Technology-Supported Behavior Change—Applying Design Thinking to mHealth Application Development
Abstract
:1. Introduction
1.1. Technology-Supported Health-Related Interventions
1.2. The Challenge of Dropouts
1.3. Building User-Centered mHealth Applications
1.4. Research Goal and Questions
- What are the distinct needs and challenges of key users of this mHealth application (DT modes: Empathize and Define)?
- How can these needs be transferred to and implemented by an mHealth application (DT modes: Ideate and Prototype)?
- Which usability problems can be identified by a first low-fidelity prototype (DT mode: Test)?
- What can be learned form this first iteration that should be considered in follow-up design cycles (evaluation of the overall process)?
2. Methodology
2.1. Analysis Phase
2.2. Conception Phase
2.3. Development Phase
2.4. Evaluation Phase
2.4.1. Participants
2.4.2. Procedures
2.4.3. Think-Aloud
2.4.4. Task Completion
2.4.5. Post-Test Interview
3. Results
3.1. Conception: Embedding a Theory of Change into mHealth
3.1.1. The Health Belief Model
3.1.2. The Transtheoretical Model of Change
3.1.3. A TTM-Based Staging Algorithm for mHealth
3.2. Development: Implementing an Initial Prototype
3.2.1. The Staging Process Screen Unit
3.2.2. The Stages Screen Unit
3.2.3. The Content Screen Unit
3.2.4. The Favorites Screen Unit
3.2.5. The Info Screen Unit
3.3. Evaluation: Collecting Feedback from Six Potential mHealth Users
3.3.1. Satisfaction
The staging process was great. It was easy - not time-consuming. I was surprised how fast I accessed the app content. That was pleasant, because I don’t like to answer too many questions.[P4]
[After the staging process] Wow, I am already done with the questions. Now I am ready to go. (…) It is easy to understand.[P1]
The image is very nice [Icon after staging process]. I think that’s good. People like that too, the feeling that you’ve achieved something.[P5]
I like that I have an immediate overview and that I can still filter and see exactly what I am interested in.[P2]
I believe that it helps people when they are given something to take with them [application] that helps them along the way.[P6]
There is one comfort thing - Dark Mode. (…) But I wouldn’t force it, but leave it open to chose. Some people prefer the light version.[P3]
I’m just missing a user profile yet. I always want to see everything at a glance.[P4]
3.3.2. Learnability
I think the menu at the bottom is comfortable. I find it convenient. You can see it right away.[P4]
It’s actually really easy to use. It is very self-explanatory.[P2]
Really simple, even for me - because I’m actually not an app person at all.[P1]
I would have to take a little more time - I have already noticed that. (…) Yes, a tutorial certainly adds to the simplicity.[P6]
3.3.3. Error Potential
Even if you tap somewhere else, it does not matter - you just go back.[P2]
If someone does not want to do a new staging process, but has already tapped the button, there is a hint [Alert] - I think that’s good.[P5]
3.3.4. Cognitive Load
I find it very advantageous that there is not too much input at once. Everything is clearly arranged on one page and it’s easy to find everything.[P1]
I like that there are only four items here [main menu / bottom tab navigator]. Then it is not so cluttered. Also the icons are well done - you recognize right away what it is about.[P5]
You just have to try it out a bit. (…) So I think it’s applicable - even for people who don’t have that much experience with mobile phones.[P6]
With the favorites, for example, it’s also good that it’s a heart - then it’s like people have it in their minds.[P5]
3.3.5. Effectiveness
4. Discussion
4.1. The Importance of Theory
4.2. The Importance of Processes
4.3. The Importance of Users
4.4. The Importance of Interdisciplinary Teams
5. Conclusions, Limitations, and Future Outlook
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
DT | Design Thinking |
HBM | Health Belief Model |
NCD | Non-communicable diseases |
TTM | Transtheoretical Model of Change |
UCD | user-centered design |
WHO | World Health Organization |
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Design Principle | Questions |
---|---|
Satisfaction | “How did you find the integration of various functions in this app?” “How can we make it better?” “Would you need the support of a technical person to be able to use this system?” “How would you contact them: phone, email, or messaging?” |
Learnability | “How did you learn to use the app?” “How can we reduce the time it takes to learn the app?” |
Error Potential | “Did you have any troubles when using the app?” “Where?” “How can we fix it?” “What can we do to help users avoid the same error?” |
Cognitive Load | “How do you feel about the complexity of the app?” “How can we simplify it?” “Do you have any recommendations to make the wording and interface easier to use?” “How did you feel about the consistency of the app?” “How can we simplify it?”’ |
Effectiveness | Depending on the observed effectiveness of a user: “I noticed that you did not complete the task (…)” “Other users were struggling with completing the task (…)” “What can we do to enhance the completion rate?” |
No | Age Group | Weekly App Use | Types of App Use | Health App Use | Future Health App Use |
---|---|---|---|---|---|
P1 | 35–44 | 4–9 h | Communication Social Media News/Information Education | No | Yes |
P2 | 55–64 | 4–9 h | Communication Social Media | No | Yes |
P3 | 18–24 | >40 h | Communication Social Media Games/Entertainment News/Information Education Lifestyle | Yes (Fitness apps) | Yes |
P4 | 25–34 | 10–19 h | Communication Social Media News/Information Education Lifestyle Utility/Productivity | Yes (Gymodo) | Yes |
P5 | 45–55 | 20–40 h | Communication Social Media Games/Entertainment News/Information Education Lifestyle Utility/Productivity | Yes (Yazio, Fitnesspoint) | Yes |
P6 | >65 | 10–19 h | Communication Social Media News/Information Education Utility/Productivity | No | Yes |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Schweitzer, R.; Schlögl, S.; Schweitzer, M. Technology-Supported Behavior Change—Applying Design Thinking to mHealth Application Development. Eur. J. Investig. Health Psychol. Educ. 2024, 14, 584-608. https://doi.org/10.3390/ejihpe14030039
Schweitzer R, Schlögl S, Schweitzer M. Technology-Supported Behavior Change—Applying Design Thinking to mHealth Application Development. European Journal of Investigation in Health, Psychology and Education. 2024; 14(3):584-608. https://doi.org/10.3390/ejihpe14030039
Chicago/Turabian StyleSchweitzer, Ramona, Stephan Schlögl, and Marco Schweitzer. 2024. "Technology-Supported Behavior Change—Applying Design Thinking to mHealth Application Development" European Journal of Investigation in Health, Psychology and Education 14, no. 3: 584-608. https://doi.org/10.3390/ejihpe14030039
APA StyleSchweitzer, R., Schlögl, S., & Schweitzer, M. (2024). Technology-Supported Behavior Change—Applying Design Thinking to mHealth Application Development. European Journal of Investigation in Health, Psychology and Education, 14(3), 584-608. https://doi.org/10.3390/ejihpe14030039