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运用以人为本的设计和共同创作来打造“5-2-1-0生活”移动应用程序,以促进儿童的健康行为:应用程序的设计与开发

Using Human-Centered Design and Cocreation to Create the Live 5-2-1-0 Mobile App to Promote Healthy Behaviors in Children: App Design and Development.

作者信息

Yau Kiana W, Tang Tricia S, Görges Matthias, Pinkney Susan, Amed Shazhan

机构信息

Department of Medicine, The University of British Columbia, Vancouver, BC, Canada.

Research Institute, BC Children's Hospital, Vancouver, BC, Canada.

出版信息

JMIR Pediatr Parent. 2023 May 17;6:e44792. doi: 10.2196/44792.

Abstract

BACKGROUND

The prevalence of obesity among Canadian children is rising, partly because of increasingly obesogenic environments that limit opportunities for physical activity and healthy nutrition. Live 5-2-1-0 is a community-based multisectoral childhood obesity prevention initiative that engages stakeholders to promote and support the message of consuming ≥5 servings of vegetables and fruits, having <2 hours of recreational screen time, participating in ≥1 hour of active play, and consuming 0 sugary drinks every day. A Live 5-2-1-0 Toolkit for health care providers (HCPs) was previously developed and piloted in 2 pediatric clinics at British Columbia Children's Hospital.

OBJECTIVE

This study aimed to co-create, in partnership with children, parents, and HCPs, a Live 5-2-1-0 mobile app that supports healthy behavior change and could be used as part of the Live 5-2-1-0 Toolkit for HCPs.

METHODS

Three focus groups (FGs) were conducted using human-centered design and participatory approaches. In FG 1, children (separately) and parents and HCPs (together) participated in sessions on app conceptualization and design. Researchers and app developers analyzed and interpreted qualitative data from FG 1 in an ideation session, and key themes were subsequently presented separately to parents, children, and HCPs in FG-2 (co-creation) sessions to identify desired app features. Parents and children tested a prototype in FG 3, provided feedback on usability and content, and completed questionnaires. Thematic analysis and descriptive statistics were used for the qualitative and quantitative data, respectively.

RESULTS

In total, 14 children (mean age 10.2, SD 1.3 years; 5/14, 36% male; 5/14, 36% White), 12 parents (9/12, 75% aged 40-49 years; 2/12, 17% male; 7/12, 58% White), and 18 HCPs participated; most parents and children (20/26, 77%) participated in ≥2 FGs. Parents wanted an app that empowered children to adopt healthy behaviors using internal motivation and accountability, whereas children described challenge-oriented goals and family-based activities as motivating. Parents and children identified gamification, goal setting, daily steps, family-based rewards, and daily notifications as desired features; HCPs wanted baseline behavior assessments and to track users' behavior change progress. Following prototype testing, parents and children reported ease in completing tasks, with a median score of 7 (IQR 6-7) on a 7-point Likert scale (1=very difficult; 7=very easy). Children liked most suggested rewards (28/37, 76%) and found 79% (76/96) of suggested daily challenges (healthy behavior activities that users complete to achieve their goal) realistic to achieve. Participant suggestions included strategies to maintain users' interest and content that further motivates healthy behavior change.

CONCLUSIONS

Co-creating a mobile health app with children, parents, and HCPs was feasible. Stakeholders desired an app that facilitated shared decision-making with children as active agents in behavior change. Future research will involve clinical implementation and assessment of the usability and effectiveness of the Live 5-2-1-0 app.

摘要

背景

加拿大儿童肥胖率呈上升趋势,部分原因是致肥胖环境日益增多,限制了儿童进行体育活动和获取健康营养的机会。“活力5-2-1-0”是一项基于社区的多部门儿童肥胖预防倡议,该倡议促使利益相关者宣传并支持以下理念:每天食用≥5份蔬菜和水果、娱乐屏幕时间<2小时、参与≥1小时的积极玩耍以及不饮用含糖饮料。此前已为医疗保健提供者(HCPs)开发了一份“活力5-2-1-0”工具包,并在不列颠哥伦比亚儿童医院的两家儿科诊所进行了试点。

目的

本研究旨在与儿童、家长和医疗保健提供者合作共创一款“活力5-2-1-0”移动应用程序,该应用程序支持健康行为改变,并可作为医疗保健提供者“活力5-2-1-0”工具包的一部分使用。

方法

采用以人为本的设计和参与式方法开展了三个焦点小组(FGs)。在焦点小组1中,儿童(单独)以及家长和医疗保健提供者(一起)参与了关于应用程序概念化和设计的会议。研究人员和应用程序开发人员在构思会议中分析和解释了焦点小组1的定性数据,随后在焦点小组2(共创)会议中将关键主题分别呈现给家长、儿童和医疗保健提供者,以确定所需的应用程序功能。家长和儿童在焦点小组3中测试了一个原型,提供了关于可用性和内容的反馈,并完成了问卷调查。分别对定性和定量数据进行了主题分析和描述性统计。

结果

共有14名儿童(平均年龄10.2岁,标准差1.3岁;5/14,36%为男性;5/14,36%为白人)、12名家长(9/12,75%年龄在40 - 49岁;2/12,17%为男性;7/12,58%为白人)和18名医疗保健提供者参与;大多数家长和儿童(20/26,77%)参与了≥2个焦点小组。家长希望有一款能让孩子通过内在动力和责任感来养成健康行为的应用程序,而儿童则将面向挑战的目标和基于家庭的活动描述为有激励作用的因素。家长和儿童将游戏化、目标设定、每日步数、基于家庭的奖励和每日通知确定为所需功能;医疗保健提供者希望进行基线行为评估并跟踪用户的行为改变进展。在原型测试后,家长和儿童报告完成任务轻松,在7分制李克特量表(1 = 非常困难;7 = 非常容易)上的中位数得分为7(四分位距6 - 7)。儿童喜欢大多数建议的奖励(28/37,76%),并发现79%(76/96)的建议每日挑战(用户为实现目标而完成的健康行为活动)切实可行。参与者的建议包括保持用户兴趣的策略以及能进一步激励健康行为改变的内容。

结论

与儿童、家长和医疗保健提供者共同创建一款移动健康应用程序是可行的。利益相关者希望有一款能促进与作为行为改变积极主体的儿童进行共同决策的应用程序。未来的研究将涉及“活力5-2-1-0”应用程序的临床实施以及对其可用性和有效性的评估。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4eae/10233442/6328f3e1f1ea/pediatrics_v6i1e44792_fig1.jpg

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