| Literature DB >> 34927597 |
Dorothy Szinay1, Olga Perski2, Andy Jones3, Tim Chadborn4, Jamie Brown2,5, Felix Naughton1.
Abstract
BACKGROUND: Digital health devices, such as health and well-being smartphone apps, could offer an accessible and cost-effective way to deliver health and well-being interventions. A key component of the effectiveness of health and well-being apps is user engagement. However, engagement with health and well-being apps is typically poor. Previous studies have identified a list of factors that could influence engagement; however, most of these studies were conducted on a particular population or for an app targeting a particular behavior. An understanding of the factors that influence engagement with a wide range of health and well-being apps can inform the design and the development of more engaging apps in general.Entities:
Keywords: COM-B; TDF; behavior change; engagement; framework analysis; health apps; mHealth; mobile phone; motivation; smartphone app; usability; user engagement
Mesh:
Year: 2021 PMID: 34927597 PMCID: PMC8726027 DOI: 10.2196/29098
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1A visual representation of how the Theoretical Domains Framework can be mapped onto the components of the Capability, Opportunity, Motivation–Behaviour model [20]. COM-B: Capability, Opportunity, Motivation–Behaviour; TDF: Theoretical Domains Framework.
Perception of factors influencing engagement with health apps.
| COM-Ba model component, TDFb construct, and factors | Description | |||
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| User guidance | Instructions on how to effectively use a health app | |
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| Statistical information | A visual or numerical summary of progress or quantification of the behavior | |
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| Health information | Educational information related to health and well-being aspects | |
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| Reduced cognitive load | The app is not too time-consuming, is easy to use, and requires minimal input | |
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| Reminders | Preferably customizable notification-type messages | |
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| Self-monitoring | The ability of the app to support self-regulation of the target behavior | |
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| Routines | The ability to support routine or habit formation | |
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| Safety netting | Retaining the app for a potential upcoming event in the future | |
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| App as a first step in the behavior change process | |
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| Tailoring | Innovative features, adaptability, and interactive and 2-way communication between the app and user | |
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| Peer support | Including social interaction with users with similar needs within the app or within their community; a choice to connect to social media platforms, competitions, and challenges with others or with themselves | |
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| Social support (practical) | Possibility to contact health professionals and practitioners within the app | |
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| Self-confidence | Perceived capability to change one’s behavior using an app | |
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| Goal setting | Establishing what the user would like to achieve | |
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| Action planning | Establishing how the user would like to achieve set goals | |
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| Commitment | The level of commitment while engaging with an app to change the behavior and achieve set goals | |
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| Feedback | Feedback regarding the user’s performance | |
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| Rewards | Tangible (eg, objects and discounts) and intangible (eg, badges and certificates) rewards in response to the user’s effort and gamification elements | |
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| Encouragement | Additional ways to provide reinforcement (eg, encouraging messages) | |
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| Positive emotions | Triggered by the included user guidance, statistical information, additional health information, embedded professional support, community networking possibilities, tracking features, and rewards | |
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| Negative emotions | Triggered by lack of user guidance, invasive push notifications, cognitive overload, and unrevealed in-app costs | |
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| Mixed emotions | Triggered by reminders | |
aCOM-B: Capability, Opportunity, Motivation–Behaviour.
bTDF: Theoretical Domains Framework.