3,886 research outputs found

    Designing positive behavior change experiences: a systematic review and sentiment analysis based on online user reviews of fitness and nutrition mobile applications

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    While mobile devices have become ubiquitous, illnesses derived from poor lifestyle habits are on the rise. However, our understand ing of design mechanisms that induce healthier behavior change through mobile devices is still limited. Using the BCT Taxonomy, and online user reviews as an indicator of experience satisfaction, we make a three-folded contribution to designing interactive sys tems for behavior change: (i) a systematic review of applications for physical activity and healthier eating habits, coding BCTs; (ii) sentiment analysis performed on 20492 review sentences of these apps; and (iii) design implications regarding the implementation features for each BCT cluster, considering the highest-scored fea tures in terms of sentiment analysis. Positive expressions referred to the framing/reframing technique. Contrarily, negative expres sions were mostly related to reward and threat. Findings from this study can be used to benchmark interactions between users and behavior change interfaces, and provide design insights to support positive user experiences.info:eu-repo/semantics/publishedVersio

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Implementation of the goal-setting components in popular physical activity apps: Review and content analysis

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    Objective: Goal setting is an effective strategy to promote physical activity. Commercial apps that tackle physical activity often include goal setting; however, it is unknown whether the implementation of the goal-setting components is congruent with the theory. This study evaluated the quality of goal setting in popular free and paid physical activity apps by assessing the presence of effective goal-setting components. Methods: A six-item scale was developed based on the goal-setting literature and used for coding each app for the presence/absence of goal-setting components (i.e. specificity, difficulty, action planning, timeframe, goal evaluation and goal re-evaluation). Cohen's Kappa was used to evaluate inter-rater reliability for each scale item. The number of goal-setting components included in the 40 apps was calculated and the difference between free and paid apps was assessed. Results: All scale items achieved satisfactory inter-rater reliability except 'goal evaluation'. The most frequently included goal-setting components in popular physical activity apps were 'goal specificity' (95% of the apps) and 'goal timeframe' (67.5%). Conversely, only 47.5% and 25% of the apps implemented 'action planning' and 'goal difficulty', respectively, and none included 'goal re-evaluation'. No differences emerged between free and paid apps. Conclusions: The quality of the goal-setting strategy in popular physical activity apps could be improved by introducing components scarcely implemented to date. In particular, tailoring the goal difficulty to the users' ability level and re-evaluating the goals based on achievements should be implemented to increase the quality of goal setting

    Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory

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    In this study, we examine the effect that a gameful experience and personalization have on the flow experience of fitness app users. We also test the association between flow experience and satisfaction in using fitness apps and whether satisfied users remain loyal and spread word of mouth regarding fitness apps. We use the belief-attitude- behavior framework as a theoretical lens and flow theory to explore the proposed relationships. Four hundred thirty- one fitness app users from India participated in the study. The results indicate that gameful experience and personalization lead to flow experience. We found a positive association between flow and satisfaction wherein satisfied fitness app users spread word of mouth and remained loyal to using fitness apps. Our findings will help fitness app developers identify factors to retain fitness app users and attract new ones

    A content analysis of popular diet, fitness, and weight self-tracking mobile apps on Google Play

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    Mobile health applications, especially diet, weight, and fitness apps, have become increasingly popular over the years. However, the content and quality of these apps is not well understood. In order to address this, we performed a preliminary content analysis of the diet, weight, and fitness mobile apps on the Google Play Store to better understand the features of such apps. We conducted a descriptive analysis of 159 relevant apps and analyzed the top free 15 for tracked indicators, goal setting, types of input, reminders and notifications, social and community features, and connecting to experts. Based on these preliminary findings, we identify gaps and discuss their importance to future research in this space

    Analysis of some Mobile Applications for Cycling

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    This article analyzes some available bike mobile applications as an alternative to bike computers, as known as cycle computers or speedometers or speed sensors. We have stored a lot of datasets recorded from different mountain bike routes; in this study, we analyzed two routes only. Most mobile cycling applications estimate fields such as speed, heading, slope, distance, VMG (Velocity Made Good) and pace (cadence). However, it is necessary to calculate the relationship between cadence and power in pedaling so that cyclists know the appropriate moment to apply force to their legs to improve the torque. We studied four cycling apps and one bike computer. The contribution of this paper lies in the fact that it reports and compares measurements of cycling workouts using four mobile applications for cycling, at the same time these measurements are compared against a speedometer; the differences in distance and speed between the mobile apps used in this study are slightly notorious. We also show comparative tables and graphs, and performance evaluation of biking routes in two different bike routes

    Bench Tracker: Improving Actionable Insights in Smartwatch Fitness Application by Increasing Usability Through Simplification

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    This thesis describes a smartwatch solution, called Bench Tracker for fitness monitoring using Apple Watches and Apple iPhone devices. The system involves a mobile based application that allows users to track and monitor bench press workouts in real-time to create actionable insights. By creating actionable insights on a smartwatch application, and improving the application’s usability through simplification, users agreed they would use the fitness application created that specifically tracked bench presses. A leading fitness app was used as the comparator, and it was discovered that users were undecided if they would use this app for bench press tracking. This paper presents the relevant background of work in this area, the system architecture that was designed and developed to support this application, the app, the analysis of how data collected from the Apple Watch provides ‘actionable insights’, and a report on the findings of real use test case scenarios. Overall it was discovered that Bench Tracker was successful in providing a high level of actionable insight to users by having a high level usability. This was demonstrated by creating a niche fitness application (Bench Tracker) that had the core workflow and purpose to monitor users bench press. This was validated by the System Usability Scale (SUS) test which was 75.2 for Bench Tracker and in contrast a leading fitness application tested in the study 57.5 (68 is considered average

    The public health potential of mobile applications to increase physical activity

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    Background: Physical activity (PA) is an important behavioural determinant of morbidity and mortality and is a public health priority. The accessibility, convenience and wide reach of mobile applications (apps) makes these digital interventions a potential mode for delivering PA interventions at scale. At the end of 2017 there were 325,000 health apps available publicly, with “fitness” apps being the largest category of all health apps. However, most apps on the market have not been evaluated and little is known about their quality. Aim: This PhD investigated the public health potential of publicly available PA apps. Methods: The following studies were conducted: 1) a review and content analysis of the most popular PA apps on the market to assess their quality, defined as safety, likely efficacy and positive user experience; 2) a study using regression models to determine the association between popularity and quality of those apps; 3) a feasibility crossover trial assessing two apps for increasing PA; and 4) a qualitative study assessing the acceptability of the trial procedures and exploring the experiences of the two PA apps. Results: Popular apps had high usability but there were issues around their safety and likely efficacy. Popularity was not associated with likely efficacy. The feasibility trial and the qualitative study showed that such a trial would be feasible and acceptable to participants. The enablers and barriers to increasing exercise using the apps were identified. Conclusion: The discrepancy between quality and popularity represents a missed opportunity for behaviour change interventions. Hence, the public health impact of PA apps is unlikely to be achieved when market forces “prescribe” what is used by the public. The motivation to use the apps varied substantially and it is important to identify when, for whom, and in what context PA apps are most likely to facilitate behaviour change

    Technology as tool to overcome barriers of using fitness facilities: A health behavioural perspective

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    Underlying health conditions have been highlighted throughout the literature preventing several populations from engaging in physical activity. There have been little to no attempts made in addressing these populations directly in fitness facilities or indirectly using information technology (IT). The current research aimed at exploring current barriers and practices regarding IT and technological support in a fitness facility environment, using health behaviour theories (HBT) to explain member experiences. The sample was composed of 66 participants selected from 5 fitness facilities in Manchester, UK, of which there were 60.6% males and 39.4% females aged from 18-59. The instrument used was a survey. Health motives were reported by 71.2% of the participants, while ‘injury’ (reported by 70.2%), ‘lack of knowledge about exercise and health’ (reported by 42.4%), and ‘illness’ (reported by 28.1%) as main barriers to use the facilities. The main support mechanisms provided by the facilities management were staff support (59%), with online and technological support only accounting for 38.6% of facility support. The use of personal IT within the facilities were utilised by over half the participants (50.2%). The study revealed the need of additional IT support by fitness facilities in the form of applications and digital platforms. The findings are discussed with HBT as the theoretical underpinnings and suggestions are made for future research regarding IT advancements as support mechanisms
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