| Literature DB >> 29254914 |
Danielle E Jake-Schoffman1, Valerie J Silfee1, Molly E Waring2,3,4, Edwin D Boudreaux3,5, Rajani S Sadasivam6, Sean P Mullen7, Jennifer L Carey5, Rashelle B Hayes8, Eric Y Ding3, Gary G Bennett9,10, Sherry L Pagoto2.
Abstract
Commercial mobile apps for health behavior change are flourishing in the marketplace, but little evidence exists to support their use. This paper summarizes methods for evaluating the content, usability, and efficacy of commercially available health apps. Content analyses can be used to compare app features with clinical guidelines, evidence-based protocols, and behavior change techniques. Usability testing can establish how well an app functions and serves its intended purpose for a target population. Observational studies can explore the association between use and clinical and behavioral outcomes. Finally, efficacy testing can establish whether a commercial app impacts an outcome of interest via a variety of study designs, including randomized trials, multiphase optimization studies, and N-of-1 studies. Evidence in all these forms would increase adoption of commercial apps in clinical practice, inform the development of the next generation of apps, and ultimately increase the impact of commercial apps. ©Danielle E Jake-Schoffman, Valerie J Silfee, Molly E Waring, Edwin D Boudreaux, Rajani S Sadasivam, Sean P Mullen, Jennifer L Carey, Rashelle B Hayes, Eric Y Ding, Gary G Bennett, Sherry L Pagoto. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 18.12.2017.Entities:
Keywords: behavioral medicine; chronic disease; mHealth; mobile applications; mobile health; telemedicine/methods ; treatment efficacy
Year: 2017 PMID: 29254914 PMCID: PMC5748471 DOI: 10.2196/mhealth.8758
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Examples of evaluations of commercial mobile health apps.
| Method and types of evaluation | Example studies | ||||
| Health topic | Study aim | Findings | |||
| Clinical guidelines | Diabetes self-management [ | Apps (N=227) evaluated for use of 7 self-management behavioral practices recommended by the American Association of Diabetes Educators | No apps promoted all 7 practices; 22.9% (52/227) included at least four of the practices, and 14.5% (33/227) did not include any practices | ||
| Smoking cessation [ | Apps (N=225) evaluated for use of the 5As clinical practice guidelines | 51.1% of apps (115/225) implemented “ask,” 47.1% (106/225) “advise,” 8.0% (18/225) “assess,” 96.0% (216/225) “assist,” and 11.1% (25/225) “arrange follow-up” | |||
| Pediatric obesity prevention and treatment [ | Apps (N=57) examined for inclusion of 8 strategies and 7 behavioral targets recommended by the Expert Committee for Pediatric Obesity Prevention | 61% (35/57) apps did not incorporate any evidence-based behavioral strategies; of the remaining 39% (22/57) apps, the mean number of strategies used was 3.6 (standard deviation [SDb] 2.7) out of the possible 15 | |||
| Evidence-based treatment strategies | Weight loss [ | Apps (N=30) evaluated for inclusion of 20 evidence-based weight loss strategies used in the Diabetes Prevention Program | Apps included 19% (3.8/20) of the strategies | ||
| Depression [ | Apps (N=117) evaluated for incorporated cognitive behavioral therapy and behavioral activation treatment strategies | 10.3% (12/117) of apps were coded as delivering any elements of cognitive behavioral therapy or behavioral activation | |||
| Behavior change techniques | Physical activity [ | Apps (N=64) reviewed for use of behavior change techniques | On average, apps included 22% (5/23) of the behavior change techniques (range 2-8) | ||
| Physical activity [ | Descriptions (N=167) for top-ranked apps evaluated for use of behavior change techniques | On average, App descriptions included 16% (4.2/26) of the behavior change techniques (range 1-13) | |||
| Laboratory studies | Multiple health outcomes (depression, diabetes, caregiving) [ | Usability of apps (N=11) evaluated among diverse participants (N=26) through completion of a series of app-related tasks | 42.7% (79/185) of tasks completed without assistance; participants were interested in using technology, but lacked confidence navigating the apps and were frustrated by design features | ||
| Diabetes self-management [ | Usability of apps (N=42) evaluated by two experts based on ease of use, user interface design, customizability, data entry and retrieval, integration of data into charts/graphs, data sharing | 10% (4/42) of apps had a composite usability score above 20 (scale 1-30) | |||
| Pain management [ | Usability of apps (N=2) evaluated by patients with chronic pain (N=41) through recall of two pain memories; assessed for ease of use and time to enter pain data | Entry for the app Pain Scale was 89% faster than entry for the app Manage My Pain; Manage My Pain incorporated more attractive fonts and colors | |||
| Field testing | Heart disease [ | Usability of an app, Heartkeeper, evaluated through user feedback (N=26) on a survey that solicited feedback from existing users of the app in the field based on ease of use, performance, appearance, and perceived app security | Responses indicated that users were satisfied with the app | ||
| User ratings | General patient-centered health [ | User ratings for apps (N=234) evaluated for presence of 12 features; analyzed whether these features explained variation in user ratings of the app | Plans, ability to export user’s app data, general usability, and app cost associated with higher user ratings; presence of a tracking feature associated with low user ratings | ||
| N/Aa | Mental health [ | Evaluated data from users (N=152,747) of the stress reduction app Happify to explore whether greater usage predicted higher well-being | Greater app use predicted more positive emotion among app users | ||
| Weight loss [ | Examined cross-sectional associations between weight loss and components of weight loss app Lose It! use among app users (N=972,687) | People who used the app most often were more likely to achieve weight loss success of losing 5% of their starting weight (73% success) than those users who only used the app occasionally (5% success) | |||
| Physical activity [ | Three studies examined the associations between use of Pokémon Go and physical activity (two through survey and one through ongoing use of a physical activity device); an outcome external to the app | Use of the app was associated with short-term increases in physical activity | |||
| Randomized controlled trials | Weight loss [ | Tested the effect of a weight loss app versus two traditional diet counseling methods (pen and paper and memo function on phone) on self-monitoring and weight loss among adults during an 8-week trial (N=57) | No between-group difference for weight loss; app condition participants kept more consistent diet records than pen and paper participants but not more than phone memo participants | ||
| Weight loss [ | Tested the effects of using MyFitnessPal weight loss app plus usual care versus usual care alone, for effects on weight loss and blood pressure over 6 months with N=212 primary care patients | No between-group differences found for weight loss or reduction in blood pressure differed between groups; app users set a calorie goal more often than the usual care group | |||
| Smoking cessation [ | Compared the efficacy of two smoking cessation apps over 8 weeks: a commercial app (QuitGuide) versus a researcher-developed app that incorporated Acceptance and Commitment Therapy | Researcher-created app was more effective than QuitGuide for quit rates (13% vs 8%) and participants engaged with it more than QuitGuide (opened app 37.2 times vs 15.2 times) | |||
aN/A: not applicable.
bSD: standard deviation.