| Literature DB >> 32003750 |
Johanna Nurmi1,2, Keegan Knittle1, Todor Ginchev3, Fida Khattak3, Christopher Helf4, Patrick Zwickl5, Carmina Castellano-Tejedor6,7, Pilar Lusilla-Palacios8,9, Jose Costa-Requena3, Niklas Ravaja10, Ari Haukkala1,11.
Abstract
BACKGROUND: Most adults do not engage in sufficient physical activity to maintain good health. Smartphone apps are increasingly used to support physical activity but typically focus on tracking behaviors with no support for the complex process of behavior change. Tracking features do not engage all users, and apps could better reach their targets by engaging users in reflecting their reasons, capabilities, and opportunities to change. Motivational interviewing supports this active engagement in self-reflection and self-regulation by fostering psychological needs proposed by the self-determination theory (ie, autonomy, competence, and relatedness). However, it is unknown whether digitalized motivational interviewing in a smartphone app engages users in this process.Entities:
Keywords: autonomous motivation; engagement; gamification; health app; human-computer interaction; intrinsic motivation; mHealth; physical activity; prevention; reflective processes; self-determination theory; service design; spontaneous processes; usability design
Mesh:
Year: 2020 PMID: 32003750 PMCID: PMC7055776 DOI: 10.2196/12884
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1A proposed method for engaging users in the behavior change process. Digitalized motivational interviewing techniques help users engage in motivational self-reflection; identify reasons, capabilities, and opportunities for physical activity; and produce change talk. Gamification provides intrinsic pleasure with challenges and surprises. Together, these satisfy the self-determination theory’s psychological needs and support autonomous motivation. This increased awareness of the pleasure and benefits of exercise engages users in self-regulation, such as goal setting, planning, and self-monitoring, leading to increased physical activity. The dotted line shows the feasibility testing presented in this study.
Relational techniques from motivational interviewing implemented across the Precious app service (text in square brackets varies based on an individual’s previously indicated preferences or previously made choices).
| Techniquea | Description | Examples of implementation in the Precious app | Targeted psychological needs to increase service engagement |
| T1.1: open-ended questions | Questions that cannot be answered with a limited response (ie, yes, no, or rarely) | “Imagine yourself being active and enjoying it. How is your life different?” | Open-ended questions aim to guide the user to think of reasons to increase physical activity and the positive changes that it may cause. Guiding users to imagine also supports their autonomy to choose the activities they enjoy |
| T1.2: affirmations | Acknowledging users’ efforts and self-worth |
“Well done! First app completed!” “Good job! You achieved your daily step goal.” | Acknowledging efforts aims to support the users’ competence and self-efficacy and create a sense of relatedness with the service. The users are hypothesized to return to the service, as they feel their efforts do not go unnoticed |
| T1.3: reflective statements | Paraphrasing users’ choices (from multiple choice answers to reflective feedback) | “OK. So, in other words, physical activity is important to you because it could help you to achieve your [top outcome goal].” | Paraphrasing aims to support self-reflection and provide perspective on the selections the user has made. It supports autonomy by valuing user-made choices and targets relatedness by providing an experience of being heard |
| T3.16: emphasize autonomy | Freedom to choose outcome goals, behavioral goals, and activities and their timing | “Earlier, you said that being physically active would help you to [achieve your top outcome goal]. Well, there are many different ways to be active, and some which you would enjoy more than others. Swipe forward to ensure you will get recommendations you like.” | This technique aims to support user autonomy and suggest activities that are intrinsically motivating |
| T3.22: normalizing | Acknowledging that it is not uncommon to find behavior change challenging | “Many people have difficulties recalling times when they enjoyed being active.” | Normalizing is used to nurture the sense of relatedness through empathy and compassion, even if users indicate no intention to be active |
| T4.2: consider change options | Neutral and supporting language to consider all options and no guidance to specific choices | “The whole point is to support you with things that matter to you most. The more you interact with Precious, the more accurate these recommendations will become.“ | The neutral language used to support autonomy, competence, and relatedness, as users can feel that their choices are accepted and supported |
| T4.5: support change | Trusting users’ ability to choose best options for them and remind them of their choices | “Based on your responses it seems that you think a change in your [chosen behavioral target] can help you to [achieve your top outcome goal]. That's good to know! Precious will now help you on the path to getting more of what you want.” | Reminding users of their personally relevant goals may help them feel competent to execute their plans and autonomous to choose their goals and thus increase relatedness with the service |
aRelational techniques from motivational interviewing as identified by Hardcastle et al [33].
Figure 2Implementation of the Precious app home screen, with suggested apps at the top of the screen.
Figure 3Implementation of the What Do I Want? tool. Screen B shows implementation of outcome goal selection, focusing on the things the user wants out of life, and Screen C allows users to indicate which of these are most important to them at this moment. Screen D provides a simple reflection on the content of the user’s chosen outcome goal and offers a menu of possible behavioral changes, which would be most likely to help them achieve the outcome goal set on Screen C. Screen E provides a summary of the user’s interaction with this tool, highlighting their chosen outcome goal and behavioral target.
Behavior change techniques in the Precious app.
| Name of the feature | BCTsa, b | Description | Targeted behavior change mechanisms | ||||
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| 1.3 Outcome goal setting | The Precious app prompts users to reflect on their life goals and to choose their preferred outcome goal(s) from a list. | Selecting personally relevant outcome goals is hypothesized to support autonomy and nurture the relatedness with the service. Thinking about personally important reasons to be active may increase autonomous motivation for physical activity. | |||
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| 1.7 Review outcome goals | If a user’s engagement or activity levels decrease, the Precious app asks them to consider selecting a new outcome goal in the | This technique aims to support user’s relatedness with the service by empathetic concern of the user and by acknowledging that the current support offered may not be optimal. Providing new outcome goals to choose from targets user autonomy. Together these aim to increase motivation for physical activity. | |||
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| 15.2 Mental rehearsal of successful performance | The Precious app asks users to visualize a future event in which they would enjoy physical activity and prompts users to reflect on the positive consequences of this experience. | Mental rehearsal provides full autonomy to choose the activity, the environment, and the company. This technique can thus address autonomy, competence, and relatedness and increase motivation to try out the activities in real life. The user may identify new or forgotten opportunities and capabilities for activity. | |||
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| 15.3 Focus on past success | The Precious app asks users to reflect on a past event in which they enjoyed physical activity and prompts users to reflect on the positive consequences of this experience. | This imagination technique is targeting the psychological needs of autonomy, competence, and self-efficacy, reminding users of the moments they enjoyed being active and thus boosting their motivation. If users have good exercise memories with other people, this technique may also remind them of the sense of relatedness. The user may identify forgotten opportunities and capabilities for activity. | |||
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| Additional BCT: linking behavioral goals with outcome goals | The Precious app reminds users that their behaviors (eg, football and gardening) can help them to achieve their outcome goals (eg, feeling connected to others and having fun) | This technique is expected to create a mental bond between users’ valued goals and the tangible actions that help them achieve those goals. As both goals and behaviors are self-selected, this technique targets all three psychological needs of autonomy, competence, self-efficacy, and relatedness and may thus lead to increased motivation. The tool may help identify such opportunities to be active that serve a purpose | |||
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| Smartphone notifications and biofeedback report | 10.4 [Digital] Social reward | The Precious app delivers smartphone notifications with positive messages based on tracked service engagement or activity. Biofeedback reports include praise and encouragement for progress. | Supportive but accurate feedback aims to increase users’ competence, self-efficacy, and relatedness with the service, which again should increase motivation to take care of their well-being | |||
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| 1.1 Behavioral goal setting | The Precious app allows users to set a daily step goal. To set a realistic goal, users see a suggestion of their past 7-day average as a starting point. | This self-regulation technique targets users’ autonomy by letting them adjust their daily goals. Basing goal recommendations on each user’s step average takes into account their capabilities and aims to increase competence and self-efficacy. Users can consider their opportunities to be active on the day while setting a goal. | |||
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| 1.4 Action planning | The Precious app allows users to plan bouts of physical activity, including activity type, intensity, and time of day. Users then receive notifications when their planned activity is approaching. | Users’ autonomy is supported as they can choose any physical activities and be supported in completing those. Making plans with the tool can remind users of their capabilities and opportunities for activity as they see the list of activities they like. | |||
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| 1.5 Review behavior goal(s) | When opening the Mountain climber tool, users can review their previously set goals, the extent to which those were achieved, and adjust the goal for the current day. | Seeing their past behavior visualized as mountain panorama and achievements as flags on top of the mountains may help to celebrate successful goal achievement, increasing competence, self-efficacy, and awareness of capability. Users can change the daily goal anytime, which targets autonomy. | |||
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| Smartphone notifications | 1.6 Discrepancy between current behavior and goal | The Mountain climber tool shows in real time how many steps the user has taken and how far they are from their daily step goal. The user also receives messages on the percentage of steps that they have accomplished by afternoon. | Getting a reminder of goal progress may increase the sense of competence and self-efficacy in case users have already achieved their goal or they feel they can complete the remaining activity during the evening. Seeing the difference between their goal and current situation may create an intrinsically motivated challenge to achieve the goal. | |||
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| Smartphone notifications | 2.2 Feedback on behavior | The Precious app sends a notification about progress toward user’s step goal and goal achievement. | Supportively worded messages about goal progress can increase relatedness to the service and sense of competence and self-efficacy if the goal seems achievable. | |||
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| Activity bracelet | 2.3 Self-monitoring of behavior | The Mountain climber app displays the number of steps a user has accumulated each day. This step total aggregates steps logged by the activity bracelet, the phone’s onboard accelerometer, and manually logged activities. Users are asked to manually log other activities than walking, running, and cycling (which are automatically tracked). Action plans made with the tool can be marked completed with a single tap. | Aggregating activities from several sources can help users understand how all activity contributes to the daily total and that all occasions to be active count. This, in addition to visualization of their activity as a mountain panorama and achievements as flags on top of the mountains, may help to celebrate their efforts, increasing competence and self-efficacy. Seeing activities visualized as mountains to conquer may increase intrinsic motivation to use the tool. | |||
aBCT: behavior change technique.
bBehavior change technique numbering based on the study by Michie et al [8].
Figure 4Implementation of the Importance ruler tool. Screen A shows the importance ruler itself. Screen B shows a follow-up question from the individual’s initial response and a prompt to help users better introspect about why they chose a particular number on Screen A. Screen C shows a selection of possible positive outcomes of physical activity, populated from the choices made previously in the What Do I Want? tool. Screen D shows a reflection of the user’s chosen responses on Screen C.
Figure 5What’s Next tool. This tool assessed a user’s stage of change for physical activity and directed users to either motivational or self-regulatory features based on their responses.
Figure 6Implementation of the My Favorites tool, in which users choose the modes of PA that they might like to undertake. The prompt on Screen A recalls the outcome goal the user set in the What do I want? tool.
Figure 7Implementation of the Confidence Ruler tool. Screen A shows the main question of this tool, which is followed up with a tailored reflection on Screen B. Screens C and D show a number of the tools available to users and the rationale for how each could help improve their confidence. Users were free to select as many or as few of these as they wished.
Figure 8Implementation of the Time Machine tool. Looking back exercises are shown on Screens B and C, and looking forward exercises are shown on Screen D.
Figure 9Example view of Firstbeat heart rate variability report for Precious.
Figure 10Conquer the city, location-based activity game.
Figure 11Implementation of the Mountain Climber self-regulatory tool. Screen A shows the main view, with blue mountain indicating an achieved goal. (Green tags on Screen A were not visible to users and are included here to indicate the destination screen after a tap action.) Screen B shows the step goal setting function. Screen C shows the action planning function. Action planning and logging are done by choosing an activity from a dropdown menu and setting the start and end time. The user can also adjust the intensity of the activity to either low, medium, or high, the default being medium. For ease of use, action planning is done in the same way as activity logging, with only the time being set in the future. The visual symbol of the planned activity appears in dim grey color, and the steps contribute to the daily total only after the user touches the button “I did it!”. Screens D and E show a detailed daily view, with planned activities in grey and completed activities in orange, indicating how many percentages of the daily goal is reached with the activity.