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JMIR Form Res ; 2024 Sep 19.
Article in English | MEDLINE | ID: mdl-39302134

ABSTRACT

BACKGROUND: In today's digital age, web-based applications have become integral to daily life, driving transformative shifts in human behavior. "AgileNudge+" is a web-based solution to simplify the process of positive behavior change using nudging as an intervention. By integrating knowledge from behavioral economics with technology, AgileNudge+ organizes multiple steps, simplifies complex tasks, minimizes errors by enhancing user engagement, and provides resources for creating and testing nudge interventions. OBJECTIVE: This paper outlines the design process, methodologies, and usefulness of "AgileNudge+" for the development of evidence-based nudges. It employs a mixed methods approach to evaluate the software's interface usability and usefulness for creating and testing nudge interventions. METHODS: AgileNudge+ was developed through iterative processes integrating principles from behavioral economics and user-centered design. The content of AgileNudge+ operationalizes Agile Science-based process to efficiently design, embed, and disseminate evidence-based nudges that encourage positive behavior change without limiting choice. Using a mixed methods approach, we tested AgileNudge+ software's ability to organize and simplify the nudge intervention process, allowing a diverse range of scholars with limited knowledge of Agile science to employ nudges. Usability testing assessed the tool's usefulness and interface with a sample of 18 healthcare professionals, each asked to interact with the software and create a nudge intervention to solve a problem within their professional projects sphere. RESULTS: The study was funded in August 2022, with data collection occurring from June 2023 to July 2024. As of July 2024, we have enrolled 18 participants. Quantitative results found a mean usefulness rating of AgileNudge+ of 3.83 with a 95% confidence interval of (3.00, 4.66). Qualitative results highlighted ways to modify the language used in AgileNudge+ to be more comprehensible to a diverse user base and promoted modifications to the software that facilitate real-time assistance and prioritize time-efficiency in user interactions. Feedback further supported the positive impact of gamification on participant motivation when using the software. CONCLUSIONS: AgileNudge+ is an effective assistive tool for simplifying the positive behavior change process using nudge interventions, with tailored content and interactions to meet users' needs and demands. Building onto the current design, future iterations of AgileNudge+ will use artificial intelligence to process large volumes of data while reducing the time and mental energy required to scan for existing cognitive biases and nudge prototypes. The software is also being upgraded to build on current gamification efforts, encouraging more sustained motivation by increasing the temporal resolution of the digital interface. These modifications stay true to the agility and user-centered aspects of AgileNudge+, emphasizing the novelty of the constantly evolving software design process.

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