| Literature DB >> 25099928 |
Soleh U Al Ayubi1, Bambang Parmanto, Robert Branch, Dan Ding.
Abstract
BACKGROUND: Advances in smartphones and the wide usage of social networking systems offer opportunities for the development of innovative interventions to promote physical activity. To that end, we developed a persuasive and social mHealth application designed to monitor and motivate users to walk more every day.Entities:
Keywords: feasibility studies; mHealth; mobile applications; pedometer; persuasion; physical activity; self-management; social support; usability
Year: 2014 PMID: 25099928 PMCID: PMC4114463 DOI: 10.2196/mhealth.2902
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1PersonA general architecture. POI: point of input; SNS: social networking system.
Figure 2PersonA Characteristics Model.
PersonA characteristics and the established health behavior change theories which include, the HBM, the TRA / TPB, the ELM, the SCT, the social support and health link theory, the UGT, the CBCI theory, the TAM, the UTAUT, and the FBM.
| PersonA characteristics | Distilled from |
| Personal | The theoretical construct of the behavioral intention of the TRA; the perceived behavioral control of the TPB; and the self-efficacy of the HBM and SCT |
| Sensible | The theoretical construct of self-efficacy in the HBM and SCT; and the perceived behavioral control in the TPB |
| Real time | The principles of self-efficacy and cue to action of the HBM; and the theoretical construct in the UGT, which tells that one important gratification for people to use technology is to get information |
| Secure | The principles of the supportive and environmental factors of the SCT; the principle of convenience of the UGT; and the perceived usefulness (acceptance) of the TAM and UTAUT |
| Mobile | The principles of perceived benefit, self-efficacy, and cue to action of the HBM; the perceived usefulness and perceived ease of use of the TAM; and the performance expectancy of the UTAUT |
| Social | The principles of the SCT, social support, the UGT, the common bond and common identity theory, and the social support and health link theory (which include the supportive environmental factor, influence of belief and cognition, social categorization, cooperative interdependence, intergroup comparison, social interaction, exchange of personal information, personal attraction through similarity, sense of belonging, social enhancement, and maintenance of interpersonal connectivity) |
| Persuasive | The principles of cues to action of the HBM; the self-efficacy of the HBM and SCT; the perceived behavioral control of the TPB; the central and peripheral routes of persuasion of the ELM, the entertainment and convenience of the UGT, the perceived ease of use of the TAM, the experience of the UTAUT, and the motivation and trigger of the FBM |
Figure 3PersonA functional requirements. 1: self-measurement; 2: goal setting; 3: self-monitoring; 4: self-comparison; 5: peer support; 6: peer comparison - competition; 7: social support; 8: social comparison - competition.
Figure 4PersonA self-management features.
Figure 5PersonA social support features.
PSD framework elements and PersonA features.
| Principle and definition according to PSD framework [ | PersonA features | ||||
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| Reduction | A system reduces complex behavior into simple tasks that help users perform the target behavior, and it may increase the benefit/cost ratio of a behavior | Once a user turns on the PersonA app, PA data is collected automatically | ||
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| Tunneling | Using the system to guide users through a process or experience provides opportunities to persuade along the way | Goal setting pop-up message appeared every morning for daily goal, every Sunday morning for weekly goal, and the 1st morning of the month for monthly goal | ||
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| Tailoring | Information provided by the system will be more persuasive if it is tailored to the potential needs, interests, personality, usage context, or other factors relevant to a user group | The default value of goal is determined based on the user goal and performance from the previous day, week, and month | ||
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| Personalization | A system that offers personalized content or services has a greater capability for persuasion | The default value of goal is determined based on the user goal and performance from the previous day, week, and month | ||
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| Self-monitoring | A system that keeps track of one’s own performance or status supports the user in achieving goals | A user is able to monitor and compare a predefined goal against their current status, which eventually may positively self-enforce a commitment to the goal | ||
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| Simulation | A system that provides simulations can persuade by enabling users to observe immediately the link between cause and effect | - | ||
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| Rehearsal | A system that provides means with which to rehearse a behavior can enable people to change their attitudes or behavior in the real world | - | ||
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| Praise | By offering praise, a system can make users more open to persuasion | - | ||
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| Rewards | A system that rewards target behaviors may have great persuasive powers | Reward message will appear when users achieve certain percent of their target or achieve certain level (eg, top 10%) of the groups | ||
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| Reminders | If a system reminds users of their target behavior, the users will more likely achieve their goals | Users can setup a reminder to do PA | ||
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| Suggestion | A system offering fitting suggestions will have greater persuasive powers | The default value of goal is determined based on the user goal and performance from the previous day, week, and month | ||
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| Similarity | People are more readily persuaded through a system that reminds them of themselves in some meaningful way | Users can setup a reminder to do PA at their convenience | ||
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| Liking | A system that is visually attractive for its users is likely to be more persuasive | Users are able to see the information of their performance in real time. The information might be displayed in a stratified interface such as a garden or aquarium or a simple progress bar | ||
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| Social role | If a system adopts a social role, users will more likely use it for persuasive purposes | - | ||
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| Social learning | A person will be more motivated to perform a target behavior if (s) he can use a system to observe others performing the behavior | Users are able to compare his/her performance with that of one person using the app. This is a generally more closed and intimate comparison, especially with a peer who is personally known, such as a close friend or spouse. In addition, users are able to compare his/her performance with the group average, the larger community average, or the normal standard set by health practitioners | ||
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| Social comparison | System users will have a greater motivation to perform the target behavior if they can compare their performance with the performance of others | |||
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| Normative influence | A system can leverage normative influence or peer pressure to increase the likelihood that a person will adopt a target behavior | - | ||
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| Social facilitation | A system user is more likely to perform target behavior if they discern via the system that others are performing the behavior along with them | One user is able to support another user with one peer in a closed interaction where the individual and her/his peer only can see and communicate using this channel. Moreover, users are also able to support each other in open interaction where every member of the group can see and interact. These closed and open interactions might drive a competition | ||
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| Cooperation | A system can motivate users to adopt a target attitude or behavior by leveraging human beings’ natural drive to cooperate | |||
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| Recognition | By offering public recognition for an individual or group, a system can increase the likelihood that a person/group will adopt a target behavior | |||
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| Competition | A system can motivate users to adopt a target attitude or behavior by leveraging human beings’ natural drive to compete | |||
Figure 6Relationships between PersonA Characteristics Model and PersonA features.
General demographic, PA habit, smartphone experience, and SNS experience.
| Participant | Gender | Age | BMI | PA habit | Smartphone experience | SNS experience |
| P01 | F | 33 | 23.3 | Jogging once a week and exercise intended walking 2-3 times a week | No experience | Several times a day, for more than 3 years |
| P02 | F | 40 | 30.1 | None | No experience | Several times a day, for 2-3 years |
| P03 | F | 32 | 22.5 | Occasionally | No experience | Several times a day, for more than 3 years |
| P04 | F | 35 | 42.9 | Occasionally | Less than 1 year | Several times a day, for more than 3 years |
| P05 | F | 25 | 30.1 | Twice a week (jogging, cycling, rowing, and strength training) | No experience with smartphone | Several times a day, for more than 3 years |
| P06 | F | 24 | 34.6 | None | No experience | Once a day, for more than 3 years |
| P07 | F | 45 | 22.3 | 3-4 times a week (treadmill, elliptical, zumba/latin heat, weight lifting) | 1-2 years | Several times a day, for 2-3 years |
| P08 | F | 30 | 21.3 | 2-3 times a week tennis and jogging; 5 times a week stretches | 1-2 years | Regularly log on, for more than 3 years |
| P09 | F | 31 | 18.6 | 3 times a week jogging | No experience | Regularly log on, for more than 3 years |
| P10 | F | 30 | 26.8 | Walking once a week, jogging once in two weeks | 1-2 years | Several times a day, for 2-3 years |
| P11 | M | 34 | 24.2 | Once a week running and swimming | 2-3 years | Regularly log on, for more than 3 years |
| P12 | M | 29 | 26.6 | Twice a week running | More than 3 years | Regularly log on, for more than 3 years |
| P13 | M | 30 | 24.1 | 2 times a week running and tennis, and 3 times a week swimming | 6 months-1 year | Several times a day, for 2-3 years |
Quantitative results for overall usability.
| Usability factors (1=totally disagree, 5=totally agree) | Average (SD) |
| It was easy to learn how to use this system. | 4.72 (0.33) |
| It was easy and simple to use this system. | 4.69 (0.33) |
| It was easy to obtain what I need. | 4.67 (0.32) |
| The interface of this system is pleasant. | 4.35 (0.20) |
| I like the interface of this system. | 4.41 (0.20) |
| The organization of information was clear. | 4.38 (0.30) |
| It was easy to navigate to find what I need. | 4.38 (0.22) |
| Whenever I made a mistake using the system, I could recover easily and quickly. | 4.29 (0.36) |
| The system gave error messages that clearly told me how to fix problems. | 4.29 (0.40) |
| This system has all the functions and capabilities I expected it to have. | 4.67 (0.33) |
| Overall, I am satisfied with the quality of the service/information being provided via this system. | 4.87 (0.28) |
| Average | 4.52 |
Percent of steps captured using PersonA.
| Estimated % of steps captured | Number of participants |
| > 80.00 | 3 |
| > 60.00 and ≤80.00 | 7 |
| > 40.00 and ≤ 60.00 | 2 |
| > 20.00 and ≤ 40.00 | 1 |
| < 20.00 | 0 |
Reported usefulness level.
| Level of usefulness | Number of participants |
| Extremely useful | 6 |
| Very useful | 6 |
| Moderately useful | 1 |
| Slightly useful | 0 |
| Not useful | 0 |
Reported willingness to use PersonA when available.
| Level of usefulness | Number of participants |
| Definitely use | 7 |
| Probably use | 5 |
| Not sure | 1 |
| Probably not use | 0 |
| Definitely not use | 0 |
Reported usefulness factors.
| Usefulness factors | Number of participants |
| Making new friends | 0 |
| Self-monitoring PA levels by comparing current and target level | 12 |
| Knowing the activity levels of others or aggregate of the group | 6 |
| Comparing your activity with others | 6 |
| Finding people to exercise together | 3 |
| Sharing experience with others | 3 |
| Supporting each other | 5 |
| Finding useful information about PA | 1 |
User-system interaction per week.
| Action | Week 1 | Week 2 | Week 3 | Week 4 | Total |
| Accessing homea | 1046 | 1194 | 1025 | 1563 | 4828 |
| Accessing personal datab | 548 | 889 | 683 | 526 | 2646 |
| Social interactionc | 0 | 356 | 498 | 261 | 1115 |
| Accessing goal or changing goald | 106 | 434 | 428 | 256 | 1224 |
| App settinge | 215 | 135 | 113 | 106 | 569 |
aAccessing home represents how many times the participants accessed the home page of PersonA. This number also represents the frequency of users’ access to the PersonA since the home page is the first page loaded when accessing the app.
bAccessing personal data represents how many times the participants viewed personal PA information. This information is a comparison between actual performance and target for the selected day, one day before, the current week, the current month, and total period since the participant began using the app.
cSocial interaction represents how many times the participant utilized social interactions, including social comparison and social support. Social comparison includes sharing data with a friend, a group member, or even all friends on Facebook. It also includes equating their PA performance and target with those of others in the group, the group average, the larger community average, or the normal standard set by health practitioners. Social support activities include giving rewards or greetings for reaching a goal, sharing experiences or activities, and “liking” others’ status or data.
dAccessing goal and changing goal or target represents how many times users set up and reviewed their daily, weekly, or monthly goals.
eApp setting represents how many times users set up the app. This includes setting email, setting body weight, setting or changing sensitivity of the accelerometer sensor, setting or changing PA type, running or walking, and setting or changing theme, only in Web version.
Figure 7Steps comparison between baseline and social intervention.
Figure 8Distance comparison between baseline and social intervention.
Figure 10Energy expenditure comparison between baseline and social interaction.
Figure 11Duration of system usage comparison between baseline and social intervention.
Figure 12A plot of duration, social interaction number, and step number.