A Family Health App: Engaging Children to Manage Wellness of Adults

Ntwa Katule, U. Rivett, Melissa Densmore
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引用次数: 27

Abstract

The pandemic of lifestyle-related chronic diseases has led to an advent of personal health informatics, often using mobiles and gamification to persuade individuals to adopt healthful lifestyles. However, this approach can constrain benefits to younger, more technically literate beneficiaries, despite the higher need for PHI in older populations. In prior work, we proposed that children in the household aid in reaching beneficiaries, targeting intermediated use. This study compares the use of two versions of a nutrition and exercise monitoring app in 14 households. One supported logging and occasional SMS reminders while the other added gamification elements. We measure self-determination with respect to each version using pre- and post-tests, also drawing on observation and interview data. Our findings suggest that virtual rewards can enhance use of such systems through intermediaries, via benefits such as increased perceived competence. We highlight the challenges and design implications involved in fostering engagement in our system.
家庭健康应用:让孩子参与管理成年人的健康
与生活方式有关的慢性病的流行导致了个人健康信息学的出现,通常使用手机和游戏化来说服个人采取健康的生活方式。然而,尽管老年人群对PHI的需求更高,但这种方法可能会限制年轻、更有技术素养的受益人的受益。在之前的工作中,我们建议家庭中的儿童帮助到达受益人,目标是中间使用。这项研究比较了14个家庭中两个版本的营养和运动监测应用程序的使用情况。一个支持日志记录和偶尔的短信提醒,而另一个则添加了游戏化元素。我们使用事前和事后测试来衡量每个版本的自我决定,也利用观察和访谈数据。我们的研究结果表明,虚拟奖励可以通过中介,通过提高感知能力等好处来提高这些系统的使用。我们强调了在我们的系统中促进参与所涉及的挑战和设计含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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