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Mobile self-health applications for lasting behavior change and health management Eleni Stroulia, Blerina Bazelli, Shayna Fairbairn, Dylan Gibbs, Lili Liu, Robert Lederer [email protected] - http://ssrg.cs.ualberta.ca e-Health 2013: Accelerating Change May 29, 2013 Ottawa - Canada Today: Victor Guana – PhD. Student University of Alberta 21/07/2015 1 Faculty/Presenter Disclosure • Faculty: Eleni Stroulia • Relationships with commercial interests: – Grants/Research Support: N/A – Speakers Bureau/Honoraria: N/A – Consulting Fees: N/A – Other: N/A 21/07/2015 2 Mental Mashup Self Monitoring Applications 21/07/2015 3 Mental Mashup Self Monitoring Applications Methodology 21/07/2015 4 Mental Mashup Self Monitoring Applications Methodology Technologies 21/07/2015 5 Mental Mashup Self Monitoring Applications Methodology Technologies Our work so far: 21/07/2015 EASI Physitivity 6 Mental Mashup Self Monitoring Applications Methodology Technologies Our work so far: EASI Towards a 21/07/2015 Physitivity General Method 7 Self-monitoring applications An emerging family of applications for improving dailydaily life and An emerging family of applications for improving life and long-term health through long-term health through • Recording of data about personal state and activity • Comparison against norms • Contextual feedback With With common common data data model, model, views views and and behaviors behaviors • • • • • 21/07/2015 User settings Entries (to record) History (to browse, search and filter) Visualizations and feedback Social sharing 8 Methodology Development of two 'quantified self' applications: • Physitivity: physical activity monitoring • EASI: blood glucose / diabetes management Using human-behavioral theories to motivate the application behavior and interaction design. Reuse and analysis, to establish general and app-specific code Creation of a set of reusable code components for efficient creation of new 'quantified self' applications. 21/07/2015 9 Methodology Theories Grounding Application Design 1 Theory of Planned Behavior Action performance is influenced by: • Individual’s attitudes towards the action and its outcomes • Subjective norms of the individual’s social group and his desire to comply with them • Individual’s perceived control to achieve a given behavior 21/07/2015 10 Methodology Theories Grounding Application Design 2 The Intention-Behavior Gap Intention for and actual performance of an action may differ because of: - Intention variability: Engage in a behavior but there may be no possible way to actually do so. - Intention (in)activation: Intention may not even be formulated (forgotten or perceived as low priority) - Failure to act upon intentions: Failure to act upon intentions: when there are not enough details for the individual to engage in behavior 21/07/2015 11 Technologies PhoneGap and Worklight Prescribes the development architecture of mobile applications by separating the platform-specific interaction concerns from the general functionality. Backbone.js JavaScript framework for developing layered applications with explicitly defined data models and a corresponding set of userinteraction widgets with declarative event handling. 21/07/2015 12 EASI & Physitivity: Two Quantified-Self Applications … Technologies Our work so far: EASI Towards a 21/07/2015 Physitivity General Method 13 EASI & Physitivity: Two Quantified-Self Applications Solution Commonalities Entries (add / edit), entry types, entry list, dashboard, reusable visualizations, users, settings CSS / styling, list items, icons, types of visualizations used, properties of models (entries, settings, entry types, etc.) Physitivity 21/07/2015 EASI 14 EASI & Physitivity: Two Quantified-Self Applications Physitivity 21/07/2015 15 EASI & Physitivity: Two Quantified-Self Applications Physitivity 21/07/2015 16 EASI & Physitivity: Two Quantified-Self Applications EASI B EASI is envisioned to encourage users who live with diabetes to regularly monitor their blood glucose, food intake, insulin doses and physical activity. 21/07/2015 17 EASI & Physitivity: Two Quantified-Self Applications Lessons Learned The two self-management applications share similar designs and a codebase New applications in this family can be generated, by reusing the current resources Some of the components (history, pattern-based recommendation) can be reused 21/07/2015 18 Towards a General Method Quantified-Self Applications Family The data elements will be 1 Structured entities consisting of multimedia attributes Entity collections users. Relations and their histories. The services involved will be Faceted search Detailed entity view(s) Entity-state manipulation The applications will be contextually adaptive Application usage history Calendar Social extensions 21/07/2015 19 Towards a General Method Quantified-Self Applications Family The data elements will be Structured entities consisting of multimedia attributes Entity collections users. Relations and their histories. The services involved will be 2 Faceted search Detailed entity view(s) Entity-state manipulation The applications will be contextually adaptive Application usage history Calendar Social extensions 21/07/2015 20 Towards a General Method Quantified-Self Applications Family The data elements will be Structured entities consisting of multimedia attributes Entity collections users. Relations and their histories. The services involved will be Faceted search Detailed entity view(s) Entity-state manipulation The applications will be contextually adaptive 3 21/07/2015 Application usage history Calendar Social extensions 21 Towards a General Method Quantified-Self Applications Family Design a collection of interactive widgets For different media types with different size and layout properties Develop a (wizard-style) process to guide the development of the application non-computer expert 21/07/2015 22 Towards a General Method Quantified-Self Applications Family Design a collection of interactive widgets non-computer expert • • • • • Define application data model Identify possible widgets for simple data elements Compose widgets for composite data elements Define application behavior Map application behavior to user interaction 21/07/2015 23 Towards a General Method Conclusions Smart phone based applications have the potential to affect meaningful behavior change on a population level. The efficacy of mobile interventions has been demonstrated albeit on a small scale. Mobile applications offer a promising future for large scale population level interventions because they have a large reach like web based interventions but seem to have a better a adherence rate for engaging with the application. Our work argues (a) for systematicity in the development of mobile apps for self monitoring, through reusable software components and (b) for a theoretical grounding of the application design in psychology theories of motivation and behavior. [email protected] http://ssrg.cs.ualberta.ca 21/07/2015 Thank you! 24