| Literature DB >> 29339346 |
Roger Vilardaga1, Javier Rizo1, Emily Zeng2, Julie A Kientz2, Richard Ries3, Chad Otis4, Kayla Hernandez1.
Abstract
BACKGROUND: Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population.Entities:
Keywords: acceptance and commitment therapy; gamification; mHealth; serious mental illness; smoking cessation; user-centered design
Year: 2018 PMID: 29339346 PMCID: PMC5790963 DOI: 10.2196/games.8881
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Methods and materials.
Figure 2These wireframes represent how our app’s initial Home Screen evolved throughout our design process. From left to right: (a) Home Screen sketch, (b) pre-14 Home Screen, and (c) post-14 Home Screen. Wireframes (b) and (c) are examples of the 2 types of Home Screen status: dark green, indicating that the user is still completing the 14 modules of Learn to Quit, and light blue, indicating that the user already completed the Learn to Quit lessons and is ready for his first quit attempt.
Figure 3These wireframes represent how our app’s initial Play Screen evolved throughout our design process. From left to right: (a) Play Screen sketch, (b) pre-14 journey map, and (c) post-14 journey map. Wireframe (a) presents a character that needs to “jump” from stone to stone to “pick up” skills for quitting while navigating through a “swamp of urges.” In wireframe (b), the user has completed the “Finding Your North Star” lesson and practiced the “Your North Star for Quitting” skills module. Wireframe (c) presents a user who has completed all levels of the Learn to Quit journey and motivated by his values for quitting has metaphorically reached “Learn to Quit Land”.
Expert panel themes. Each of the insights of our expert panel are organized by a question and accompanied by a short description.
| Questions and themes | Description | |
| Motivation to quit | Life expectancy is not generally a motivation to quit in this population | |
| Quitting without preparation | Early attempts to quit without enough preparation, and/or lacking a step-down quitting process | |
| Withdrawal symptoms | Fear of experiencing withdrawal symptoms days after quitting | |
| Mental health symptoms | Ongoing anxiety, depression, stress, and psychotic symptoms during the quitting process | |
| Meaningful visuals | The ability to display pictures of inspiring objects, people, sites, or pets | |
| Having a “video game” feel | The appeal of video games or “game like” features (eg, “bingo”) | |
| Social networking | The possibility of sharing with peers | |
| Storytelling | The use of interactive characters (eg, dog) for storytelling | |
| Encouraging activation | The importance of increasing activation (eg, exercise) to facilitate quitting and cope with withdrawal | |
| Progressive disclosure | Unlocking bits and pieces of the app, such as a picture or a message, as the user makes progress | |
| Rewarding small victories | Reinforcing small victories toward quitting (eg, one day without smoking) | |
| Money savings motivation | Small money savings (eg, a few extra dollars a week) | |
| Medication aids | Medication education and a system to help patients adhere to medication intake | |
| Technological literacy | Lack of smartphone knowledge was viewed as a potential barrier to app use | |
| Predominant use of Android | The need to build an app in Android was viewed as important to secure access in this population | |
| Provider check-ins | Flexible check-ins (eg, text messages) were emphasized to enhance engagement with the app | |
| Need for personalization | An app that was customizable to each patient was deemed as important | |
| Stealing | Concern that some patients with serious mental illness might have their devices stolen | |
Figure 4These wireframes represent how our initial tracking feature evolved. From left to right: (a) tracking feature sketch, (b) cigarette tracking, and (c) personalized cigarette use feedback. As opposed to wireframe (a), in which we planned to use a single wireframe to collect all desirable tracking dimensions, in the final app, we used separate wireframes for each dimension (eg, smoking, mood). Note in (b) that users could report smoking half cigarette. Wireframe (c) is an example of personalized feedback following a user who reported smoking between 5 and 10 cigarettes.
Figure 5Wireframe examples of an initial sketch of a “Review Quiz” and a final Learning Module Quiz. Quizzes were presented at the end of the learning modules, and contained 3 questions each. From left to right: (a) Review Quiz sketch, (b) example of question for the “Key to Quitting” module, (c) feedback to correct answer that is followed by game reward sound, and (d) summary of quiz results, which indicates number of correct answers, best answer of all times, and number of practice stars gained (1 for each practice with a total of 3 per module).
Figure 6Selection of wireframes of a smoking cessation skill (ie, Use Your Five Senses) designed to encourage self-awareness of our 5 senses. From top to bottom: (a) sketch of Use Your Five Senses skill and (b) final Use Your Five Senses skill module. Wireframes in panel (b) include five 10-second timers to assist the user focus their attention. They provide visual and tactile cues to mark the end of each practice of focused attention.
Key baseline features of usability testing subjects and corresponding system usability scale (SUS) scores. Scores above the usability standard cut-off (>68) are indicated in italics.
| Participant number | Mental health treatment | Years in mental health (mean=25) | Years smoking (mean=20) | Cigarettes per day (mean=11) | SUS usability (mean= | SUS learnability (mean=60) | SUS total (mean= |
| P1 | Case manager, psychiatric nurse | 25 | 9 | 13 | |||
| P2 | Case manager, psychiatric nurse | 29 | 10 | 7 | |||
| P3 | Case manager, psychiatrist | 20 | 32 | 10 | 44 | 25 | 40 |
| P4 | Case manager, psychiatrist | 39 | 35 | 15 | 50 | ||
| P5 | Case manager, psychiatrist | 12 | 14 | 10 |
Usability testing results for Learn to Quit prototype (n=5) matched with comparable usability testing results from a previous user-centered design study (n=5) we conducted in a smoking cessation app designed for the general population (QuitPal) [30].
| Theme | Quote/Observation/Feature | |
| Smoking cessation app (QuitPal); (SUSa=65.5) | ||
| Difficulty entering information in the app | Unable to “pull up the keypad” | The need to use the keypad was removed from the prototype |
| Difficulty saving information | Failure to identify and press “save” button at the top of screen | The need to use a “save” button was removed from the prototype |
| Getting lost in app layers | “It took me a long time to get back to that menu frame” | No observed confusion about how to return to the Home Screen |
| Tremor and fine motor skills | “[buttons were] too close together” | P5b: “I like how the letters are big” |
aSUS: System Usability Scale; scores above the usability standard cut-off (>68) are indicated in italics.
bP: Participant.
Themes identified during usability testing of the Learn to Quit app prototype (n=5).
| Representative quotea | |
| Interested in gamification of smoking cessation skills | P1: “That would be so cool! A point every day” |
| Drawn by cartoons and storytelling | P3: “The cartoons, the whole thing. It’s got great spirit” |
| Appreciating simplicity | P2: “It was simple, informative, easy to use” |
| Proof of concept: Acceptance and Commitment Therapy module showed promise | P1: “I wish you guys could send it to me so that I could practice it and learn it” |
| Home Screen confusion | P1: “It’s very small and I can’t see what it is.” |
aP: Participant.