2021
DOI: 10.3389/fpubh.2020.528472
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The Design and Development of a Personalized Leisure Time Physical Activity Application Based on Behavior Change Theories, End-User Perceptions, and Principles From Empirical Data Mining

Abstract: 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… Show more

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Cited by 24 publications
(54 citation statements)
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References 74 publications
(151 reference statements)
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“…Consequently, interviews can have a broad range of goals. Examples include identifying points of improvement for a current situation such as treatment of forensic psychiatric patients [ 96 ]; analyzing target or risk groups in, for example, tick bites [ 100 ]; identifying points of improvement for prototypes or existing (eHealth) interventions according to end users or design experts [ 83 , 84 ]; identifying potential barriers and facilitators for implementation later in the process, such as high costs and required skills training [ 78 , 96 ]; describing a current behavior and its determinants [ 91 ]; collecting experiences of participants after letting them try out an app in real life [ 83 ]; and generating or validating values and requirements [ 15 , 28 , 98 , 103 ].…”
Section: Resultsmentioning
confidence: 99%
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“…Consequently, interviews can have a broad range of goals. Examples include identifying points of improvement for a current situation such as treatment of forensic psychiatric patients [ 96 ]; analyzing target or risk groups in, for example, tick bites [ 100 ]; identifying points of improvement for prototypes or existing (eHealth) interventions according to end users or design experts [ 83 , 84 ]; identifying potential barriers and facilitators for implementation later in the process, such as high costs and required skills training [ 78 , 96 ]; describing a current behavior and its determinants [ 91 ]; collecting experiences of participants after letting them try out an app in real life [ 83 ]; and generating or validating values and requirements [ 15 , 28 , 98 , 103 ].…”
Section: Resultsmentioning
confidence: 99%
“…They were never formulated at the beginning of the development process because they should be based on outcomes of earlier activities. The included studies showed that requirements can be based on data generated by 1 method, such as interviews, or on a combination of data from different methods and scientific literature [ 91 ]. Requirements can be based on values, where values serve as a bridge between the previously conducted research and the specific requirements [ 129 ].…”
Section: Resultsmentioning
confidence: 99%
“…The development of the PAUL app was conducted based on both theoretical foundations of behavior change [ 20 ] and a focus-group study with our target users [ 21 ]. The design process and practical implementation of this smartphone exercise application can be found in [ 22 ]. In this subsection, we mainly describe the integration of a reinforcement learning model in the PAUL app.…”
Section: Methodsmentioning
confidence: 99%
“…The goal of PAUL is to motivate Dutch inactive urban residents to increase their PA through walking, running, and strength exercises in urban spaces (such as parks) with the use of a theoretically and empirically driven app: the PAUL app. The development of the PAUL app arises from interdisciplinary research from the fields of psychology, movement sciences, computer science, and artificial intelligence (26). Three pillars are at the basis of the development of the PAUL app.…”
Section: Paul Projectmentioning
confidence: 99%