Vilardaga Roger, Rizo Javier, Zeng Emily, Kientz Julie A, Ries Richard, Otis Chad, Hernandez Kayla
Center for Addiction Science and Technology, Psychiatry and Behavioral Sciences, Duke University, Durham, NC, United States.
Design Use Build, Department of Human Centered Design and Engineering, University of Washington, Seattle, WA, United States.
JMIR Serious Games. 2018 Jan 16;6(1):e2. doi: 10.2196/games.8881.
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.
The objective of this study was to report the rationale, ideation, design, user research, and final specifications of a novel smoking cessation app for people with serious mental illness (SMI) that will be tested in a feasibility trial.
We used a variety of user-centered design methods and materials to develop the tailored smoking cessation app. This included expert panel guidance, a set of design principles and theory-based smoking cessation content, development of personas and paper prototyping, usability testing of the app prototype, establishment of app's core vision and design specification, and collaboration with a software development company.
We developed Learn to Quit, a smoking cessation app designed and tailored to individuals with SMI that incorporates the following: (1) evidence-based smoking cessation content from Acceptance and Commitment Therapy and US Clinical Practice Guidelines for smoking cessation aimed at providing skills for quitting while addressing mental health symptoms, (2) a set of behavioral principles to increase retention and comprehension of smoking cessation content, (3) a gamification component to encourage and sustain app engagement during a 14-day period, (4) an app structure and layout designed to minimize usability errors in people with SMI, and (5) a set of stories and visuals that communicate smoking cessation concepts and skills in simple terms.
Despite its increasing importance, the design and development of mHealth technology is typically underreported, hampering scientific innovation. This report describes the systematic development of the first smoking cessation app tailored to people with SMI, a population with very high rates of nicotine addiction, and offers new design strategies to engage this population. mHealth developers in smoking cessation and related fields could benefit from a design strategy that capitalizes on the role visual engagement, storytelling, and the systematic application of behavior analytic principles to deliver evidence-based content.
在过去几十年中,美国的吸烟率已降至总人口的15%。然而,高达88%有精神症状的人仍在吸烟,导致疾病和死亡率居高不下。因此,迫切需要开发具有足够易用性且能惠及这一人群的戒烟干预措施。
本研究的目的是报告一款针对严重精神疾病(SMI)患者的新型戒烟应用程序的基本原理、构思、设计、用户研究和最终规格,该应用程序将在一项可行性试验中进行测试。
我们使用了多种以用户为中心的设计方法和材料来开发这款量身定制的戒烟应用程序。这包括专家小组指导、一套设计原则和基于理论的戒烟内容、创建用户角色和纸质原型、对应用程序原型进行可用性测试、确定应用程序的核心愿景和设计规格,以及与一家软件开发公司合作。
我们开发了“学会戒烟”这款戒烟应用程序,它是为SMI患者设计并量身定制的,包含以下内容:(1)来自接受与承诺疗法和美国戒烟临床实践指南的循证戒烟内容,旨在提供戒烟技能并解决心理健康症状;(2)一套行为原则,以提高对戒烟内容的留存率和理解度;(3)一个游戏化组件,以鼓励并维持14天内对应用程序的参与度;(4)一种应用程序结构和布局,旨在尽量减少SMI患者的可用性错误;(5)一组以简单易懂的方式传达戒烟概念和技能的故事和视觉效果。
尽管移动健康技术的设计和开发日益重要,但相关报道通常较少,这阻碍了科学创新。本报告描述了首款针对SMI患者(尼古丁成瘾率极高的人群)量身定制的戒烟应用程序的系统开发过程,并提供了吸引这一人群的新设计策略。戒烟及相关领域的移动健康开发者可从一种利用视觉参与、讲故事以及行为分析原则的系统应用来提供循证内容的设计策略中受益。