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探索一款基于人工智能的、具有游戏化功能的手机应用程序原型,以跟踪和改善越南少女的食物选择:可接受性、可用性和喜爱度研究。

Exploring an Artificial Intelligence-Based, Gamified Phone App Prototype to Track and Improve Food Choices of Adolescent Girls in Vietnam: Acceptability, Usability, and Likeability Study.

作者信息

C Braga Bianca, Nguyen Phuong H, Aberman Noora-Lisa, Doyle Frank, Folson Gloria, Hoang Nga, Huynh Phuong, Koch Bastien, McCloskey Peter, Tran Lan, Hughes David, Gelli Aulo

机构信息

Friedman School of Nutrition Science and Policy, Tufts University, Boston, MA, United States.

Poverty, Health, and Nutrition Division, International Food Policy Research Institute, Washington, DC, United States.

出版信息

JMIR Form Res. 2022 Jul 21;6(7):e35197. doi: 10.2196/35197.

Abstract

BACKGROUND

Adolescents' consumption of healthy foods is suboptimal in low- and middle-income countries. Adolescents' fondness for games and social media and the increasing access to smartphones make apps suitable for collecting dietary data and influencing their food choices. Little is known about how adolescents use phones to track and shape their food choices.

OBJECTIVE

This study aimed to examine the acceptability, usability, and likability of a mobile phone app prototype developed to collect dietary data using artificial intelligence-based image recognition of foods, provide feedback, and motivate users to make healthier food choices. The findings were used to improve the design of the app.

METHODS

A total of 4 focus group discussions (n=32 girls, aged 15-17 years) were conducted in Vietnam. Qualitative data were collected and analyzed by grouping ideas into common themes based on content analysis and ground theory.

RESULTS

Adolescents accepted most of the individual- and team-based dietary goals presented in the app prototype to help them make healthier food choices. They deemed the overall app wireframes, interface, and graphic design as acceptable, likable, and usable but suggested the following modifications: tailored feedback based on users' medical history, anthropometric characteristics, and fitness goals; new language on dietary goals; provision of information about each of the food group dietary goals; wider camera frame to fit the whole family food tray, as meals are shared in Vietnam; possibility of digitally separating food consumption on shared meals; and more appealing graphic design, including unique badge designs for each food group. Participants also liked the app's feedback on food choices in the form of badges, notifications, and statistics. A new version of the app was designed incorporating adolescent's feedback to improve its acceptability, usability, and likability.

CONCLUSIONS

A phone app prototype designed to track food choice and help adolescent girls from low- and middle-income countries make healthier food choices was found to be acceptable, likable, and usable. Further research is needed to examine the feasibility of using this technology at scale.

摘要

背景

在低收入和中等收入国家,青少年对健康食品的消费量未达最佳水平。青少年对游戏和社交媒体的喜爱以及智能手机的日益普及,使得应用程序适合用于收集饮食数据并影响他们的食物选择。对于青少年如何使用手机来跟踪和塑造他们的食物选择,人们知之甚少。

目的

本研究旨在检验一款手机应用程序原型的可接受性、可用性和受欢迎程度。该应用程序原型利用基于人工智能的食物图像识别技术来收集饮食数据,提供反馈,并激励用户做出更健康的食物选择。研究结果用于改进该应用程序的设计。

方法

在越南共进行了4次焦点小组讨论(n = 32名女孩,年龄在15 - 17岁之间)。通过基于内容分析和扎根理论将想法分组为共同主题,收集并分析定性数据。

结果

青少年接受了应用程序原型中提出的大多数基于个人和团队的饮食目标,以帮助他们做出更健康的食物选择。他们认为应用程序的整体线框图、界面和图形设计是可接受的、受欢迎的且可用的,但建议进行以下修改:根据用户的病史、人体测量特征和健身目标提供定制化反馈;饮食目标采用新的表述方式;提供每个食物组饮食目标的相关信息;扩大相机框架以适配整个家庭食物托盘,因为在越南用餐是共享的;能够对共享餐食中的食物消费进行数字分离;以及更具吸引力的图形设计,包括为每个食物组设计独特的徽章。参与者还喜欢应用程序以徽章、通知和统计数据的形式对食物选择给出的反馈。结合青少年的反馈设计了该应用程序的新版本,以提高其可接受性、可用性和受欢迎程度。

结论

一款旨在跟踪食物选择并帮助低收入和中等收入国家的青少年女孩做出更健康食物选择的手机应用程序原型被认为是可接受的、受欢迎的且可用的。需要进一步研究以检验大规模使用该技术的可行性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ab2d/9353675/ebaf253eb383/formative_v6i7e35197_fig1.jpg

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