| Literature DB >> 31463077 |
Olga Perski1,2, Dario Baretta3, Ann Blandford4,2, Robert West5, Susan Michie1.
Abstract
OBJECTIVE: Engagement with smartphone applications (apps) for alcohol reduction is necessary for their effectiveness. This study explored (1) the features that are ranked as most important for engagement by excessive drinkers and (2) why particular features are judged to be more important for engagement than others.Entities:
Keywords: Alcohol reduction; behaviour change; digital health; engagement; focus groups; mHealth; mixed-methods; smartphone apps
Year: 2018 PMID: 31463077 PMCID: PMC6048661 DOI: 10.1177/2055207618785841
Source DB: PubMed Journal: Digit Health ISSN: 2055-2076
Figure 1.Participant flow charts for a) the focus group study, and b) the online sample.
Participants’ demographic and drinking characteristics.
| Demographic and drinking characteristics | Focus groups, | Online sample, |
|---|---|---|
| Gender | ||
| Women | 7 (77.8%) | 65 (49.2%) |
| Men | 2 (22.2%) | 67 (50.8%) |
| Age (years) | ||
| 18–24 | 4 (44.4%) | 14 (10.6%) |
| 25–34 | 3 (33.3%) | 32 (24.2%) |
| 35–44 | 0 (0%) | 45 (34.1%) |
| 45–54 | 2 (22.2%) | 28 (21.2%) |
| 55–64 | 0 (0%) | 9 (6.8%) |
| 65+ | 0 (0%) | 4 (3.0%) |
| Occupational status | ||
| Manual | 0 (0%) | 18 (13.6%) |
| Non-manual | 6 (66.7%) | 93 (70.5%) |
| Other | 3 (33.3%) | 21 (15.9%) |
| AUDIT, mean ( | 13.6 (3.1) | 16.1 (6.7) |
| MTSS | ||
| 1. I don’t want to cut down on drinking alcohol | 1 (11.1%) | 8 (6.1%) |
| 2. I think I should cut down on drinking alcohol but I don’t really want to | 1 (11.1%) | 42 (31.8%) |
| 3. I want to cut down but haven’t thought about when | 4 (44.4%) | 16 (12.1%) |
| 4. I really want to cut down but I don’t know when I will | 0 (0%) | 10 (7.6%) |
| 5. I want to cut down and hope to soon | 1 (11.1%) | 18 (13.6%) |
| 6. I really want to cut down and intend to in the next 3 months | 0 (0%) | 10 (7.6%) |
| 7. I really want to cut down and intend to in the next month | 2 (22.2%) | 28 (21.2%) |
AUDIT = Alcohol Use Disorders Identification Test; MTSS = Motivation to Stop Scale.
Engagement features used in the ranking task.
| Engagement features | Descriptions and examples |
|---|---|
| Challenge features | Features that allow you to compete against yourself or against other users, such as your friends. The app might, for example, encourage you to drink one unit fewer than your friends. |
| Control features | Features that allow you to make choices about how to use the app. The app might, for example, allow you to choose between a few different target goals instead of having one fixed option. |
| Action plans to use the app | A feature that encourages you to make a plan to use the app. An example might be to make a plan to open the app as soon as you have finished your breakfast every morning. |
| Setting a goal to use the app | A feature that encourages you to set a goal to use the app. For example, you might be able to set a goal to use the app once a day for two weeks. |
| Monitoring use of the app | A feature that allows you to record your use of the app. For example, the app might allow you to manually enter how much time you have spent on it, or it might record it automatically for you. |
| Feedback on use of the app | A feature that allows you to view your use of the app. For example, the app might show you how many times you have opened it on each day of the week. |
| Credibility features | Features that make you feel you can trust the app. For example, the app might have a clear privacy policy, be endorsed by a trusted organisation, or be free from adverts. |
| Guidance features | Features that explain how to use the app. This might, for example, include video tutorials about how the app works. |
| Interactive features | Features that allow, and respond to, input from the user. This might, for example, include a game or a knowledge quiz. The direct opposite would be a static app that does not allow you to enter any information or click into any of its features, much like this piece of text! |
| Novelty features | Features that ensure you see or learn something new every time you open the app. This might, for example, include daily content updates (e.g. a daily fact about alcohol or a daily motivational quote). |
| Narrative features | The presence of a storyline. For example, the app might be set up as a game or film with a plot, where you are the main character. This might include the presence of an avatar (i.e. a virtual figure that represents you). |
| Personalisation | Tailoring of content according to information about you (driven by the app) or customisation of the app so it looks or acts the way you prefer (driven by you). For example, the app might tailor its content based on information you give to it (e.g. about your age, gender, level of alcohol consumption) or you might be able to change the colour and font. |
| Professional support features | Features that enable you to have remote contact with a healthcare professional (e.g. the opportunity to chat to a nurse or a psychologist via the app). |
| Social support features | Features that allow you to connect with other app users. This might, for example, include an online discussion forum or a peer-to-peer instant messenger (e.g. a ‘buddy’ system). |
| Reminders to use the app | Regular push notifications or text messages that remind you to use the app. |
| Rewards for using the app | Being rewarded for using the app. You might, for example, receive a congratulatory message or a virtual badge/coin after having opened the app for seven days in a row. |
Figure 2.Heat maps of rankings in the focus groups (top), and in the online sample (bottom). Red, orange and yellow boxes indicate low rankings. Green boxes indicate high rankings.
Mean rankings of the 16 engagement features in the a) focus groups (n = 9) and b) online sample (n = 132).
| a) Focus groups | b) Online sample | ||
|---|---|---|---|
| Engagement features | Mean ( | Engagement features | Mean ( |
| 1. Personalisation | 8.67 ( | 1. Personalisation | 6.74 ( |
| 2. Control features | 7.22 ( | 2. Setting a goal to use the app | 5.97 ( |
| 3. Interactive features | 7.00 ( | 3. Challenge features | 5.56 ( |
| 4. Setting a goal to use the app | 4.89 ( | 4. Interactive features | 5.43 ( |
| 5. Guidance features | 4.78 ( | 5. Control features | 5.41 ( |
| 6. Social support features | 4.56 ( | 6. Credibility features | 4.86 ( |
| 7. Novelty features | 4.33 ( | 7. Rewards for using the app | 4.70 ( |
| 8. Monitoring of use | 4.00 ( | 8. Professional support features | 4.36 ( |
| 9. Credibility features | 3.89 ( | 9. Reminders | 4.27 ( |
| 10. Narrative features | 3.56 ( | 10. Social support features | 3.82 ( |
| 11. Feedback on use | 3.33 ( | 11. Action plans | 3.98 ( |
| 12. Professional support features | 3.22 ( | 12. Guidance features | 3.74 ( |
| 13. Rewards for using the app | 3.22 ( | 13. Novelty features | 3.66 ( |
| 14. Reminders | 3.11 ( | 14. Monitoring of use | 3.56 ( |
| 15. Challenge features | 2.67 ( | 15. Feedback on use | 2.68 ( |
| 16. Action plans | 2.56 ( | 16. Narrative features | 2.26 ( |
Summary of themes and subthemes identified in a) the focus groups and b) the online sample.
| Themes | Description | a) Identified in focus groups | b) Identified in online sample |
|---|---|---|---|
| 1. Lack of trust and guidance as initial barriers | Features that inculcate feelings of trust and ensure the user can use the app comfortably (e.g. credibility features, guidance features) were considered more important for initial uptake than for continued engagement. |
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| 2. Motivational support | Features that support users’ motivation to engage with the app or to cut down on drinking (e.g. control features, rewards, setting a goal to use the app, challenge features, message tone) were expected to encourage engagement, particularly if they promote users’ independence. |
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| 3. Benefit and usefulness | Features that make users feel they are gaining something
over and above |
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| 4. Adaptability | Features that allow the app to adapt its content according to the user’s level of progress or to intervene in the right moment (e.g. personalisation, interactive features, reminders) were expected to persuade the user and hence, promote engagement. |
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| 5. Sparking users’ interest | Features that grab users’ interest or provide a means of entertainment (e.g. narrative features, social support features, challenge features, interactive features, novelty features) were expected to prompt engagement. |
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| 6. Relatedness | Features that allow the user to connect with others who are in the same situation (e.g. social support features) were expected to promote engagement. |
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| i. Perceived social stigma | Features that trigger app use in front of family and friends or connect users with close others (e.g. social support features, challenge features) were expected by some participants to elicit feelings of embarrassment and lead to disengagement. |
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| ii. Fear of social comparison | Features that encourage users to compete against friends or strangers (e.g. challenge features) were expected by some participants to be demoralising. |
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