Ferrara Paula-Marie M, Schaltegger Ethan T, Beaumont Cory T, Strohacker Kelley
Kinesiology, Recreation, and Sport Studies Department, The University of Tennessee, Knoxville, Knoxville, TN, USA.
Int J Exerc Sci. 2020 Aug 1;13(5):979-995. doi: 10.70252/VAJB1586. eCollection 2020.
Due to high interaction rates, smart devices are being utilized for mobile health (mHealth) interventions. Multimedia capabilities may be leveraged to improve mHealth exercise interventions. Our purpose was to explore individuals' perceptions of multimedia exercise prompts tailored to their immediate mental/physical states. Using electronic surveys, respondents provided in-the-moment ratings of emotional state, energy, fatigue, physical discomfort, and thirst, with higher scores reflecting a higher "readiness to exercise" (i.e., if a person is currently in a pleasant mood with high energy and low discomfort, he/she is likely to have a greater capacity for a larger dose of exercise). They were then provided with an exercise prompt designed to match their readiness to exercise, demonstrated via text and graphic interchange format (GIF) showing a research member completing the recommended activity. Survey data regarding GIF quality, self-efficacy, and methodological feedback were then collected and analyzed using a combination of parametric statistics and thematic analysis of open-ended feedback. Respondents (N=204; 47±10 years; BMI 29±6 kg/m) indicated GIFs loaded quickly (5.29±1.2, scale 0-6), were clear (5.36±1.1), and easily understandable (5.43±1.1). High task self-efficacy scores (9.34±1.62, scale 0-10) and statistically significant differences in coping self-efficacy (i.e., how well a person would be able to complete the recommended activity when feeling mentally/physically worse or better; F=3.229, p<.01) were found. Five themes relating to the exercise prompt were noted: improve attractiveness, limiting factors, exercise clarification, liked/understandable/doable, and disliked/unwilling to complete. Further refinement of these methods is warranted prior to using multimedia prompts to elicit actual exercise performance.
由于交互率高,智能设备正被用于移动健康(mHealth)干预。可以利用多媒体功能来改善mHealth运动干预。我们的目的是探索个体对根据其即时心理/身体状态量身定制的多媒体运动提示的看法。通过电子调查,受访者对情绪状态、能量、疲劳、身体不适和口渴进行即时评分,分数越高表明“运动准备度”越高(即,如果一个人当前心情愉快、精力充沛且不适程度低,他/她可能更有能力进行更大强度的运动)。然后,为他们提供一个旨在匹配其运动准备度的运动提示,通过文本和图形交换格式(GIF)展示一名研究人员完成推荐活动的情况。随后收集并分析有关GIF质量、自我效能感和方法反馈的调查数据,采用参数统计和开放式反馈的主题分析相结合的方法。受访者(N = 204;47±10岁;BMI 29±6 kg/m²)表示GIF加载速度快(5.29±1.2,0 - 6分制)、清晰(5.36±1.1)且易于理解(5.43±1.1)。发现任务自我效能感得分较高(9.34±1.62,0 - 10分制),应对自我效能感存在统计学显著差异(即,当一个人感觉心理/身体状况变差或变好时,他/她完成推荐活动的能力如何;F = 3.229,p <.01)。注意到与运动提示相关的五个主题:提高吸引力、限制因素、运动说明、喜欢/可理解/可行以及不喜欢/不愿意完成。在使用多媒体提示来引发实际运动表现之前,有必要进一步完善这些方法。