scholarly journals Mobile Apps as Audience-Centered Health Communication Platforms (Preprint)

2020 ◽  
Author(s):  
Michael Mackert ◽  
Dorothy Mandell ◽  
Erin Donovan ◽  
Lorraine Walker ◽  
Mike Garcia ◽  
...  

UNSTRUCTURED Health communication campaigns often suffer from the shortcomings of a limited budget and limited reach, resulting in a limited impact. This paper suggests a shift to audience-centered communication platforms – particularly apps on mobile phones. By using a common platform, multiple interventions and campaigns can combine resources and increase user engagement, resulting in a larger impact on health behavior. Given the widespread use of mobile phones, mobile apps can be an effective and efficient tool to provide health interventions. One such platform is Father’s Playbook, a mobile app designed for men to be more involved during their partner’s pregnancy. Health campaigns and interventions looking to reach expectant fathers can use Father’s Playbook as a vehicle for their messages.

SAGE Open ◽  
2020 ◽  
Vol 10 (3) ◽  
pp. 215824402093953 ◽  
Author(s):  
Syed Far Abid Hossain ◽  
Zhao Xi ◽  
Mohammad Nurunnabi ◽  
Khalid Hussain

The article analyzes the role of driving m-commerce with social networking and therefore provides insight into how the application of mobile apps influences customers’ perceptions on purchasing products online and on the mode of payment. The consumers are engaged in social interactions through the internet by the new opportunities provided by social media. These interactions provide and generate certain values for both businesses and consumers. An upsurge in the application of social media on mobile phones by users is evident, giving optimism and the ability to view the role of the integration of m-commerce into social media. Certain criteria like mobile app compatibility, trust, perceived value of mobile phone apps for online shopping, and online payment are examined from the point of view of consumers who purchase products, save purchase time, and provide easy use and security through social networking sites and m-commerce. Adoption of a digital mode of payment is affected by the education level of the consumers as, if they are internet savvy, they will be more inclined to use the digital payment mode. The article not only discusses the role of education in the better understanding of consumers toward the application of online modes of transaction through mobile phones, but also indicates that there are security issues, although these have been resolved to some extent by technological advances. Yet, there is need for the retailers as well as the consumers to achieve further technological progress.


2022 ◽  
Vol 40 (1) ◽  
pp. 1-38
Author(s):  
Yuan Tian ◽  
Ke Zhou ◽  
Dan Pelleg

User engagement is crucial to the long-term success of a mobile app. Several metrics, such as dwell time, have been used for measuring user engagement. However, how to effectively predict user engagement in the context of mobile apps is still an open research question. For example, do the mobile usage contexts (e.g., time of day) in which users access mobile apps impact their dwell time? Answers to such questions could help mobile operating system and publishers to optimize advertising and service placement. In this article, we first conduct an empirical study for assessing how user characteristics, temporal features, and the short/long-term contexts contribute to gains in predicting users’ app dwell time on the population level. The comprehensive analysis is conducted on large app usage logs collected through a mobile advertising company. The dataset covers more than 12K anonymous users and 1.3 million log events. Based on the analysis, we further investigate a novel mobile app engagement prediction problem—can we predict simultaneously what app the user will use next and how long he/she will stay on that app? We propose several strategies for this joint prediction problem and demonstrate that our model can improve the performance significantly when compared with the state-of-the-art baselines. Our work can help mobile system developers in designing a better and more engagement-aware mobile app user experience.


2019 ◽  
Vol 8 (4) ◽  
pp. 11384-11386

This paper gives us the attentiveness on opening files from unknown sources as sometimes it may cause damage to our mobile phones. In almost all the mobile apps after downloading it will ask some of the permissions to allow clicking for the allow button only we can able to access anything in that application otherwise we are unable to use all the features of that application. Many popular android apps including Facebook messenger, WhatsApp, Skype, Twitter, Share it, Instagram and other party apps get user permission after the installation. By allowing these permissions they can recording with the phone audio and video at any time, they can see contacts and modifying the USB storage contents(files). Lack of knowledge and awareness about permissions to the people may cause significant negative consequences. This research evaluates effectiveness of a demo app with visual ques to increase permissions awareness and avoid negative consequences.


Author(s):  
Qinghua Yang

Despite the ubiquity of smartphone ownership and the increasing integration of social engagement features in smoking cessation apps to engage users, the social and non-social engagement features that are present in current smoking cessation apps and the effectiveness of these features in engaging users remain understudied. To fill the gap in the literature, a content analysis of free and paid smoking cessation mobile apps was conducted to examine (a) the presence of social features (i.e., social support, social announcement, and social referencing) and non-social engagement features (e.g., personal environmental changes, goal setting, progress tracking, reinforcement tracking, self-monitoring, and personalized recommendations) and (b) their relationships with user engagement scores measured by the Mobile App Rating Scale. In this study, 28.2% of the smoking cessation apps enable social announcement and 8.1% offered the social support feature. Only two apps provided a social referencing feature (1.3%). No app included reinforcement tracking, with the percentage of other non-social engagement features ranging from 9.4% to 49.0%. Social support (β = 0.30, p < 0.001), social announcement (β = 0.21, p < 0.05), and social referencing (β = 0.18, p < 0.05) were significant predictors of user engagement. Regarding the non-social engagement features, personal environment changes (β = 0.38, p < 0.001), progress tracking (β = 0.18, p < 0.05), and personalized recommendations (β = 0.37, p < 0.001) significantly predicted user engagement. The findings not only contribute to the mobile communication literature by applying and extending the theory-based mobile health apps engagement typology, but also inform the future architecture design of smoking cessation mobile apps.


2021 ◽  
Author(s):  
Chelsey Wilks ◽  
Carol Chu ◽  
DongGun Sim ◽  
Josh Lovell ◽  
Peter Gutierrez ◽  
...  

BACKGROUND People with suicidal thoughts are more inclined to seek technology-delivered interventions than in-person forms of treatment, making mobile apps for suicide prevention an ideal platform for treatment delivery. OBJECTIVE This review examines apps designed for suicide prevention, with a specific focus on user engagement. METHODS All apps referring to suicidal thoughts and behaviors were identified in Google Play and iOS app stores and were systematically reviewed for app content and quality. The Mobile App Rating Scale (MARS) was used to evaluate app usability and engagement. RESULTS A total of 66 apps were identified. Most (64.0%) were designed specifically for people with suicidal ideation, whereas 89.3% had at least one best practice feature for suicide risk reduction and 83.3% scored in the “acceptable” range according to the MARS. The total MARS score was not associated with the user app rating or the number of features. CONCLUSIONS Only free apps were systematically evaluated, potentially limiting the breadth of this review. It is unclear how frequently these apps are used, whether they are reaching target audiences, or most importantly, if they are effective at reducing suicidal thoughts and behaviors.


2018 ◽  
Author(s):  
Amit Baumel ◽  
John M Kane

BACKGROUND The literature suggests that the product design of self-guided electronic health (eHealth) interventions impacts user engagement. Traditional trial settings, however, do not enable the examination of these relationships in real-world use. OBJECTIVE This study aimed to examine whether the qualities of product design, research evidence, and publicly available data predict real-world user engagement with mobile and Web-based self-guided eHealth interventions. METHODS This analysis included self-guided mobile and Web-based eHealth interventions available to the public—with their qualities assessed using the Enlight suite of scales. Scales included Usability, Visual Design, User Engagement, Content, Therapeutic Persuasiveness, Therapeutic Alliance, Credibility, and Research Evidence. Behavioral data on real-world usage were obtained from a panel that provides aggregated nonpersonal information on user engagement with websites and mobile apps, based on a time window of 18 months that was set between November 1, 2016 and April 30, 2018. Real-world user engagement variables included average usage time (for both mobile apps and websites) and mobile app user retention 30 days after download. RESULTS The analysis included 52 mobile apps (downloads median 38,600; interquartile range [IQR] 116,000) and 32 websites (monthly unique visitors median 5689; IQR 30,038). Results point to moderate correlations between Therapeutic Persuasiveness, Therapeutic Alliance, and the 3 user engagement variables (.31≤rs≤.51; Ps≤.03). Visual Design, User Engagement, and Content demonstrated similar degrees of correlation with mobile app engagement variables (.25≤rs≤.49; Ps≤.04) but not with average usage time of Web-based interventions. Positive correlations were also found between the number of reviews on Google Play and average app usage time (r=.58; P<.001) and user retention after 30 days (r=.23; P=.049). Although several product quality ratings were positively correlated with research evidence, the latter was not significantly correlated with real-world user engagement. Hierarchical stepwise regression analysis revealed that either Therapeutic Persuasiveness or Therapeutic Alliance explained 15% to 26% of user engagement variance. Data on Google Play (number of reviews) explained 15% of the variance of mobile app usage time above Enlight ratings; however, publicly available data did not significantly contribute to explaining the variance of the other 2 user-engagement variables. CONCLUSIONS Results indicate that the qualities of product design predict real-world user engagement with eHealth interventions. The use of real-world behavioral datasets is a novel way to learn about user behaviors, creating new avenues for eHealth intervention research.


2022 ◽  
pp. 026461962110673
Author(s):  
Yogendra Pandey ◽  
Jaehoon Lee ◽  
Devender R Banda ◽  
Nora Griffin-Shirley ◽  
The Nguyen ◽  
...  

Mobile phones/devices are an important part of our daily lives for sighted people and those with visual impairment (VI) in India. This study explores how Indian university students use and perceive mobile apps and identify the challenges in their usage. A paper-based survey was administered for 124 college students who were legally blind. The survey had items relating to sociodemographic information, use of mobile devices and apps, and the use of apps specifically designed for persons with VI. Results show that, on average, the participants with VI have been using a mobile device for more than 5 years. Many participants used Android devices and free apps. In addition, they found that the mobile apps were user-friendly and accessible. Results also found that Facebook and WhatsApp are more frequently used. Participants had a high level of self-efficacy and positive attitudes toward special apps for VI. Android devices are popular in India because of lower cost compared to iOS devices. Results are discussed, and implications for practice are provided.


2021 ◽  
Author(s):  
Zhuojun Gu ◽  
Ravi Bapna ◽  
Jason Chan ◽  
Alok Gupta

The most commonly cited issues with mobile apps are low user engagement and retention levels. In this paper, we use a randomized control trial to test the efficacy of crowdsourcing on enhancing user engagement and retention in the context of mobile gaming apps. We examine two specific crowdsourcing features: the ability to submit content and the ability to access crowdsourced content. We find that the content submission significantly increases engagement and retention by reducing users’ hazard of ending a session by approximately 11% relative to the baseline and reducing the hazard of abandoning the game app by 14%. In contrast, giving users the ability to access crowdsourced content has no significant effect on engagement but has a positive effect on retention by reducing the hazard of abandoning the game app by 13%. Surprisingly, we find that the interaction effect of these two crowdsourced features is negative on user engagement. Individually, the submission feature manifests itself via empowering users to control their product use experience, whereas the access feature’s positive effect on retention is mediated by diversity and novelty of content. However, the two effects are not complementary. It turns out when these two features are given together, the empowerment enabled by one’s own submission is crowded out by others’ submissions, and this dominates the diversity benefit. Crowdsourcing features have heterogeneous impact on different user segments, with heavy users and users of longer tenure being more affected by the crowdsourcing features. This paper was accepted by Anandhi Bharadwaj, information systems.


Author(s):  
Kiranmayi Dhenuvakonda ◽  
Arpita Sharma ◽  
K. Pani Prasad ◽  
Rama Sharma

This study assessed the socioeconomic profile of fish farmers of Telangana and usage of mobile apps by them. An interview schedule was designed to assess the socioeconomic profile and to compile information on usage of mobile phones. Information was collected about age, income, fisheries experience, farm size, production, species cultivated and constraints faced by farmers. Information on mobile phone usage was studied through possession of mobile phone/smart phone, usage of mobile phones, usage of mobile apps, awareness of agriculture/fisheries apps and attitude towards usage of apps related to fisheries. Farmers’ attitude towards mobile app related to fish culture was also studied. Results indicated that farmers’ age was in the range of 35-50 years. Yearly income was in the range 2-5 lakhs. They had fish farming experience between 15-30 years. Majority had pond size of <1 hectare and fish production was between 1-2 tonnes/hectare. It was found that all the farmers used smart phones. Most common apps used by farmers were WhatsApp, Facebook, YouTube and State Bank of India personal banking app. It was found that farmers were not aware of any mobile apps related to fisheries and aquaculture and thus usage was also not reported. However, they had a positive attitude towards usage of a mobile app related to fisheries. This study recommends development of mobile apps for fish farmers in a participatory manner which will be useful in disseminating information.  Based on farmers’ needs a mobile app Matsya Kiran was developed. 


Author(s):  
Shankar Chaudhary

Despite being in nascent stage m-commerce is gaining momentum in India. The explosive growth of smart-phone users has made India much loved business destination for whole world. Indian internet user is becoming the second largest in the world next to China surpassing US, which throws open plenty of e-commerce opportunities, not only for Indian players, offshore players as well. Mobile commerce is likely to overtake e-commerce in the next few years, spurred by the continued uptrend in online shopping and increasing use of mobile apps.The optimism comes from the fact that people accessing the Internet through their mobiles had jumped 33 per cent in 2014 to 173 million and is expected to grow 21 per cent year-on-year till 2019 to touch 457 million. e-Commerce brands are eyeing on the mobile app segment by developing user-friendly and secure mobile apps offering a risk-free and easy shopping experience to its users. Budget 4G smart phones coupled with affordable plans, can very well drive 4G growth in India.


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