Mixed-methods study of development and design needs for CommitFit, an adolescent mHealth App.

IF 2.2 Q2 HEALTH CARE SCIENCES & SERVICES
mHealth Pub Date : 2023-06-29 eCollection Date: 2023-01-01 DOI:10.21037/mhealth-22-35
K Taylor Bosworth, Lauren Flowers, Rachel Proffitt, Parijat Ghosh, Richelle J Koopman, Gwen Wilson, Aneesh K Tosh, Amy S Braddock
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引用次数: 0

Abstract

Background: Adolescent obesity remains a significant public health issue within the United States. Mobile application technology growth and popularity offer new opportunities for research and health improvement. The development of a consolidated mobile health application (mHealth app) for adolescents on these platforms has the potential to improve health outcomes. Thus, this study describes the co-development process working with adolescent users. The aims are as follows: (I) to explore the visual design and functional requirements when developing the CommitFit mHealth app, (II) to uncover the gamification techniques that incentivize adolescents to set and achieve healthy lifestyle goals, and (III) to identify adolescent expectations when using the CommitFit mHealth application.

Methods: In this mixed method study, we used semi-structured interviews/task analysis and surveys of adolescents (aged 13 to 15 years) to understand their user requirements and design preferences during the development of the CommitFit mHealth app. Interviews were conducted online, via Zoom. The survey included the user design industry-standard System Usability Scale (SUS) paired with a supplemental questionnaire on the specific features and functionalities of the CommitFit mHealth app. Participants were recruited from the electronic health record from the University of Missouri Healthcare system.

Results: Ten adolescents, aged 13 to 15 years (average of 13.6 years), were interviewed and surveyed to explore adolescent preferences with visual app design and functionality. Our inductive thematic analysis found that adolescents preferred colorful, user-friendly interfaces paired with gamification in the CommitFit mHealth app. Our analysis of SUS survey data validated our user-centered and human-system design and adolescents confirmed their design, feature, and functionality preferences. Overall, adolescent users were able to confirm their preference to have educational resources, goal recommendations, leaderboard, points, reminders, and an avatar in the app.

Conclusions: Adolescent feedback is crucial in the successful development of our adolescent-targeted mHealth app, CommitFit. Adolescents preferred vibrant colors, easy-to-use interface, gamification, customizable and personalized, and mature graphics. Adolescents were especially motivated by gamification techniques to maintain their interest in the application and their health behavior goals. Additional research is now needed to explore the clinical effectiveness of the CommitFit mHealth app, as a health and lifestyle intervention.

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对青少年移动医疗应用程序 CommitFit 的开发和设计需求的混合方法研究。
背景:青少年肥胖仍然是美国的一个重大公共卫生问题。移动应用技术的发展和普及为研究和改善健康状况提供了新的机遇。在这些平台上为青少年开发综合移动健康应用(mHealth app)有可能改善健康状况。因此,本研究描述了与青少年用户共同开发的过程。目的如下(I)探索开发 CommitFit 移动医疗应用时的视觉设计和功能要求;(II)揭示激励青少年设定并实现健康生活方式目标的游戏化技术;(III)确定青少年在使用 CommitFit 移动医疗应用时的期望:在这项混合方法研究中,我们采用半结构式访谈/任务分析以及对青少年(13 至 15 岁)进行调查的方法,以了解他们在开发 CommitFit 移动医疗应用程序过程中的用户需求和设计偏好。访谈通过 Zoom 在线进行。调查内容包括用户设计行业标准系统可用性量表(SUS),以及有关 CommitFit 移动医疗应用程序具体特性和功能的补充问卷。参与者是从密苏里大学医疗保健系统的电子健康记录中招募的:我们对 13 至 15 岁(平均 13.6 岁)的 10 名青少年进行了访谈和调查,以了解青少年对可视化应用程序设计和功能的偏好。我们的归纳主题分析发现,青少年更喜欢 CommitFit 移动医疗应用程序中色彩鲜艳、用户友好的界面和游戏化功能。我们对 SUS 调查数据的分析验证了我们以用户为中心和以人为本的系统设计,青少年也确认了他们对设计、特性和功能的偏好。总体而言,青少年用户确认了他们对应用程序中的教育资源、目标推荐、排行榜、积分、提醒和头像的偏好:青少年的反馈意见对我们成功开发针对青少年的移动医疗应用程序 CommitFit 至关重要。青少年喜欢鲜艳的颜色、易于使用的界面、游戏化、可定制和个性化以及成熟的图形。游戏化技术尤其能激励青少年保持对应用程序的兴趣,并实现他们的健康行为目标。现在还需要进行更多的研究,以探索 CommitFit 移动医疗应用程序作为健康和生活方式干预措施的临床效果。
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