2018
DOI: 10.2196/games.8881
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User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness

Abstract: Background Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population. Objective The objective of this study was to report the rationale, ideation, design, user rese… Show more

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Cited by 92 publications
(87 citation statements)
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References 82 publications
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“…In line with the literature [6,18,26], the success or failure of digital services such as a mobile phone app in encouraging a healthier lifestyle is highly dependent on the app's efficacy in achieving behavioral change. Based on research exploring game-based health interventions [13,15], as well as theories and practice of designing for change [20], our findings suggest that in the context of smoking cessation, psychological empowerment through the gamified design of a mHealth app significantly predicts users' ability to quit smoking successfully.…”
Section: Extending Extant Knowledgementioning
confidence: 71%
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“…In line with the literature [6,18,26], the success or failure of digital services such as a mobile phone app in encouraging a healthier lifestyle is highly dependent on the app's efficacy in achieving behavioral change. Based on research exploring game-based health interventions [13,15], as well as theories and practice of designing for change [20], our findings suggest that in the context of smoking cessation, psychological empowerment through the gamified design of a mHealth app significantly predicts users' ability to quit smoking successfully.…”
Section: Extending Extant Knowledgementioning
confidence: 71%
“…Tailoring motivational affordances or 'gamification tactics' to a task has been noted to be critical to successful gamification [5,6]. Goal-setting, for instance, has been noted as an effective tool for enhancing selfmotivation [7].…”
Section: Introductionmentioning
confidence: 99%
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“…Leveraging the improved connectivity and ubiquity of smartphones, some authors offer access to entire online libraries of learning materials [127,167]; others utilize in-app prompting as intervention techniques, e.g., sending reminders to use the app [87,103,104,118,159], motivational messages [70] or messages from the therapist [90,163]. Exploiting the improved interactivity of smartphones, we find interactive quizzes for training skills and improved learning [78,127], assessments for panic attacks [144], suicidal intentions [122], symptoms Chapter 2. Smartphone apps for the treatment of mental disorders: a systematic review.…”
Section: Coverage Of Technical Dimensionsmentioning
confidence: 99%