials.gov Registration Number: NCT 03490253 URL: https://clinicaltrials.gov/ct2/show/record/NCT03490253?view=record


2020 ◽  
Author(s):  
Åsa Revenäs ◽  
Ann-Christin Johansson ◽  
Maria Ehn

BACKGROUND User-centered design (UCD) aims at understanding the users’ perspective and shape new solutions thereafter. UCD gives access to users’ needs and requirements and thereby improves solutions design. However, involving users in the development process does not per se guarantee that feedback from different sub-groups of users are equally shaping the development, and therefore resulting in solutions that are useful for the whole intended population. OBJECTIVE The aim of this study is to describe a protocol to integrate key characteristics of user sub-groups in collection and analysis of feedback in User-centered design (UCD) of a digital motivation support for fall preventive physical activity (PA) in seniors (older adults, 65 years of age or older). METHODS This study follows a UCD model, with early user involvement as one key principle. The protocol describes a method for systematic collection and prioritization of user feedback during the iterative development of two digital applications. For each of the four cycles in the iterative development, the aim is to recruit a group of at least 8 seniors (65 years or older, independent living) with equal distribution of men and women and a variation in both PA level and technology use. Procedures for collecting data during and after the user tests are mainly qualitative. RESULTS This paper describes a novel approach for integrating key characteristics of users sub-groups in UCD. We have developed a protocol for ensuring that feedback from both genders, persons with varied activity level and technology use are considered in the iterative development of a digital motivation support for seniors’ PA. The method has been applied in a study that has been approved by the regional ethics committee in Uppsala (Dnr 2018/044). Data collection and iterative development of the digital support has been conducted during Spring-Summer 2018 and the result is expected to be published during 2020/2021. CONCLUSIONS User involvement is the golden standard in systems design. However, it does not per se guarantee that feedback from different user sub-groups are equally shaping the development, and hence resulting in a solution that is useful for the whole intended population. Methods for systematic collection, analysis and prioritization of feedback from sub-groups might be particularly important in heterogenous groups, such as seniors. This protocol can contribute to identify and improve our understanding of potential differences in use and experiences of technical support systems for fall preventive PA among user-subgroups of seniors. This knowledge can be relevant for developing technology support that is appropriate, useful and attractive to the users and for enabling design of technology targeting specific user sub-groups, i.e. tailoring of the support. The protocol needs to be further used and investigated to understand its potential value.


2019 ◽  
Author(s):  
Sabina Asensio-Cuesta ◽  
Vicent Blanes-Selva ◽  
J Alberto Conejero ◽  
Ana Frigola ◽  
Manuel G Portolés ◽  
...  

BACKGROUND Obesity and overweight are a serious health problem worldwide with multiple and connected causes. Simultaneously, chatbots are becoming increasingly popular as a way to interact with users in mobile health apps. OBJECTIVE This study reports the user-centered design and feasibility study of a chatbot to collect linked data to support the study of individual and social overweight and obesity causes in populations. METHODS We first studied the users’ needs and gathered users’ graphical preferences through an open survey on 52 wireframes designed by 150 design students; it also included questions about sociodemographics, diet and activity habits, the need for overweight and obesity apps, and desired functionality. We also interviewed an expert panel. We then designed and developed a chatbot. Finally, we conducted a pilot study to test feasibility. RESULTS We collected 452 answers to the survey and interviewed 4 specialists. Based on this research, we developed a Telegram chatbot named Wakamola structured in six sections: personal, diet, physical activity, social network, user's status score, and project information. We defined a user's status score as a normalized sum (0-100) of scores about diet (frequency of eating 50 foods), physical activity, BMI, and social network. We performed a pilot to evaluate the chatbot implementation among 85 healthy volunteers. Of 74 participants who completed all sections, we found 8 underweight people (11%), 5 overweight people (7%), and no obesity cases. The mean BMI was 21.4 kg/m<sup>2</sup> (normal weight). The most consumed foods were olive oil, milk and derivatives, cereals, vegetables, and fruits. People walked 10 minutes on 5.8 days per week, slept 7.02 hours per day, and were sitting 30.57 hours per week. Moreover, we were able to create a social network with 74 users, 178 relations, and 12 communities. CONCLUSIONS The Telegram chatbot Wakamola is a feasible tool to collect data from a population about sociodemographics, diet patterns, physical activity, BMI, and specific diseases. Besides, the chatbot allows the connection of users in a social network to study overweight and obesity causes from both individual and social perspectives.


2013 ◽  
Vol 1 (2) ◽  
pp. e8 ◽  
Author(s):  
Sanne van der Weegen ◽  
Renée Verwey ◽  
Marieke Spreeuwenberg ◽  
Huibert Tange ◽  
Trudy van der Weijden ◽  
...  

10.2196/17503 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e17503
Author(s):  
Sabina Asensio-Cuesta ◽  
Vicent Blanes-Selva ◽  
J Alberto Conejero ◽  
Ana Frigola ◽  
Manuel G Portolés ◽  
...  

Background Obesity and overweight are a serious health problem worldwide with multiple and connected causes. Simultaneously, chatbots are becoming increasingly popular as a way to interact with users in mobile health apps. Objective This study reports the user-centered design and feasibility study of a chatbot to collect linked data to support the study of individual and social overweight and obesity causes in populations. Methods We first studied the users’ needs and gathered users’ graphical preferences through an open survey on 52 wireframes designed by 150 design students; it also included questions about sociodemographics, diet and activity habits, the need for overweight and obesity apps, and desired functionality. We also interviewed an expert panel. We then designed and developed a chatbot. Finally, we conducted a pilot study to test feasibility. Results We collected 452 answers to the survey and interviewed 4 specialists. Based on this research, we developed a Telegram chatbot named Wakamola structured in six sections: personal, diet, physical activity, social network, user's status score, and project information. We defined a user's status score as a normalized sum (0-100) of scores about diet (frequency of eating 50 foods), physical activity, BMI, and social network. We performed a pilot to evaluate the chatbot implementation among 85 healthy volunteers. Of 74 participants who completed all sections, we found 8 underweight people (11%), 5 overweight people (7%), and no obesity cases. The mean BMI was 21.4 kg/m2 (normal weight). The most consumed foods were olive oil, milk and derivatives, cereals, vegetables, and fruits. People walked 10 minutes on 5.8 days per week, slept 7.02 hours per day, and were sitting 30.57 hours per week. Moreover, we were able to create a social network with 74 users, 178 relations, and 12 communities. Conclusions The Telegram chatbot Wakamola is a feasible tool to collect data from a population about sociodemographics, diet patterns, physical activity, BMI, and specific diseases. Besides, the chatbot allows the connection of users in a social network to study overweight and obesity causes from both individual and social perspectives.


Author(s):  
Tracey D. Wallace ◽  
John T. Morris

AbstractThis paper describes the research and development of the SwapMyMood smartphone application designed to support use of evidence-based executive function strategies by people with traumatic brain injury. Executive dysfunction is a common sequela of traumatic brain injury (TBI) resulting in diminished cognitive-behavioral functioning. Problem-solving and emotion regulation are cognitive-behavioral functions that are often disrupted by changes in the executive control system. SwapMyMood is an electronic version of the Executive Plus/STEP program, a set of clinical techniques taught to people living with brain injury to help them 1) identify and implement solutions to problems encountered in daily life and 2) to utilize the emotion cycle to understand and regulate emotional responses to these problems. The Executive Plus/STEP program has until now relied on paper-based instruction and use. Input from target users – people with brain injury and clinical professionals who teach this program to their patients – has contributed to key refinements of features and functioning of the mobile app. Data gathered from target user participation in the user-centered design process are presented. Future directions for ongoing development of technologies to support executive function strategies are also discussed.


2020 ◽  
Author(s):  
Jason Fanning ◽  
Amber Brooks ◽  
Edward Ip ◽  
Barbara Nicklas ◽  
W. Jack Rejeski

BACKGROUND Participating in physical activity and minimizing time spent sitting is an effective strategy for managing pain in older adults. Theory-based mHealth tools are integral to effective day-long physical activity interventions, but it is vital that mHealth tools undergo an iterative development process alongside members of the target population to ensure their uptake and use. OBJECTIVE We subjected a preliminary social cognitive smartphone application (Companion App) designed to promote day-long movement to a user centered design process with the assistance of low-active older adults with chronic multisite pain. The Companion App integrates ecological momentary assessments of pain, Fitbit activity monitor data, and smart weight scale data to provide real-time feedback on the relationships between movement, sitting, and pain and to facilitate goal setting and achievement. METHODS We recruited participants (N=5; 71.8 5.54 years old) sequentially to participate in a three-phase iterative design study. First, each participant received a brief orientation to physical activity, was exposed to the application, and engaged in a Think Aloud protocol. Use and usability issues were noted by study staff. The participant then used the app for one week in their daily lives, and then returned to provide feedback. Issues were identified from participant feedback, discussed with the study team, and modified before the next participant began the study. RESULTS Participant interviews yielded feedback in areas related to technology selection and operation, app design/form, and intervention clarity. Regarding technology, the use of the Fitbit activity monitor revealed no issues, but there were barriers to the use of the Fitbit Aria 2 scale, including incompatibility with a widely used home internet router. Switching to a cellular enabled scale alleviated this issue. With regard to form, modifications were made to several key interface elements in response to participant feedback to aid in clarity. Finally, initial participant experiences revealed the need to separate the intervention orientation from the technology orientation to minimize informational load. CONCLUSIONS Our brief user-centered design process produced key changes in our intervention orientation, the form and function of the Companion App, and the technologies that support the app. These are vital elements that are likely to hamper the perceived usefulness and utility of the Companion App in the context of a large trial and eventual public use. We recommend the conduct of such a process any time mHealth is used in research or medicine to account for changing populations and preferences. Moreover, publication of lessons learned can help to establish a foundation of knowledge for designing apps for underserved populations such as older adults. CLINICALTRIAL ClinicalTrials.gov Identifier: NCT03377634


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