TY - JOUR
T1 - 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
AU - Sporrel, Karlijn
AU - De Boer, Rémi D. D.
AU - Wang, Shihan
AU - Nibbeling, Nicky
AU - Simons, Monique
AU - Deutekom, Marije
AU - Ettema, Dick
AU - Castro, Paula C.
AU - Dourado, Victor Zuniga
AU - Kröse, Ben
N1 - Funding Information:
We are especially grateful for the work of Joey van der Bie, who developed the first version of the PAUL app. We are very thankful for the reviewers that provided good comments that improved the manuscript. We thank all students from the University of Amsterdam, Vrije University of Amsterdam, and the Hogeschool van Amsterdam who contributed to the data collection. We would also like to express great gratitude to all stakeholders who were involved in the discussions regarding the design of the app. Funding. AUAS funded the first phase of the project, while the second phased was funded by NWO and SIA (Grant Number 629.004.013) in the Netherlands and by FAPESP (Grant Number 2016/50249-3) in Brazil. The municipality of Amsterdam donated the beacons located in Amsterdam to the project.
Publisher Copyright:
© Copyright © 2021 Sporrel, De Boer, Wang, Nibbeling, Simons, Deutekom, Ettema, Castro, Dourado and Kröse.
PY - 2021/2/2
Y1 - 2021/2/2
N2 - 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 and development of the Playful data-driven Active Urban Living (PAUL): a personalized PA application.Methods: The two-phased development process of the PAUL apps rests on principles from the behavior change model; the Integrate, Design, Assess, and Share (IDEAS) framework; and the behavioral intervention technology (BIT) model. During the first phase, we explored whether location-specific information on performing PA in the built environment is an enhancement to a PA app. During the second phase, the other modules of the app were developed. To this end, we first build the theoretical foundation for the PAUL intervention by performing a literature study. Next, a focus group study was performed to translate the theoretical foundations and the needs and wishes in a set of user requirements. Since the participants indicated the need for reminders at a for-them-relevant moment, we developed a self-learning module for the timing of the reminders. To initialize this module, a data-mining study was performed with historical running data to determine good situations for running.Results: The results of these studies informed the design of a personalized mobile health (mHealth) application for running, walking, and performing strength exercises. The app is implemented as a set of modules based on the persuasive strategies “monitoring of behavior,” “feedback,” “goal setting,” “reminders,” “rewards,” and “providing instruction.” An architecture was set up consisting of a smartphone app for the user, a back-end server for storage and adaptivity, and a research portal to provide access to the research team.Conclusions: The interdisciplinary research encompassing psychology, human movement sciences, computer science, and artificial intelligence has led to a theoretically and empirically driven leisure time PA application. In the current phase, the feasibility of the PAUL app is being assessed.
AB - 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 and development of the Playful data-driven Active Urban Living (PAUL): a personalized PA application.Methods: The two-phased development process of the PAUL apps rests on principles from the behavior change model; the Integrate, Design, Assess, and Share (IDEAS) framework; and the behavioral intervention technology (BIT) model. During the first phase, we explored whether location-specific information on performing PA in the built environment is an enhancement to a PA app. During the second phase, the other modules of the app were developed. To this end, we first build the theoretical foundation for the PAUL intervention by performing a literature study. Next, a focus group study was performed to translate the theoretical foundations and the needs and wishes in a set of user requirements. Since the participants indicated the need for reminders at a for-them-relevant moment, we developed a self-learning module for the timing of the reminders. To initialize this module, a data-mining study was performed with historical running data to determine good situations for running.Results: The results of these studies informed the design of a personalized mobile health (mHealth) application for running, walking, and performing strength exercises. The app is implemented as a set of modules based on the persuasive strategies “monitoring of behavior,” “feedback,” “goal setting,” “reminders,” “rewards,” and “providing instruction.” An architecture was set up consisting of a smartphone app for the user, a back-end server for storage and adaptivity, and a research portal to provide access to the research team.Conclusions: The interdisciplinary research encompassing psychology, human movement sciences, computer science, and artificial intelligence has led to a theoretically and empirically driven leisure time PA application. In the current phase, the feasibility of the PAUL app is being assessed.
KW - Persuasive Technology
KW - behavior change
KW - behavior intervention design
KW - data-mining
KW - just-in-time adaptive interventions
KW - mHealth
KW - physical activity
KW - reinforcement learning
UR - http://www.scopus.com/inward/record.url?scp=85100727209&partnerID=8YFLogxK
U2 - 10.3389/fpubh.2020.528472
DO - 10.3389/fpubh.2020.528472
M3 - Article
SN - 2296-2565
VL - 8
SP - 1
EP - 19
JO - Frontiers in Public Health
JF - Frontiers in Public Health
M1 - 528472
ER -