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1.
JMIR Form Res ; 6(8): e35268, 2022 Aug 01.
Artículo en Inglés | MEDLINE | ID: mdl-35916693

RESUMEN

BACKGROUND: App-based mobile health exercise interventions can motivate individuals to engage in more physical activity (PA). According to the Fogg Behavior Model, it is important that the individual receive prompts at the right time to be successfully persuaded into PA. These are referred to as just-in-time (JIT) interventions. The Playful Active Urban Living (PAUL) app is among the first to include 2 types of JIT prompts: JIT adaptive reminder messages to initiate a run or walk and JIT strength exercise prompts during a walk or run (containing location-based instruction videos). This paper reports on the feasibility of the PAUL app and its JIT prompts. OBJECTIVE: The main objective of this study was to examine user experience, app engagement, and users' perceptions and opinions regarding the PAUL app and its JIT prompts and to explore changes in the PA behavior, intrinsic motivation, and the perceived capability of the PA behavior of the participants. METHODS: In total, 2 versions of the closed-beta version of the PAUL app were evaluated: a basic version (Basic PAUL) and a JIT adaptive version (Smart PAUL). Both apps send JIT exercise prompts, but the versions differ in that the Smart PAUL app sends JIT adaptive reminder messages to initiate running or walking behavior, whereas the Basic PAUL app sends reminder messages at randomized times. A total of 23 participants were randomized into 1 of the 2 intervention arms. PA behavior (accelerometer-measured), intrinsic motivation, and the perceived capability of PA behavior were measured before and after the intervention. After the intervention, participants were also asked to complete a questionnaire on user experience, and they were invited for an exit interview to assess user perceptions and opinions of the app in depth. RESULTS: No differences in PA behavior were observed (Z=-1.433; P=.08), but intrinsic motivation for running and walking and for performing strength exercises significantly increased (Z=-3.342; P<.001 and Z=-1.821; P=.04, respectively). Furthermore, participants increased their perceived capability to perform strength exercises (Z=2.231; P=.01) but not to walk or run (Z=-1.221; P=.12). The interviews indicated that the participants were enthusiastic about the strength exercise prompts. These were perceived as personal, fun, and relevant to their health. The reminders were perceived as important initiators for PA, but participants from both app groups explained that the reminder messages were often not sent at times they could exercise. Although the participants were enthusiastic about the functionalities of the app, technical issues resulted in a low user experience. CONCLUSIONS: The preliminary findings suggest that the PAUL apps are promising and innovative interventions for promoting PA. Users perceived the strength exercise prompts as a valuable addition to exercise apps. However, to be a feasible intervention, the app must be more stable.

2.
Front Public Health ; 9: 528388, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34222157

RESUMEN

Background: Despite the increasing attention for the positive effects of physical activity (PA), nearly half of the Dutch citizens do not meet the national PA guidelines. A promising method for increasing PA are mobile exercise applications (apps), especially if they are embedded with theoretically supported persuasive strategies (e.g., goal setting and feedback) that align with the needs and wishes of the user. In addition, it is argued that the operationalization of the persuasive strategies could increase the effectiveness of the app, such as the actual content or visualization of feedback. Although much research has been done to examine the preferences for persuasive strategies, little is known about the needs, wishes, and preferences for the design and operationalization of persuasive strategies. Objective: The purpose of this study was to get insight in the needs, wishes, and preferences regarding the practical operationalization of persuasive strategies in a mobile application aimed at promoting PA in healthy inactive adults. Methods: Five semistructured focus groups were performed. During the focus groups, the participants were led into a discussion about the design and operationalization of six predefined theory-based persuasive strategies (e.g., self-monitoring, feedback, goal setting, reminders, rewards, and social support) directed by two moderators. The audio-recorded focus groups were transcribed verbatim and analyzed following the framework approach. Results: Eight men and 17 women between 35 and 55 years (mean age, 49.2) participated in the study. Outcomes demonstrated diverse preferences for implementation types and design characteristics of persuasive strategies in mobile applications. Basic statistics (such as distance, time and calories), positive feedback based on easy-to-achieve goals that relate to health guidelines, and motivating reminders on a relevant moment were preferred. Participants had mixed preferences regarding rewards and a social platform to invite other users to join PA. Conclusions: Findings indicated that in mHealth applications for healthy but inactive adults, persuasive strategies should be designed and implemented in a way that they relate to health guidelines. Moreover, there is a need for an app that can be adapted or can learn based on personal preferences as, for example, preferences with regard to timing of feedback and reminders differed between people.


Asunto(s)
Aplicaciones Móviles , Adulto , Ejercicio Físico , Femenino , Grupos Focales , Humanos , Masculino , Persona de Mediana Edad , Percepción , Conducta Sedentaria
3.
JMIR Mhealth Uhealth ; 9(1): e16282, 2021 01 18.
Artículo en Inglés | MEDLINE | ID: mdl-33459598

RESUMEN

BACKGROUND: It is unclear why some physical activity (PA) mobile health (mHealth) interventions successfully promote PA whereas others do not. One possible explanation is the variety in PA mHealth interventions-not only do interventions differ in the selection of persuasive strategies but also the design and implementation of persuasive strategies can vary. However, limited studies have examined the different designs and technical implementations of strategies or explored if they indeed influenced the effectiveness of the intervention. OBJECTIVE: This scoping review sets out to explore the different technical implementations and design characteristics of common and likely most effective persuasive strategies, namely, goal setting, monitoring, reminders, rewards, sharing, and social comparison. Furthermore, this review aims to explore whether previous mHealth studies examined the influence of the different design characteristics and technical operationalizations of common persuasive strategies on the effectiveness of the intervention to persuade the user to engage in PA. METHODS: An unsystematic snowball and gray literature search was performed to identify the literature that evaluated the persuasive strategies in experimental trials (eg, randomized controlled trial, pre-post test). Studies were included if they targeted adults, if they were (partly) delivered by a mobile system, if they reported PA outcomes, if they used an experimental trial, and when they specifically compared the effect of different designs or implementations of persuasive strategies. The study methods, implementations, and designs of persuasive strategies, and the study results were systematically extracted from the literature by the reviewers. RESULTS: A total of 29 experimental trials were identified. We found a heterogeneity in how the strategies are being implemented and designed. Moreover, the findings indicated that the implementation and design of the strategy has an influence on the effectiveness of the PA intervention. For instance, the effectiveness of rewarding was shown to vary between types of rewards; rewarding goal achievement seems to be more effective than rewarding each step taken. Furthermore, studies comparing different ways of goal setting suggested that assigning a goal to users might appear to be more effective than letting the user set their own goal, similar to using adaptively tailored goals as opposed to static generic goals. This study further demonstrates that only a few studies have examined the influence of different technical implementations on PA behavior. CONCLUSIONS: The different implementations and designs of persuasive strategies in mHealth interventions should be critically considered when developing such interventions and before drawing conclusions on the effectiveness of the strategy as a whole. Future efforts are needed to examine which implementations and designs are most effective to improve the translation of theory-based persuasive strategies into practical delivery forms.


Asunto(s)
Ejercicio Físico , Comunicación Persuasiva , Telemedicina , Adulto , Terapia por Ejercicio , Humanos , Motivación
4.
Artículo en Inglés | MEDLINE | ID: mdl-34199880

RESUMEN

Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have indicated that it is an effective strategy in the field of mobile healthcare intervention. Identifying the right moment for the intervention is a crucial component. In this paper the reinforcement learning (RL) technique has been used in a smartphone exercise application to promote physical activity. This RL model determines the 'right' time to deliver a restricted number of notifications adaptively, with respect to users' temporary context information (i.e., time and calendar). A four-week trial study was conducted to examine the feasibility of our model with real target users. JITAI reminders were sent by the RL model in the fourth week of the intervention, while the participants could only access the app's other functionalities during the first 3 weeks. Eleven target users registered for this study, and the data from 7 participants using the application for 4 weeks and receiving the intervening reminders were analyzed. Not only were the reaction behaviors of users after receiving the reminders analyzed from the application data, but the user experience with the reminders was also explored in a questionnaire and exit interviews. The results show that 83.3% reminders sent at adaptive moments were able to elicit user reaction within 50 min, and 66.7% of physical activities in the intervention week were performed within 5 h of the delivery of a reminder. Our findings indicated the usability of the RL model, while the timing of the moments to deliver reminders can be further improved based on lessons learned.


Asunto(s)
Ejercicio Físico , Teléfono Inteligente , Estudios de Factibilidad , Humanos , Encuestas y Cuestionarios
5.
Front Public Health ; 8: 536370, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33490006

RESUMEN

Running is a popular form of physical activity. Personal, social, and environmental determinants influence the engagement of the individual. To get insight in the relation between running behavior and external situations for different types of users, we carried out an extensive data mining study on large-scale datasets. We combined 4 years of historical running data (collected by a mobile exercise application from over 10K participants) with weather, topographical and demographical datasets. We introduce weighted frequent item mining for the analysis of the data. In this way, we capture temporal and environmental situations that frequently associate with different running performances. The results show that specific temporal and environmental situations (hour in a day, day in a week, temperature, distance to residential areas, and population density) influence the running performance of users more than other situational features. Hierarchical agglomerative clustering on the running data is used to split runners in two clusters (with sustained and less sustained running behavior). We compared the two groups of runners and found that runners with less sustained behavior are more sensitive to the environmental situations (especially several weather and location related features, such as temperature, weather type, distance to the nearest park) than regular runners. Further analysis focused on the situational features for the less sustained runners. Results show that specific feature values correspond to a better or worse running distance. Not only the influence of individual features was examined but also the interplay between features. Our findings provide important empirical evidence that the role of external situations in the running behavior of individuals can be derived from analysis of the combined historical datasets. This opens up a large potential to take those situations specifically into consideration when supporting individuals which show less sustained behavior.


Asunto(s)
Aplicaciones Móviles , Humanos , Aprendizaje Automático
6.
Front Public Health ; 8: 528472, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33604321

RESUMEN

Introduction: Many adults do not reach the recommended physical activity (PA) guidelines, which can lead to serious health problems. A promising method to increase PA is the use of smartphone PA applications. However, despite the development and evaluation of multiple PA apps, it remains unclear how to develop and design engaging and effective PA apps. Furthermore, little is known on ways to harness the potential of artificial intelligence for developing personalized apps. In this paper, we describe the design and development of the Playful data-driven Active Urban Living (PAUL): a personalized PA application. Methods: The two-phased development process of the PAUL apps rests on principles from the behavior change model; the Integrate, Design, Assess, and Share (IDEAS) framework; and the behavioral intervention technology (BIT) model. During the first phase, we explored whether location-specific information on performing PA in the built environment is an enhancement to a PA app. During the second phase, the other modules of the app were developed. To this end, we first build the theoretical foundation for the PAUL intervention by performing a literature study. Next, a focus group study was performed to translate the theoretical foundations and the needs and wishes in a set of user requirements. Since the participants indicated the need for reminders at a for-them-relevant moment, we developed a self-learning module for the timing of the reminders. To initialize this module, a data-mining study was performed with historical running data to determine good situations for running. Results: The results of these studies informed the design of a personalized mobile health (mHealth) application for running, walking, and performing strength exercises. The app is implemented as a set of modules based on the persuasive strategies "monitoring of behavior," "feedback," "goal setting," "reminders," "rewards," and "providing instruction." An architecture was set up consisting of a smartphone app for the user, a back-end server for storage and adaptivity, and a research portal to provide access to the research team. Conclusions: The interdisciplinary research encompassing psychology, human movement sciences, computer science, and artificial intelligence has led to a theoretically and empirically driven leisure time PA application. In the current phase, the feasibility of the PAUL app is being assessed.


Asunto(s)
Inteligencia Artificial , Ejercicio Físico , Adulto , Minería de Datos , Humanos , Actividades Recreativas , Percepción
7.
PLoS One ; 12(5): e0176165, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28467459

RESUMEN

Over the last years, the omnipresent standardization of playgrounds-the distances between, for example, jumping stones tend to be equal-has been criticized by both scientists and architects. First, it has been argued that standardization fails to do justice to the variability in the children's action capabilities. Second, it might simplify play in that children repetitively cross over the same distance and, thus, do not have to worry about their movements anymore. In the present study we examined the gap-crossing behavior of children in both a standardized and a nonstandardized jumping stone configuration. Children, between 5 and 10 years of age, were to play in each configuration for two minutes. No significant differences between the configurations were found in the number of gaps the children crossed and the percentage of jumps (ps>0.05). However, more children crossed a gap that they perceived as challenging (i.e. gap width close to their estimated maximum jumping distance) in the nonstandardized configuration than in the standardized one. Interestingly, significant differences were found in variables reflecting the children's action preparation-the variation in both the time on a jumping stone and the numbers of steps on it was bigger in the nonstandardized playground than in the standardized one (ps<0.05). The implications of these findings are discussed for both the design of playgrounds and the academic discussions about them.


Asunto(s)
Movimiento , Niño , Humanos
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