| Literature DB >> 32640540 |
Nazaret Gómez-Del-Río1, Carina S González-González2, Pedro A Toledo-Delgado2, Vanesa Muñoz-Cruz2, Francisco García-Peñalvo1.
Abstract
At present, obesity and overweight are a global health epidemic. Traditional interventions for promoting healthy habits do not appear to be effective. However, emerging technological solutions based on wearables and mobile devices can be useful in promoting healthy habits. These applications generate a considerable amount of tracked activity data. Consequently, our approach is based on the quantified-self model for recommending healthy activities. Gamification can also be used as a mechanism to enhance personalization, increasing user motivation. This paper describes the quantified-self model and its data sources, the activity recommender system, and the PROVITAO App user experience model. Furthermore, it presents the results of a gamified program applied for three years in children with obesity and the process of evaluating the quantified-self model with experts. Positive outcomes were obtained in children's medical parameters and health habits.Entities:
Keywords: QS; UX; child obesity; physical activity; recommender system; user model
Mesh:
Year: 2020 PMID: 32640540 PMCID: PMC7374452 DOI: 10.3390/s20133778
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Description of the phases and goals of PROVITAO.
| Phase | Goal |
|---|---|
| 1: Pre-Intervention Phase |
Permit application Fieldwork Preparation Cross-sectional simple sample study
Environment risk/protective factors Unhealthy habits, level of knowledge Obesity/overweight prevalence Target Population Definition data |
| 2: Intervention |
Intervention. 1st Quarter
Gamified Process Group Sessions Physical Activities + Tango: H Home Sessions Wii Fit Plus (Session designs) Mobile Apps Parent training activities Children Educational Program Intervention. 2nd Quarter
Home Sessions ICT Tools Wii Fit Plus Vocational Project Contact with municipalities Orientation activities for parents and children Intervention. 3rd Quarter
Execution of the vocational Project ICT supported intervention Videoconferencing Tutored activities B-learning support and advice for parents and children |
| 3: Post-Intervention Phase |
Evaluate the influence of educational intervention. Technological tools effectiveness validation. Metric reevaluation after intervention phases. |
Figure 1A patient of phase 1 of PROVITAO playing with TANGO: H and using the Geonaute Onmiles 600.
Figure 2Children in phase 2 of PROVITAO using the provided applications.
Figure 3Main elements for making QS PROVITAO data relevant.
Type of measurements, data, and times when they are collected.
| Type of Measurement | Data | When |
|---|---|---|
| Medical reports | Diagnosis | Periodical |
| Blood tests | Systolic blood pressure, Diastolic blood pressure, Erythrocytes | Pre-/Mid-/Post- |
| Anthropometric dataº | Age, weight, height, BMI, subscapular folds, triceps folds, biceps folds, pectoral folds, axillary folds, supraspinal folds, abdominal folds, thigh folds, leg folds, humeral diameter, wrist diameter, femur diameter, waist diameter, hip diameter, contracted arm diameter, relaxed arm diameter, leg perimeter, thigh perimeter | Pre-/Mid-/Post- |
| Biometric data from sensors | Pulsometer (Heart Rate) | During session intervention/Diary |
| Geolocalization data | Patient’s physical location | Diary |
| Emotional data | Intervention (EMODIANA): | Per session (entrance and exit) |
| Behavioral data (BASC) | Negative attitude toward school | Pre-/Mid-/Post- |
| Diet data (KIDMED) | Adherence to Mediterranean Diet: Types of foods, Frequency, and Quantity | Pre-/Mid-/Post- |
| Data on healthy physical habits | States of physical activity | Pre-/Mid-/Post- |
| Social data | Level of interaction in collaborative activities/games | During session intervention |
| UX data | UX satisfaction (TANGO: H) | During session intervention |
| Player Profile (HEXAD) | Philanthropic | Beginning of the intervention |
| Socio-economic data | City, District | Beginning of the intervention |
| Situational data | Context | During intervention |
| Activities |
Active video game platforms:
Motor games: Type of motor games, Level of intensity, Perceived effort Health mobile apps/PROVITAO App: The name of the game, the level reached, Punctuation Educational activities in PROVITAO Platforms: Moodle Forum, Moodle tasks, Video conference (group), Social networks Other physical activities: Type of activity (Sports, Dancing, Running, Walking, Training, Playing, ...), time spent on it | Sessions designed for the group (weekly) |
| User Preferences | Favorite foods/drinks | During intervention |
| Personal characteristics | Age | At the beginning of the intervention |
| Environmental data | Family environment | At the beginning of the intervention |
Figure 4Data and aspects considered in the QS PROVITAO user model.
Figure 5General model and sub-models of the recommendation system.
Figure 6Components of our UX model for the PROVITAO recommendation system.
Figure 7Roles in the PROVITAO App and examples of recommendations for three activities to undertake in a week, including description, time, and rewards, and the geolocalized activity “treasure map” with different islands to unlock.
Experts organized by area of expertise.
| Medicine | Leisure-Emotion | Interactivity | Psychology and Education | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Expert | E1 | E2 | E3 | E4 | E5 * | E6 | E7 | E8 | E9 | E10 | E11 | E12 | E13 * | E13 * | E5 * | E14 | E15 |
| Age | 40 | 58 | 50 | 60 | 25 | 58 | 44 | 43 | 28 | 34 | 43 | 33 | 29 | 29 | 25 | 25 | 26 |
| Sex | M | F | F | M | F | M | M | F | F | M | F | M | F | F | F | F | M |
| Title | ME | ME | ME | ME | NU | PE | PE | CS | PS | CS | CS | CS | PS | PS | NU | ED | CS |
F: Female-M: Male; CS: Computer Science (PhD); PE: Physical Education (PhD); PS: Psychology (PhD); NU: Nursing (Master’s); ME: Medical Doctor (PhD), ED: Education (Master’s); (*) Experts in certain areas took part in more than one discussion group.
Negatives and proposed solutions.
| ## | Problem | Heuristic (s) | Severity | Detail |
|---|---|---|---|---|
| 1 | Navigation | #1 | 2 | Users found difficulties in navigation and misunderstood the nav buttons. Lack of buttons to move between activities and to move back and forward. |
| 2 | Consistency and standards | #2 | 2 | Some words or symbols can be confused. For example, the gamification “star” symbol does not appear in health professional profiles. |
| 3 | Personalization | #7 | 1 | Need more personalization features in user profiles. |
| 4 | Error messages | #5 | 2 | Signs usually accompany some error messages at the beginning that divert attention from the error message. The corresponding solution should accompany error messages. |
| 5 | Help | #10 | 4 | Need to expand the help section and to write more instructions on some patient options. There should be a help section or, in its absence, instructions on each page, especially doctors. |
Positives.
| ## | Success | Heuristic (s) | Detail |
|---|---|---|---|
| 1 | Language | #4 | Correct language adapted to children (in this case, patients). |
| 2 | Design | #8 | Nice, adequate, and minimalist design. The information displayed correctly. |
| 3 | Gamification | #7 | Good approach, especially the rewards map. |
Average user satisfaction for 82 evaluated heuristics, presented by category.
| # | Category | Quantity Of Heuristics Evaluated | Average Satisfaction |
|---|---|---|---|
| 1 | Visibility of system status | 19 | 2.3 |
| 2 | Match between system and the real world | 8 | 2.3 |
| 3 | User control and freedom | 8 | 3 |
| 4 | Consistency and standards | 14 | 2.1 |
| 5 | Error prevention | 9 | 2.4 |
| 6 | Recognition rather than recall | 4 | 2.8 |
| 7 | Flexibility and efficiency of use | 11 | 1.9 |
| 8 | Aesthetic and minimalist design | 2 | 3.4 |
| 9 | Help users recognize, diagnose, and recover from errors | 3 | 1.9 |
| 10 | Help and documentation | 4 | 2.9 |
Responses of children to the questions relating to health-related habits.
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| Self-perception of motor skills and the usefulness of physical activity or sports | 22.25 (3.40) | 20.36 | 1.75 | 0.19 | 0.04 | 0.25 |
| Feeding | 27.00 (3.64) | 26.40 | 0.41 | 0.52 | 0.01 | 0.10 |
| Personal Health and Wellness | 40.75 (5.73) | 39.32 | 0.54 | 0.47 | 0.01 | 0.11 |
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| Self-perception of motor skills and the usefulness of physical activity or sports | 22.69 | 20.59 | 20.81 | 19.80 | ||
| Feeding | 27.00 | 28.71 | 29.56 | 30.87 | ||
| Personal Health and Wellness | 40.25 | 40.18 | 40.63 | 38.80 | ||
Note: After Bonferroni adjustment.
Anthropometric measurements of control and experimental groups.
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| Age (years) | 8.67 | 1.66 | 8.44 | 1.67 | 8.5 | 1.2 | 10.09 | 1.51 | 10.86 | 1.21 | 11.1 | 1.52 |
| Weight (kg) | 53 | 8.24 | 51.41 | 8.44 | 55 | 8.21 | 58.72 | 13.14 | 61.26 | 6.71 | 64.5 | 12.51 |
| Height (m) | 1.41 | 0.11 | 1.41 | 0.1 | 1.44 | 0.11 | 1.48 | 0.11 | 1.52 | 0.08 | 1.54 | 0.1 |
| BMI (Kg/m2) | 26.82 | 3.13 | 25.56 | 1.89 | 26.49 | 2.11 | 26.53 | 3 | 26.42 | 2.75 | 27.13 | 2.91 |
| W/H Ratio | 0.91 | 0.15 | 1.99 | 3.04 | 0.96 | 0.06 | 0.95 | 0.05 | 0.97 | 0.03 | 0.92 | 0.05 |
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| Age (years) | 9.38 | 1.85 | 9.46 | 1.9 | 10.25 | 1.66 | 9.17 | 1.64 | 9 | 2.16 | 9.71 | 1.8 |
| Weight (kg) | 63.65 | 14.39 | 64.4 | 14.72 | 72.09 | 11.89 | 57.58 | 13.51 | 53.43 | 8.15 | 60.82 | 11.44 |
| Height (m) | 1.41 | 0.11 | 1.44 | 0.09 | 1.49 | 0.08 | 1.44 | 0.12 | 1.43 | 0.14 | 1.47 | 0.12 |
| BMI (Kg/m2) | 31.72 | 5.87 | 30.49 | 5.06 | 32.52 | 4.07 | 27.52 | 3.59 | 26.1 | 1.96 | 27.98 | 2.37 |
| W/H Ratio | 1 | 0.05 | 0.99 | 0.06 | 0.99 | 0.08 | 0.96 | 0.06 | 1 | 0.08 | 0.93 | 0.06 |
Note: Provisional results of the sample that passed the medical controls.