Mobile devices are a promising channel for delivering just-in-time guidance and support for improving key daily health behaviors. Despite an explosion of mobile phone applications aimed at physical activity and other health behaviors, few have been based on theoretically derived constructs and empirical evidence. Eighty adults ages 45 years and older who were insufficiently physically active, engaged in prolonged daily sitting, and were new to smartphone technology, participated in iterative design development and feasibility testing of three daily activity smartphone applications based on motivational frames drawn from behavioral science theory and evidence. An “analytically” framed custom application focused on personalized goal setting, self-monitoring, and active problem solving around barriers to behavior change. A “socially” framed custom application focused on social comparisons, norms, and support. An “affectively” framed custom application focused on operant conditioning principles of reinforcement scheduling and emotional transference to an avatar, whose movements and behaviors reflected the physical activity and sedentary levels of the user. To explore the applications' initial efficacy in changing regular physical activity and leisure-time sitting, behavioral changes were assessed across eight weeks in 68 participants using the CHAMPS physical activity questionnaire and the Australian sedentary behavior questionnaire. User acceptability of and satisfaction with the applications was explored via a post-intervention user survey. The results indicated that the three applications were sufficiently robust to significantly improve regular moderate-to-vigorous intensity physical activity and decrease leisure-time sitting during the 8-week behavioral adoption period. Acceptability of the applications was confirmed in the post-intervention surveys for this sample of midlife and older adults new to smartphone technology. Preliminary data exploring sustained use of the applications across a longer time period yielded promising results. The results support further systematic investigation of the efficacy of the applications for changing these key health-promoting behaviors.
BackgroundWhile there has been an explosion of mobile device applications (apps) promoting healthful behaviors, including physical activity and sedentary patterns, surprisingly few have been based explicitly on strategies drawn from behavioral theory and evidence.ObjectiveThis study provided an initial 8-week evaluation of three different customized physical activity-sedentary behavior apps drawn from conceptually distinct motivational frames in comparison with a commercially available control app.Study Design and MethodsNinety-five underactive adults ages 45 years and older with no prior smartphone experience were randomized to use an analytically framed app, a socially framed app, an affectively framed app, or a diet-tracker control app. Daily physical activity and sedentary behavior were measured using the smartphone’s built-in accelerometer and daily self-report measures.ResultsMixed-effects models indicated that, over the 8-week period, the social app users showed significantly greater overall increases in weekly accelerometry-derived moderate to vigorous physical activity relative to the other three arms (P values for between-arm differences = .04-.005; Social vs. Control app: d = 1.05, CI = 0.44,1.67; Social vs. Affect app: d = 0.89, CI = 0.27,1.51; Social vs. Analytic app: d = 0.89, CI = 0.27,1.51), while more variable responses were observed among users of the other two motivationally framed apps. Social app users also had significantly lower overall amounts of accelerometry-derived sedentary behavior relative to the other three arms (P values for between-arm differences = .02-.001; Social vs. Control app: d = 1.10,CI = 0.48,1.72; Social vs. Affect app: d = 0.94, CI = 0.32,1.56; Social vs. Analytic app: d = 1.24, CI = 0.59,1.89). Additionally, Social and Affect app users reported lower overall sitting time compared to the other two arms (P values for between-arm differences < .001; Social vs. Control app: d = 1.59,CI = 0.92, 2.25; Social vs. Analytic app: d = 1.89,CI = 1.17, 2.61; Affect vs. Control app: d = 1.19,CI = 0.56, 1.81; Affect vs. Analytic app: d = 1.41,CI = 0.74, 2.07).ConclusionThe results provide initial support for the use of a smartphone-delivered social frame in the early induction of both physical activity and sedentary behavior changes. The information obtained also sets the stage for further investigation of subgroups that might particularly benefit from different motivationally framed apps in these two key health promotion areas.Trial RegistrationClinicalTrials.gov NCT01516411
Checklist usage can increase performance in complex, highrisk domains. While paper checklists are valuable, they are static, slow to access, and show both too much and too little information. We introduce Dynamic Procedure Aids to address four key problems in checklist usage: ready access to aids, rapid assimilation of content, professional acceptance, and limited attention. To understand their efficacy for crisis response, we created the dpAid software system. Its design arose through a multi-year participation in medical crisis response training featuring realistic team simulations. A study comparing Dynamic Procedure Aids, paper, and no aid, found that participants with Dynamic Procedure Aids performed significantly better than with paper or no aid. This study introduces the narrative simulation paradigm for comparatively assessing expert procedural performance through a score-and-correct approach.
In an effort to reduce medical errors, doctors are beginning to embrace cognitive aids, such as paper-based checklists. We describe the early stage design process of an interactive cognitive aid for crisis care teams. This process included collaboration with anesthesia professors in the school of medicine and observation of medical students practicing in simulated scenarios. Based on these insights, we identify opportunities to employ large-screen displays and coordinated tablets to support team performance. We also propose a system design for interactive cognitive aids intended to encourage a shared mental model amongst crisis care staff.
Emergency medical teams collaborate to solve problems and take care of patients under time pressure and high cognitive load, in noisy and complex environments. This paper presents preliminary work in the design and evaluation of head-mounted and multisurface displays in supporting teams with interactive checklists and more generally dynamic cognitive aids.
Music is a major element of social gatherings. However, creating playlists that suit everyone's tastes and the mood of the group can require a large amount of manual effort. In this paper, we present MoodMusic, a method to dynamically generate contextually appropriate music playlists for groups of people. MoodMusic uses speaker pitch and intensity in the conversation to determine the current 'mood'. MoodMusic then queries the online music libraries of the speakers to choose songs appropriate for that mood. This allows groups to listen to music appropriate for their current mood without managing playlists. This work contributes a novel method for dynamically creating music playlists for groups based on their music preferences and current mood.
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