21 research outputs found

    Evaluating evidence-based content, features of exercise instruction, and expert involvement in physical activity apps for pregnant women: systematic search and content analysis

    Get PDF
    Background: Guidelines for physical activity and exercise during pregnancy recommend that all women without contraindications engage in regular physical activity to improve both their own health and the health of their baby. Many women are uncertain how to safely engage in physical activity and exercise during this life stage and are increasingly using mobile apps to access health-related information. However, the extent to which apps that provide physical activity and exercise advice align with current evidence-based pregnancy recommendations is unclear. Objective: This study aims to conduct a systematic search and content analysis of apps that promote physical activity and exercise in pregnancy to examine the alignment of the content with current evidence-based recommendations; delivery, format, and features of physical activity and exercise instruction; and credentials of the app developers. Methods: Systematic searches were conducted in the Australian App Store and Google Play Store in October 2020. Apps were identified using combinations of search terms relevant to pregnancy and exercise or physical activity and screened for inclusion (with a primary focus on physical activity and exercise during pregnancy, free to download or did not require immediate paid subscription, and an average user rating of ≥4 out of 5). Apps were then independently reviewed using an author-designed extraction tool. Results: Overall, 27 apps were included in this review (Google Play Store: 16/27, 59%, and App Store: 11/27, 41%). Two-thirds of the apps provided some information relating to the frequency, intensity, time, and type principles of exercise; only 11% (3/27) provided this information in line with current evidence-based guidelines. Approximately one-third of the apps provided information about contraindications to exercise during pregnancy and referenced the supporting evidence. None of the apps actively engaged in screening for potential contraindications. Only 15% (4/27) of the apps collected information about the user’s current exercise behaviors, 11% (3/27) allowed users to personalize features relating to their exercise preferences, and a little more than one-third provided information about developer credentials. Conclusions: Few exercise apps designed for pregnancy aligned with current evidence-based physical activity guidelines. None of the apps screened users for contraindications to physical activity and exercise during pregnancy, and most lacked appropriate personalization features to account for an individual’s characteristics. Few involved qualified experts during the development of the app. There is a need to improve the quality of apps that promote exercise in pregnancy to ensure that women are appropriately supported to engage in exercise and the potential risk of injury, complications, and adverse pregnancy outcomes for both mother and child is minimized. This could be done by providing expert guidance that aligns with current recommendations, introducing screening measures and features that enable personalization and tailoring to individual users, or by developing a recognized system for regulating apps

    Discovering and Extracting Knowledge in the Design Project

    No full text
    Over the last twenty years, the rapid adoption of the graphical user interface followed by the emergence of the World Wide Web has created an increasing demand for interaction designers and interaction design research. Knowledge generated by interaction designers is needed not only by other designers, but also by researchers and practitioners from other disciplines. This evolution has generated increasing pressure for more refined models of design research and design research dissemination. To address this problem, we first explore the evolution of design documentation, detailing how it has evolved to meet the changing needs of designers. Then we present an opportunity map detailing where design projects produce knowledge. The map reveals areas for creating and communicating knowledge that is specific to interaction design, yet generalizable to a larger community that participates in interaction design

    Research Through Design as a Method for Interaction Design Research in HCI

    No full text
    For years the HCI community has struggled to integrate design in research and practice. While design has gained a strong foothold in practice, it has had much less impact on the HCI research community. In this paper we propose a new model for interaction design research within HCI. Following a research through design approach, designers produce novel integrations of HCI research in an attempt to make the right thing: a product that transforms the world from its current state to a preferred state. This model allows interaction designers to make research contributions based on their strength in addressing under-constrained problems. To formalize this model, we provide a set of four lenses for evaluating the research contribution and a set of three examples to illustrate the benefits of this type of research.</p

    Discovering and Extracting Knowledge in the Design Project

    No full text
    Over the last twenty years, the rapid adoption of the graphical user interface followed by the emergence of the World Wide Web has created an increasing demand for interaction designers and interaction design research. Knowledge generated by interaction designers is needed not only by other designers, but also by researchers and practitioners from other disciplines. This evolution has generated increasing pressure for more refined models of design research and design research dissemination. To address this problem, we first explore the evolution of design documentation, detailing how it has evolved to meet the changing needs of designers. Then we present an opportunity map detailing where design projects produce knowledge. The map reveals areas for creating and communicating knowledge that is specific to interaction design, yet generalizable to a larger community that participates in interaction design

    Designing to Support the Social Aesthetics of Inquiry

    No full text
    Abstract. This paper addresses the design of socially centered tools to support Arts and Humanities PhD students in their Inquiries. We discuss the limitations of current products and describe our research of PhD students. Drawing on the work of the philosopher John Dewey, we find that inquiry is a characteristic activity of the members of an academic field. Inquiry as a shared human endeavor has aesthetic qualities that direct students. These aesthetic qualities manifest in social interaction and the material products of inquiry. We suggest that the fractured experiences associated with current inquiry-supporting tools can be avoided by designing from an understanding of the underlying aesthetics of inquiry. A product concept designed from this perspective is presented

    Discovering and Extracting Knowledge in the Design Project John Zimmerman

    No full text
    Over the last twenty years, the rapid adoption of the graphical user interface followed by the emergence of the World Wide Web has created an increasing demand for interaction designers and interaction design research. Knowledge generated by interaction designers is needed not only by other designers, but also by researchers and practitioners from other disciplines. This evolution has generated increasing pressure for more refined models of design research and design research dissemination. To address this problem, we first explore the evolution of design documentation, detailing how it has evolved to meet the changing needs of designers. Then we present an opportunity map detailing where design projects produce knowledge. The map reveals areas for creating and communicating knowledge that is specific to interaction design, yet generalizable to a larger community that participates in interaction design. Keywords Design research, design documentation, design project, design case, interaction design, experience design. 1

    Designing to Support the Social Aesthetics of Inquiry

    No full text
    This paper addresses the design of socially centered tools to support Arts and Humanities PhD students in their Inquiries. We discuss the limitations of current products and describe our research of PhD students. Drawing on the work of the philosopher John Dewey, we find that inquiry is a characteristic activity of the members of an academic field. Inquiry as a shared human endeavor has aesthetic qualities that direct students. These aesthetic qualities manifest in social interaction and the material products of inquiry. We suggest that the fractured experiences associated with current inquiry-supporting tools can be avoided by designing from an understanding of the underlying aesthetics of inquiry. A product concept designed from this perspective is presented
    corecore