Shankar Lalita, Dixit Anvita, Howard Susan
Howard Delafield International LLP, Washington, DC, United States.
Interdisciplinary School of Health Sciences, Faculty of Health Sciences, University of Ottawa, Ottawa, ON, Canada.
JMIR Form Res. 2023 Apr 18;7:e43085. doi: 10.2196/43085.
India has one of the largest adolescent populations in the world. Yet adolescents, particularly adolescent girls, have limited access to correct sexual and reproductive health information and services. The context in which adolescent girls live is one of gender inequity where they contend with early marriage and early pregnancy and have few opportunities for quality education and labor force participation. The digital revolution has expanded the penetration of mobile phones across India, increasingly being used by adolescent girls. Health interventions are also moving onto digital platforms. Evidence has shown that applications of game elements and game-based learning can be powerful tools in behavior change and health interventions. This provides a unique opportunity, particularly for the private sector, to reach and empower adolescent girls directly with information, products, and services in a private and fun manner.
The objective of this paper is to describe how a design-led Theory of Change (ToC) was formulated for a mobile game app that is not only underpinned by theories of various behavior change models but also identifies variables and triggers for in-game behavioral intentions that can be tracked and measured within the game and validated through a rigorous post-gameplay outcome evaluation.
We describe the use of a multimix methodology to formulate a ToC informing behavioral frameworks and co-design approaches in our proof-of-concept product development journey. This process created a statement of hypothesis and "pathways to impact" with a continuous, cumulative, and iterative design process that included key stakeholders in the production of a smartphone app. With theoretical underpinnings of social behavior and modeling frameworks, systematic research, and other creative methods, we developed a design-led ToC pathway that can delineate complex and multidisciplinary outputs for measuring impact.
The statement of hypothesis that emerged posits that "If girls virtually experience the outcomes of choices that they make for their avatar in the mobile game, then they can make informed decisions that direct the course of their own life." Four learning pathways (DISCOVER, PLAY, DECIDE, and ACT) are scaffolded on 3 pillars of evidence, engagement, and evaluation to support the ToC-led framework. It informs decision-making and life outcomes through game-based objectives and in-game triggers that offer direct access to information, products, and services.
This approach of using a multimix methodology for identifying varied and multidisciplinary pathways to change is of particular interest to measuring the impact of innovations, especially digital products, that do not necessarily conform with traditional behavioral change models or standard co-design approaches. We also explain the benefits of using iterative and cumulative inputs to integrate ongoing user feedback, while identifying pathways to various impacts, and not limiting it to only the design and development phase.
印度拥有全球最大的青少年群体之一。然而,青少年,尤其是少女,获取正确的性与生殖健康信息和服务的机会有限。少女所处的环境存在性别不平等问题,她们面临早婚早孕,接受优质教育和参与劳动力市场的机会寥寥无几。数字革命扩大了手机在印度的普及程度,少女使用手机的情况日益增多。健康干预措施也在向数字平台转移。有证据表明,游戏元素的应用和基于游戏的学习可以成为行为改变和健康干预的有力工具。这提供了一个独特的机会,尤其是对私营部门而言,可以以私密且有趣的方式直接向少女提供信息、产品和服务,从而赋予她们力量。
本文的目的是描述如何为一款手机游戏应用制定以设计为主导的变革理论(ToC),该理论不仅以各种行为改变模型为基础,还确定了游戏内行为意图的变量和触发因素,这些因素可以在游戏中进行跟踪和测量,并通过严格的游戏后结果评估进行验证。
我们描述了在概念验证产品开发过程中,如何使用多混合方法来制定一个为行为框架和协同设计方法提供信息的变革理论。这个过程通过一个持续、累积和迭代的设计过程,创建了一个假设陈述和“影响途径”,该过程在智能手机应用的生产中纳入了关键利益相关者。基于社会行为和建模框架的理论基础、系统研究以及其他创新方法,我们开发了一个以设计为主导的变革理论途径,该途径可以勾勒出用于衡量影响的复杂多学科产出。
得出的假设陈述为“如果女孩在手机游戏中虚拟体验她们为自己的虚拟形象所做选择的结果,那么她们就能做出明智的决定,引导自己的人生方向”。四条学习途径(探索、玩耍、决定和行动)基于证据、参与和评估这三个支柱构建,以支持以变革理论为主导的框架。它通过基于游戏的目标和游戏内触发因素为决策和生活结果提供信息,这些触发因素可直接获取信息、产品和服务。
这种使用多混合方法来识别多样且多学科变革途径的方法,对于衡量创新(尤其是数字产品)的影响特别有意义,这些创新不一定符合传统行为改变模型或标准协同设计方法。我们还解释了使用迭代和累积输入来整合持续用户反馈的好处,同时确定通向各种影响的途径,而不仅限于设计和开发阶段。