| Literature DB >> 30664477 |
Yunlong Wang1, Ahmed Fadhil2, Jan-Philipp Lange3, Harald Reiterer1.
Abstract
Digital health interventions (DHIs) have been emerging in the last decade. Due to their interdisciplinary nature, DHIs are guided and influenced by theories (eg, behavioral theories, behavior change technologies, and persuasive technology) from different research communities. However, DHIs are always coded using various taxonomies and reported in insufficient perspectives. This inconsistency and incomprehensiveness will cause difficulty in conducting systematic reviews and sharing contributions among communities. Therefore, based on existing related work, we propose a holistic framework that embeds behavioral theories, behavior change technique taxonomy, and persuasive system design principles. Including four development steps, two toolboxes, and one workflow, our framework aims to guide DHI developers to design, evaluate, and report their work in a formative and comprehensive way. ©Yunlong Wang, Ahmed Fadhil, Jan-Philipp Lange, Harald Reiterer. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 15.01.2019.Entities:
Keywords: behavior change technique; behavior change technique taxonomy; digital health interventions; persuasive system design; persuasive technology
Year: 2019 PMID: 30664477 PMCID: PMC6350087 DOI: 10.2196/resprot.8055
Source DB: PubMed Journal: JMIR Res Protoc ISSN: 1929-0748
Figure 1Our hypothesized continuum model of behavior change.
Figure 2The transtheoretical model of behavior change.
Persuasive system design principles.
| Persuasive system design principlea | Definition | |
| Reduction (1.1) | System should reduce steps users take when performing target behavior. | |
| Tunneling (1.2) | System should guide users in attitude or behavior change process by providing means for action. | |
| Tailoring (1.3)b | System should provide tailored info for user groups. | |
| Personalization (1.4)b | System should offer personalized content and services for individual users. | |
| Self-monitoring (1.5) | System should provide means for users to track their performance or status. | |
| Simulation (1.6) | System should provide means for observing link between cause & effect with regard to users’ behavior. | |
| Rehearsal (1.7) | System should provide means for rehearsing target behavior. | |
| Praise (2.1) | System should use praise to provide user feedback based on behaviors. | |
| Rewards (2.2) | System should provide virtual rewards for users to give credit for performing target behavior. | |
| Reminders (2.3) | System should remind users of their target behavior while using the system. | |
| Suggestion (2.4) | System should suggest users carry out behaviors while using the system. | |
| Similarity (2.5)b | System should imitate its users in some specific way. | |
| Liking (2.6)b | System should have a look & feel that appeals to users. | |
| Social role (2.7)b | System should adopt a social role. | |
| Trustworthiness (3.1)b | System should provide info that is truthful, fair & unbiased. | |
| Expertise (3.2) | System should provide info showing knowledge, experience & competence. | |
| Surface credibility (3.3)b | System should have competent and truthful look & feel. | |
| Real-world feel (3.4) | System should provide info of the organization or actual people behind it content & services. | |
| Authority (3.5) | System should refer to people in the role of authority. | |
| Third-party endorsements (3.6) | System should provide endorsements from external sources. | |
| Verifiability (3.7) | System should provide means to verify accuracy of site content via outside sources. | |
| Social learning (4.1) | System should provide means to observe others performing their target behaviors. | |
| Social comparison (4.2) | System should provide means for comparing performance with the performance of others. | |
| Normative influence (4.3) | System should provide means for gathering people who have same goal & make them feel norms. | |
| Social facilitation (4.4) | System should provide means for discerning others who are performing the behavior. | |
| Cooperation (4.5)c | System should provide means for cooperation. | |
| Competition (4.6)c | System should provide means for competing with others. | |
| Recognition (4.7)c | System should provide public recognition for users who perform their target behavior. | |
aThe rest principles have counterparts with the same or similar definitions in the behavior change technique taxonomy.
bThe principles are interventions characteristics.
cThe principles have no counterparts in the behavior change technique taxonomy but can also be regarded as intervention strategies.
Figure 3Diagram of our digital health intervention taxonomy. BCT: behavior change technique; BIT: behavioral intervention technology; PSD: persuasive system design.
Figure 4TUDER (Targeting, Understanding, Designing, Evaluating and Refining) diagram. DHI: digital health intervention.
Figure 5Checklist for using TUDER (Targeting, Understanding, Designing, Evaluating and Refining).