scholarly journals Integrating user-centered design and behavioral science to design a mobile intervention for obesity and binge eating: A mixed-methods analysis (Preprint)

10.2196/23809 ◽  
2020 ◽  
Author(s):  
Andrea K. Graham ◽  
Sean A. Munson ◽  
Madhu Reddy ◽  
Sarah W. Neubert ◽  
Emilie A. Green ◽  
...  

2020 ◽  
Author(s):  
Andrea K. Graham ◽  
Sean A. Munson ◽  
Madhu Reddy ◽  
Sarah W. Neubert ◽  
Emilie A. Green ◽  
...  

BACKGROUND Accounting for how end-users engage with technologies is imperative for designing an efficacious mobile behavioral intervention. OBJECTIVE This mixed-methods analysis examined the translational potential of user-centered design and basic behavioral science to inform the design of a new mobile intervention for obesity and binge eating. METHODS Twenty-two adults (33% non-Hispanic white; 36% male) with self-reported obesity and recurrent binge eating (≥12 episodes in 3 months) who were interested in losing weight and reducing binge eating completed a prototyping design activity over one week. Leveraging evidence from behavioral economics on choice architecture, participants chose treatment strategies from 20 options (aligned with treatment targets that comprise a theoretical model of the relation between binge eating and weight) to learn which strategies and treatment targets are relevant to end-users. Analyses were of the process by which participants selected and implemented strategies and their change in outcomes. RESULTS Though prompted to select one strategy, participants selected between 1-3 strategies, citing perceived achievability, helpfulness, or relevance as selection reasons. Over the week, all practiced a strategy at least once; 82% struggled with implementation and 23% added a new strategy. Several themes emerged on successes and challenges with implementation, which yielded design implications for supporting users in behavior change. In post-experiment reflections, 82% indicated the strategy was helpful and 86% planned to continue use. One-week average within-subject changes in weight (-2.2 +/- -5.0 pounds) and binge eating (-1.6 +/- -1.8 episodes) indicated small clinical improvement. CONCLUSIONS Applying user-centered design and basic behavioral science yielded design insights to incorporate personalization through user choice with guidance, which may enhance engagement with and the potential efficacy of digital health interventions. CLINICALTRIAL



2021 ◽  
Vol 3 ◽  
Author(s):  
Andrea K. Graham ◽  
Sarah W. Neubert ◽  
Angela Chang ◽  
Jianyi Liu ◽  
Emily Fu ◽  
...  

Introduction: Weight loss apps to date have not directly addressed binge eating. To inform the design of a new mobile behavioral intervention that addresses binge eating and weight management, we applied user-centered design methods to qualitatively assess how target intervention consumers experience these conditions in their day-to-day lives.Methods: The participants were 22 adults with self-reported obesity (body mass index ≥30) and recurrent binge eating (≥12 episodes in 3 months) who were interested in losing weight and reducing binge eating. The participants completed a digital diary study, which is a user-centered design technique for capturing individuals' day-to-day experiences in relevant contexts. Qualitative data describing the participants' experiences with binge eating and obesity were analyzed using thematic analysis. The results were then used to create personas (i.e., character archetypes of different intervention consumers).Results: The participants described triggers for binge eating and indicated that binge eating and excess weight negatively impact their mental health, physical health, and quality of life. The resulting personas reflected five different struggles individuals with these health problems experience in managing their binge eating and weight.Conclusions: Individuals with binge eating and obesity have varying precipitants of problematic eating as well as varying motivations for and challenges to behavior change. To meet the needs of all who seek intervention, an ideal intervention design will account for variations in these factors and be relevant to diverse experiences. Insights from the diary study and resulting personas will inform the next phases of the user-centered design process of iteratively designing prototypes and testing the intervention in practice.





JMIR Cancer ◽  
10.2196/12317 ◽  
2019 ◽  
Vol 5 (1) ◽  
pp. e12317 ◽  
Author(s):  
Lauren M Hamel ◽  
Hayley S Thompson ◽  
Terrance L Albrecht ◽  
Felicity WK Harper

Background Behavioral science has a long and strong tradition of rigorous experimental and applied methodologies, which have produced several influential and far-reaching theoretical frameworks and have guided countless inquiries of human behavior in various contexts. In cancer care, behavioral scientists have established a firm foundation of research focused on understanding the experience of cancer and using that understanding to design and implement theory- and evidenced-based interventions to help patients cope with the cancer experience. Given the rich behavioral research base in oncology, behavioral scientists are ideally positioned to lead the integration of evidence-based science on behavior and behavior change into the development of smartphone apps supporting patients with cancer. Smartphone apps are being disseminated to patients with cancer with claims of being able to help them negotiate areas of vulnerability in their cancer experience. However, the vast majority of these apps are developed without the rigor and expertise of behavioral scientists. Objective In this article, we have illustrated the importance of behavioral science leading the development and evaluation of apps to support patients with cancer by providing an illustrative scientific process that our team of behavioral scientists, patient stakeholders, medical oncologists, and software developers used to empirically design and evaluate 2 patient-focused apps: the Discussion of Cost App (DISCO App) and MyPatientPal. Methods Using a focused literature review and a descriptive roadmap of our team’s process for designing and evaluating patient-focused behavioral apps for patients with cancer, we have demonstrated how behavioral scientists are integral to the development of empirically sound apps to help support patients with cancer. Specifically, we have illustrated the process by which our multidisciplinary team combined the established user-centered design principles and behavioral science theory and scientific rigor to design and evaluate 2 patient-focused apps. Results On the basis of initial acceptability and feasibility testing among patients and providers, our team has demonstrated how critical behavioral science is for designing and evaluating app-based interventions for patients with cancer. Conclusions Behavioral science can and should be coupled with user-centered design principles to provide theoretical guidance and the rigor of the scientific method, thereby adding the much-needed and critical evidence for these types of app-based interventions for patients with cancer.





2016 ◽  
Vol 3 (1) ◽  
pp. 62
Author(s):  
Rhomita Sari ◽  
Ema Utami ◽  
Armadyah Amborowati

Business Placement Center membantu mengelola website alumni dalam memenuhi kebutuhan alumni salah satunya memberikan informasi mengenai lowongan pekerjaan. Website Alumni Amikom sudah memberikan informasi mengenai lowongan pekerjaan. Namun website alumni masih perlu ditambahkan fitur-fitur menu penunjang dalam mempermudah pencarian informasi pekerjaan yang sesuai keinginan pengguna. Penggunaan metode User Centered Design untuk mempermudah pengguna dalam menggunakan fasilitas yang ada pada website ketika mencari informasi lowongan pekerjaan dan pengguna berperan penting dalam setiap proses UCD. Dengan pendekatan User Centered Design diharapkan dapat menghasilkan tampilan dan fungsionalitas yang maksimal pada rancangan sistem yang dibangun sehingga sesuai dengan kebutuhan pengguna. Metode penelitian yang dilakukan yaitu observasi, wawancara dan kuesioner untuk mengetahui kebutuhan pengguna. Analisis dan perancangan menggunakan pendekatan User Centered Design dan implementasi perancangan sistem. Hasil penelitiannya adalah pengguna merasa nyaman dengan tampilan antarmuka website yang sudah dibangun, informasi yang disajikan mudah dipahami dan fitur-fitur menu sudah berhasil berjalansesuai fungsi.Business Placement Center help manage the website for the needs of alumnus one of them is to provide information on a vacancy. The alumnus website’s provides information about job vacancy. The website still need the support to facilitate the searching all the features the work in accordance with what the use. The method of user centered design to make it easy for users in the use of the existing facilities at the website while searching for information a vacancy and users play an important role in any proses UCD. User Centered Design approach is expected to produce the interface and functionality maximal built in the system so that in accordance with the need of users. Research methodology was by observation, interviews and quesionnaires to find out the need of users. Analysis and design using UCD approach and implementation of the system. The results of research is users feel comfortable with a display interface of website which have been built, the information is easily understood and menu features has been successfully run a function.



2020 ◽  
Author(s):  
Iris A.G.M. Geerts ◽  
Liselore J.A.E Snaphaan ◽  
Inge M.B. Bongers

BACKGROUND Despite the potential value of assistive technology to support people with dementia (PWD) in everyday activities, use of these technologies is still limited. To ensure that assistive technologies better address the specific needs and daily context of PWD and their informal caregivers, it is particularly important to involve them in all different phases of assistive technology development. The literature rarely describes the involvement of PWD throughout the development process of assistive technologies, which makes it difficult to further reflect on and improve active involvement of PWD. OBJECTIVE This two-part study aimed to gather insights on the user-centered design (UCD) applied in the development process of the alpha prototype of the serious game PLAYTIME by describing the methods and procedures of the UCD as well as evaluating the UCD from the perspective of all involved stakeholders. METHODS The first three phases of the user-driven Living Lab of Innovate Dementia 2.0 were applied to directly involve PWD and their informal caregivers through qualitative research methods, including focus groups and a context-field study, in the development of the alpha prototype of PLAYTIME from exploration to design to testing. After the testing phase, a total number of 18 semi-structured interviews were conducted with PWD, their informal caregivers and the project members of PLAYTIME to evaluate the applied UCD from the perspective of all involved stakeholders. The interviews addressed five of the principles for successful UCD and the appropriateness of the different methods used in the focus groups and context-field study. RESULTS Results of the interviews focused, amongst others, on the level of involvement of PWD and their informal caregivers in the development process, the input provided by PWD and their informal caregivers, the value of early prototyping, continuous iterations of design solutions and in-context testing, the role of dementia care professionals in the multidisciplinary project team, and the appropriateness of open- and closed-ended questions for obtaining input from PWD and their informal caregivers. CONCLUSIONS The description and evaluation of the UCD applied in the development process of the alpha prototype of PLAYTIME resulted in several insights on the relevance of UCD for all involved stakeholders as well as how PWD can be involved in the subsequent phases of usable and meaningful assistive technology development.



2020 ◽  
Author(s):  
Kuntal Chowdhary ◽  
Daihua Xie Yu ◽  
Gede Pramana ◽  
Andrea Fairman ◽  
Brad Edward Dicianno ◽  
...  

BACKGROUND Mobile health (mHealth) systems have been shown to be useful in supporting self-management by promoting adherence to schedules and longitudinal health interventions, especially in people with disabilities (PwD). The Interactive Mobile Health and Rehabilitation (iMHere) System was developed to empower PwD and those with chronic conditions with supports needed for self-management and independent living. Since the first iteration of the iMHere 1.0 app, several studies have evaluated accessibility and usability of the system. Potential opportunities to improve and simplify the user interface (UI) were identified, and the iMHere modules were redesigned accordingly. OBJECTIVE The aim of this study was to evaluate the usability of the redesigned modules within iMHere 1.0. METHODS This study evaluated the original and redesigned MyMeds and SkinCare modules. To assess the participants’ dexterity levels, the Purdue Pegboard Test (PPBT) was administered. Participants were then asked to perform a set of tasks using both the original and redesigned MyMeds and SkinCare modules to assess efficiency and effectiveness. Usability was measured using the Telehealth Usability Questionnaire (TUQ) to evaluate 10 new accessibility features that were added to the redesigned app. Participants were also asked which version they preferred. RESULTS Twenty-four participants with disabilities and varied degrees of dexterity impairments completed the entire study protocol. Participants displayed improved efficiency and effectiveness of use when using the redesigned modules, as compared to the original modules. Participants also reported improved usability and preferred the redesigned modules. CONCLUSIONS This study demonstrated that the iMHere System became more efficient, effective, and usable for individuals with dexterity impairments after redesigning it according to user-centered principles.



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