| Literature DB >> 30903746 |
Anna Rohde1,2,3, Anja Duensing1,2, Christine Dawczynski1,2, Jasmin Godemann3, Stefan Lorkowski1,2, Christine Brombach1,4.
Abstract
BACKGROUND: Due to the widespread use of mobile phones, dietary mobile apps are promising tools for preventing diet-related noncommunicable diseases early in life. However, most of the currently available nutrition apps lack scientific evaluation and user acceptance.Entities:
Keywords: adolescents; health behavior; healthy eating; mHealth; mobile apps; mobile phone; motivation; young adults
Year: 2019 PMID: 30903746 PMCID: PMC6709564 DOI: 10.2196/11575
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1Systematic design process of the dietary mobile app for adolescents and young adults. Steps 1-7 (in black font) are discussed in the text; steps 9 and 10 (in grey font) are being or will be carried out.
Figure 2Process of identification of relevant target group preferences. BCT: behavior change technique.
Excerpt of results from study 1.
| Main topic, subtopics | Quotes (translated) | |
| Mobile phone is used for entertainment and when bored (eg, games and videos) | Jana: “I use my mobile phone when I'm bored or when I have to wait for the bus or something, then I play games.” | |
| Cooking stands for independency | Caro: “Yeah, for later, if maybe I have a family and I cannot cook, that would be a bit ... And cooking is also important to me, so I do not always depend on someone.” | |
| Spending on food should be kept low | Leon: “We like to eat exotic fruits. But you always have to see how much money you have at your disposal.” | |
| Eating healthier | Jana: “I often wish that I ate healthier.” | |
| High usage effort through tracking | Daria: “So, I did not continue using the app because it was very time-consuming tracking everything and properly. At the beginning it was a lot of fun, but eventually it got harder, because sometimes you do not think about tracking.” | |
| Visual feedback is used as consumption orientation and promotes self-control | Tino: “Through the app I've noticed that I do not eat enough vegetables. That's why I bought some cucumbers or tomatoes.” | |
Excerpt of identified and selected target group preferences for app characteristics and features.
| Study 1 | Study 2 | Target group preferences for app characteristics and features, based on findings from studies 1 and 2 | Accept or reject | |
| Topic | Subtopic | Results | ||
| Mobile phone and app usage | Mobile phone is used for entertainment and when bored (eg, games) | Important app characteristics: Entertainment | Features for use when bored/individual time of usage | Accepta |
| Mobile phone and app usage | Listening to music | —b | Music | Rejectc,d |
| Test app experiences | Disadvantage: High usage effort through tracking (as a result not everything was tracked) | Important app characteristics: Fast use | Supporting low user effort and fast use | Accepta |
| Test app experiences | Advantage: Test-app use for comparison of visual feedback with others | Favorite apps are mostly communications apps | Social comparison | Accepta |
| Test app experiences | Improvement suggestion: More feedback through additional evaluation charts | — | Different evaluation charts | Rejectc,e |
aMaintain suspense and adherence.
bNot applicable.
cNot relevant for target behavior/not in line with target behavior.
dNot affordable as incentive.
eFocus shall be kept on portions not on calorie intake.
Intervention functions with capability-opportunity-motivation-behavior components and behavior change techniques (including evidence of effectiveness and target group preferences).
| Intervention functions | BCTsa with evidence from literature | Target group preferences |
| Education | Self-monitoring of behavior [ | Tracking for promoting awareness of eating behavior |
| Education | Feedback on behavior [ | Tips are motivational (low cost and easy tips) |
| Education | Information about health consequences [ | —b |
| Education | Prompts/cues [ | Support through reminder |
| Persuasion | Information about health consequences [ | — |
| Persuasion | Feedback on behavior [ | Tips are motivational (low cost and easy tips) |
| Persuasion | Verbal persuasion about capability [ | — |
| Persuasion | Social comparison [ | Social comparison |
| Incentivization | Feedback on behavior [ | Tips are motivational (low cost and easy tips) |
| Incentivization | Self-monitoring of behavior [ | Tracking for promoting awareness of eating behavior |
| Incentivization | Nonspecific incentive/reward (includes positive reinforcement) [ | Gamification |
| Training | Instruction on how to perform a behavior | Tips are motivational (low cost and easy tips) |
| Training | Feedback on behavior [ | Tips are motivational (low cost and easy tips) |
| Training | Self-monitoring of behavior [ | Tracking for promoting awareness of eating behavior |
| Training | Graded tasks [ | — |
| Enablement | Action planningc [ | — |
| Enablement | Coping planningc [ | — |
| Enablement | Goal setting (behavior) [ | Goal setting |
| Enablement | Discrepancy between current behavior and goal [ | Tracking for promoting awareness of eating behavior |
| Enablement | Self-monitoring of behavior [ | Tracking for promoting awareness of eating behavior |
| Enablement | Graded tasks [ | — |
| Enablement | Social support (unspecified) [ | — |
aBCT: behavior change technique.
bNot applicable.
cBased on the health action process approach [36].
Figure 3Flowchart of C2go.
Concept changes after expert evaluation.
| App feature/characteristic | Prototype I | Prototype II |
| Challenges | Strict defined rules to reach goals | Easing the rules: More jokers for the users of the drinking world in the |
| Feedback | Visual feedback | More visual feedback, for example, a smiling avatar for rewarding consumption of water |
| Feedback | Informative feedback (tips) | Optional extra button for more information, the user can choose if he/she wants more information concerning feedback |
| Feedback | —a | Reflective questions in feedback, for example, |
| Feedback | — | Goal-orientated feedback: Asking an introductory question, linking the tips to the answer and thereby to the user’s goal |
| Usage motivation of app | Feedback development: Focus on preintender and intender | Informative feedback focuses on intenders only, preintenders are not considered. This decision was supported by literature, as health apps are more likely used by health-conscious people [ |
| Worlds | — | Bonus worlds: Might be possible with an update of the app (menu button |
| Worlds | Worlds are started one after the other | The worlds can be played simultaneously |
| Infothek | Point-related access or as a present | More frequently access: Through reduction of the distance of the points |
| Infothek | Information about healthy snacks/drinks | Including more information about healthy snacks and drinks |
| Infothek | Health, food waste, and beauty are topics | Content ideas for the following topics: (1) |
| Quiz | Answering question with yes/no; assigning answers | Answering questions with drag and drop mechanisms |
aNot applicable.
Levels in the drinking world of the app.
| Phase | Level |
| After selecting first world | Beginner |
| After completing self-test B | Climber |
| After the first challenge (24-hour-Challenge) | Adept |
| 3 portion challenge | Adept pro |
| 4 portion challenge | Expert |
| 5 portion challenge | Expert pro |
| 6 portion challenge | Master |
| 6 portion challenge + no sugary drinks | Big Master |
Feedback examples.
| Feedback type | Time point | Example |
| Motivational | During challenges | |
| Evaluative | After a challenge | |
| Informative | After a challenge |
App reminders and time points.
| Reminder | Time point |
| Consumption of target behavior | From 9 am to 9 pm, every 3 hours |
| Tracking | 9 pm |
| Start of challenge | 9 am |
| End of challenge day | 9 pm, if necessary next day 7 am und 12 pm |
| End of a challenge | Immediately, if necessary 36 hours and 48 hours later |
| Infothek | If access has been granted |