| Literature DB >> 32130179 |
Anne Martin1, Maurizio Caon2, Fulvio Adorni3, Giuseppe Andreoni4, Antonio Ascolese5, Sarah Atkinson6, Kim Bul7, Carme Carrion8, Conxa Castell9, Valentina Ciociola3, Laura Condon10, Mireia Espallargues11,12, Janet Hanley13, Nithiya Jesuthasan3, Claudio L Lafortuna14, Alexandra Lang6, Federica Prinelli3, Elisa Puidomenech Puig11,12, Sarah A Tabozzi14, Brian McKinstry15.
Abstract
BACKGROUND: Promotion of physical activity, healthy eating, adequate sleep, and reduced sedentary behavior in adolescents is a major priority globally given the current increase in population health challenges of noncommunicable diseases and risk factors such as obesity. Adolescents are highly engaged with mobile technology, but the challenge is to engage them with mobile health (mHealth) technology. Recent innovations in mobile technology provide opportunities to promote a healthy lifestyle in adolescents. An increasingly utilized approach to facilitate increased engagement with mHealth technology is to involve potential users in the creation of the technology.Entities:
Keywords: adolescents; co-design; focus groups; health behavior; mHealth; mobile app; mobile phone; obesity; youth
Mesh:
Year: 2020 PMID: 32130179 PMCID: PMC7076410 DOI: 10.2196/14118
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Objectives for each co-design phase.
| System component | First iteration | Second iteration | Third iteration |
| Apps | Assessment of usability and satisfaction, comparison of 2 different prototypes with different interaction layers | Assessment of usability and satisfaction; testing of automatic functionalities, user data entry functionalities | Assessment of usability, intuitiveness, and satisfaction; testing of functionalities |
| Serious game | Assessment of user needs and acceptance of the visual and graphical content | Assessment of user needs, usability, and acceptance of the game mechanics | Assessment of user needs, usability, and acceptance of the game mechanics; enjoyment, intuitiveness, and playtime |
Components and development stages of the PEGASO Fit for Future Companion app, eDiary app, and serious game.
| Stages of system development | First iteration | Second iteration | Third iteration |
| Mock-up | Companion app and serious game | —a | — |
| Prototype 1.0 | eDiary app | Companion app and serious game | — |
| Prototype 2.0 | — | eDiary app | Companion app and serious game |
| Prototype 3.0 | — | — | eDiary app |
| Integration status | Separate, not integrated system components | Separate, not integrated system components | Partially integrated system components |
aProgress in development of system components leads to empty cells.
Data collection methods used for each PEGASO component at each iteration.
| Data collection method | First iteration | Second iteration | Third iteration |
| Focus groups | eDiary app and serious game | eDiary app, Companion app, and serious game | eDiary app, Companion app, and serious game |
| System Usability Scale | —a | eDiary app and serious game | eDiary app, Companion app, and serious game |
| Other | App design questionnaire and character design worksheet | Brief Use of App questionnaire and survey on game use | Survey on game use |
aNot applicable.
Participant characteristics for each study site and co-design iteration.
| Participant characteristics | First iteration | Second iteration | Third iteration | |
|
| ||||
|
| Spain | 8-10a | 9 | 10 |
|
| England | 16b | 10b | 10b |
|
| Italy | 9-10a | 7-12c,d | 10d,e |
|
| Scotland | 11 | 8-9 | 5 |
|
| ||||
|
| Spain | 7:3, 2:6 | 5:4 | 5:5 |
|
| England | 6:9 | 7:3 | 3:7 |
|
| Italy | 6:4, 2:7 | 6:6 | 4:4 |
|
| Scotland | 6:5 | 5:4 | 3:2 |
a10 participants tested the serious game and 8-9 tested the companion and eDiary apps.
b1 participant took part in all 3 iterations, 1 participant took part in the first and second iterations, and 4 participants took part in the second and third iterations.
cThe number of completed questionnaires varied for different apps.
dThe same participants took part in the second and third iterations.
e10 participants tested the apps.
Participants’ co-design output and implemented solution for each PEGASO Fit for Future system component.
| Component and participant feedback | Implemented solutions | |
|
| ||
|
| Not understanding the meaning of the Health Square app icon and Challenge icon; alternative icon design suggested. | The Challenge icon was changed. |
|
| Liked the idea of having a mascot and selected a favorite design. | A Mascot was added based on the design selected by the majority of participants. |
|
| Having a customizable avatar. | Avatars were added based on selected design. |
|
| Not wanting to share data around eating habits. | Sharing of information was limited with control on whether sharing and when. |
|
| Some challenges were difficult, and some were easy; suggested to include incremental challenges. | Incremental challenges implemented. |
|
| Participants suggested to include a leader board as they would be more motivated to engage in health behaviors when seeing their friends’ performance. | Leader board was added. |
|
| Did not like to receive too many notifications or messages. | The number of notifications was fixed to 2/4 messages per day. |
|
| Frustration when receiving notification when it is not possible to respond; suggested to receive notifications in after-school hours. | Notifications timed to be released to later in the day (after school). |
|
| Needing a tutorial or guidance for use of the app. | Tutorial messages implemented. |
|
| Participants did not realize that it was possible to collect points and rewards. | Added a tutorial message and an explanation in the |
|
| Bypassing the companion app to use other PEGASO F4F apps. | Bypassing the Companion app to access other PEGASO F4F apps will not be possible as soon as all remaining PEGASO F4F system services are integrated. |
|
| ||
|
| Did not understand the story narrative of the story; suggested to add a tutorial on what the game is about. | A video introduction and tutorial were created. |
|
| The game world is too easy to explore (suggested to provide further dynamism and complexity; specific design ideas for environments or locations provided). | New locations were added. The number of locations increased from 1 to 4. |
|
| Repeating the same minigame was boring. | 2 additional minigames were included (scavenging and research). |
|
| No ranks and competitive elements; suggested to include a leader board. | Leader board was implemented. |
|
| Some participants noted they were progressing to higher levels, but they did not notice clear differences between the levels; suggested to add new type of zombies, environments, and abilities (specific ideas provided) with each level. | The possibility to unlock (in different levels) new zombies, new environments, and new abilities were added. |
|
| Suggested to add audio features and sounds. | Music and audio effects were added to increase engagement. |
|
| Feeling that actions in the game had no concrete relationship to the Companion app; suggested to gain coins that can be used in other parts of the PEGASO F4F system. | Fit coins to be used in other sections in the Companion app were introduced. |
|
| ||
|
| It was difficult for adolescents to understand the servings and food included in a group; suggested to include a tutorial. | A help function in form of a question mark icon was added to provide guidance for the food input. |
|
| Preference of symbolic food icon over food images. | Implemented the icon interface instead of the one based on food images. |
|
| Some icons were difficult to be interpreted; alternative images were suggested. | Some food icons (eg, fried food, soft drink, Asian food, and snacks) were redesigned following participants’ suggestions. |
|
| Selected a favorite design for the graphical feedback on diet. | Design preference implemented. |
|
| Not understanding the meaning of “equilibrium.” | “Equilibrium” changed to “balance.” |
|
| Not understanding the meaning of the “diversity” and “balance.” | Explanation of the indexes added. |
|
| Wanting suggestions on how to improve their diet. | Generic recommendations were shown in the News Stream and personalized recommendations were implemented in the eDiary. |
|
| More instructions were needed. | Tutorial cards as instructions and improved help text added. |
|
| Participants proposed to increase the number of food groups and suggested alternative food groups. | Food groups were restructured adding new icons. For example, the food groups |
|
| Preference of receiving advice on which foods should be eaten if a person has food allergies or intolerances. | This was not implemented because of lack of resources. |
Figure 1Screenshot of the PEGASO Fit For Future Companion app presented at the third iteration.
Figure 2Screenshot of the PEGASO Fit For Future eDiary app presented at the third iteration.