| Literature DB >> 27501724 |
Sarah A Mummah1,2, Abby C King3, Christopher D Gardner3, Stephen Sutton4.
Abstract
BACKGROUND: Mobile technology may serve as a cost-effective and scalable tool for delivering behavioral nutrition interventions. This research sought to iteratively develop a theory-driven mobile app, Vegethon, to increase vegetable consumption.Entities:
Keywords: Behavior design; Design thinking; Diet; Mobile; Persuasive design; Process motivators; Smartphone; User-centered design; Vegetables; mHealth
Mesh:
Year: 2016 PMID: 27501724 PMCID: PMC4977881 DOI: 10.1186/s12966-016-0400-z
Source DB: PubMed Journal: Int J Behav Nutr Phys Act ISSN: 1479-5868 Impact factor: 6.457
Fig. 1Application of the IDEAS framework to the development of Vegethon mobile app. Empathize: gather qualitative insights from users (e.g., in-depth interviews, focus groups). Specify: translate broad behavioural goals into a highly specific target behaviour, taking into consideration actionability, health impact, and user acceptability. Ground: ground intervention in behavioural theory and evidence and incorporate relevant behavioral strategies. Ideate: brainstorm creative strategies for translating theory and user insights into features, using inspiration from wide and varied sources. Prototype: develop rough prototypes of ideas rapidly and iteratively, sharing, discussing, and improving prototypes as a cross-sector team. Gather: gather user feedback on prototypes (e.g., interviews, questionnaires), and uncover insights to inform product improvement. Build: build a fully functional minimum viable product, and incorporate app analytics to collect data on app usage patterns. Pilot: conduct a small-scale evaluation of the intervention to test potential efficacy, feasibility, and usability, analyze usage behaviour, and refine study protocol
Fig. 2Vegethon features: splash, select veggies, weekly reports, goals, home, surprise challenges, and leaderboard. Splash: startup page framing the intervention as a challenge to eat as many vegetables as possible (13.2a framing/reframing). Select veggies: self-monitoring of vegetable consumption by tapping on any of 30 icons representing individual vegetable types (2.3a self-monitoring of behavior). Weekly reports: weekly social comparison of consumption to other Vegethoners (2.2a feedback on behavior, 6.2a social comparison, 6.3a information about others’ approval). Goals: goal setting for daily number of vegetable servings and types (1.1a goal setting (behavior)). Home: a) progress & points: feedback on today’s vegetable consumption vs. goals (1.6a discrepancy between current behavior and goal, 2.2 feedback on behavior); b) advice & tips: nutritional and behavioral information (4.1a instruction on how to perform a behavior); c) in-app notifications: feedback on fulfillment of goals and challenges (2.2a feedback on behavior, 10.4a social reward, 13.5a identify associated with changed behavior). Surprise challenges: challenges to consume a specific vegetable type and quantity; delivered through in-app pop-up notifications every 1–4 days, with the choice to accept or decline (1.9a commitment). Leaderboard: daily social comparison of progress to six similar peers, using a point-based system encompassing vegetable servings, vegetable types, and challenges (6.2a social comparison). aBehavior change technique (BCT), listed by Michie et al.‘s taxonomy number [21]
Vegethon mobile app intervention mapped to behavior change techniques (BCTs)
| Behavior Change Techniquea | Definitionb | Intervention component and description |
|---|---|---|
| 1.1. Goal setting (behavior) | Set or agree on a goal defined in terms of the behavior to be achieved | Goals: select daily goals for number of servings and types of vegetables to consume |
| 1.6. Discrepancy between current behavior and goal | Draw attention to discrepancies between current behavior and previously set behavioral goals | Progress & points; progress: bar graphs showing the discrepancy between goals and recorded consumption |
| 1.9. Commitment | Ask the person to affirm or reaffirm statements indicating commitment to change the behavior | Surprise challenges: users are prompted to select “I’m in!” to affirm their commitment to undertake a surprise challenge |
| 2.2. Feedback on behavior | Monitor and provide informative or evaluative feedback on performance of the behavior | In-app notifications: notifications when users reach 100 % of their daily goal or a 3-day or 7-day vegetable logging streak |
| 2.3. Self-monitoring of behavior | Establish a method for the person to monitor and record their behavior | Select veggies: self-monitoring of vegetable servings and kinds consumed |
| 4.1. Instruction on how to perform a behavior | Advise or agree on how to perform the behavior | Advice & tips: information on how to cook or prepare different vegetable types, and ideas for completing challenges |
| 5.1. Information about health consequences | Provide information about health consequences of performing behavior | Advice & tips: information on health benefits of consuming vegetables |
| 6.2. Social comparison | Draw attention to others’ performance to allow comparison with the person’s own performance | Leaderboard; weekly reports: comparing users’ consumption with others similar to them |
| 6.3. Information about others’ approval | Provide information about what other people think about the behavior. | Weekly reports: great, good, or below average labels corresponding to participant performance |
| 7.1. Prompts/cues | Introduce or define environmental or social stimulus to cue behavior | Push notifications: notifications to prompt self-monitoring of vegetable consumption |
| 7.2. Reduce prompts/cues | Withdraw gradually prompts to perform the behavior | Push notifications: reduction in frequency if user has stopped logging, to reduce likelihood of annoyance |
| 9.1. Credible source | Present verbal or visual communication from a credible source in favor of or against behavior | Goals: indicate the ‘recommended’ daily veg intake from the USDA |
| 10.4 Social reward | Arrange verbal/non-verbal reward if and only if effort/progress is made | In-app notifications: messages to notify the user that a goal or challenge was met |
| 10.5. Social incentive | Inform that verbal or non-verbal reward will be delivered if and only if effort/progress is made | Challenges: challenges with point-based rewards that will be delivered if met |
| 13.1. Identification of self as role model | Inform that one’s own behavior may be an example to others | Push notifications: messages that label users as role models (e.g. You’re setting an impressive example in the Vegethon community.) |
| 13.2. Framing/reframing | Suggest adoption of new perspective on a behavior to change cognitions/emotions about it | Name, tutorial: overall intervention framed as a race to eat as many vegetables as possible (rather than meeting a minimum necessary threshold) |
| 13.5. Identity associated with changed behavior | Advise the person to construct a new self-identity | Push notifications; in-app notifications: messaging to help users begin to identify themselves as vegetable eaters (e.g., calling users ‘Vegethoners’) |
| 15.1. Verbal persuasion about capability | Tell the person they can successfully perform the wanted behavior | Push notifications: positivity even when participants haven’t met goals or interacted with app recently |
aListed by Michie et al.‘s taxonomy number [21]
bDefinition summarized based on Michie et al.‘s taxonomy [21]