Supporting Management of Noncommunicable Diseases With Mobile Health (mHealth) Apps: Experimental Study

[1]  R. Dellavalle,et al.  Mobile medical and health apps: state of the art, concerns, regulatory control and certification , 2014, Online journal of public health informatics.

[2]  Alexandre N. Tuch,et al.  Is beautiful really usable? Toward understanding the relation between usability, aesthetics, and affect in HCI , 2012, Comput. Hum. Behav..

[3]  F. McKay,et al.  Using Health and Well-Being Apps for Behavior Change: A Systematic Search and Rating of Apps , 2019, JMIR mHealth and uHealth.

[4]  J. Huo,et al.  Excess Costs and Economic Burden of Obesity-Related Cancers in the United States. , 2019, Value in health : the journal of the International Society for Pharmacoeconomics and Outcomes Research.

[5]  Deborah Compeau,et al.  Computer Self-Efficacy: Development of a Measure and Initial Test , 1995, MIS Q..

[6]  Pål Kraft,et al.  Digital Therapy: Addressing Willpower as Part of the Cognitive-Affective Processing System in the Service of Habit Change , 2008, PERSUASIVE.

[7]  Bertalan Meskó,et al.  Digital health is a cultural transformation of traditional healthcare. , 2017, mHealth.

[8]  Oded Lowengart,et al.  The paradox of simplicity: Effects of role on the preference and choice of product visual simplicity level , 2017, Int. J. Hum. Comput. Stud..

[9]  K. Riekert,et al.  User Preferences and Design Recommendations for an mHealth App to Promote Cystic Fibrosis Self-Management , 2014, JMIR mHealth and uHealth.

[10]  L. Hood,et al.  PROGRESS IN PREVENTIVE MEDICINE The P4 Health Spectrum – A Predictive, Preventive, Personalized and Participatory Continuum for Promoting Healthspan , 2017 .

[11]  E. B. Boateng,et al.  Beyond 2020: modelling obesity and diabetes prevalence. , 2020, Diabetes research and clinical practice.

[12]  Maren Schnieder,et al.  Mobile Apps for Medication Management: Review and Analysis , 2019, JMIR mHealth and uHealth.

[13]  Anat Rafaeli,et al.  Emotion as a Connection of Physical Artifacts and Organizations , 2004, Organ. Sci..

[14]  Kristiina Karvonen,et al.  The beauty of simplicity , 2000, CUU '00.

[15]  Jennifer K. Cheng,et al.  Adolescents' Perceptions on Smartphone Applications (Apps) for Health Management , 2017 .

[16]  Sean Larrangton-White Designing Web Usability: The practice of simplicity , 2001 .

[17]  O. Lowengart,et al.  Effects of visual simplicity in product design and individual differences in preference of interactive products , 2020 .

[18]  Aaron Marcus The Health machine , 2011 .

[19]  Why the public health sector couldn't create Pokémon Go. , 2017, Public health research & practice.

[20]  Andrew T. Campbell,et al.  Bewell: A smartphone application to monitor, model and promote wellbeing , 2011, PervasiveHealth 2011.

[21]  P. Fishwick Exploring Attributes of Skins as Potential Antecedents of Emotion in Hci , 2006 .

[22]  Roland T. Rust,et al.  Feature Fatigue: When Product Capabilities Become Too Much of a Good Thing , 2005 .

[23]  Charles R Doarn,et al.  Telemedicine and the COVID-19 Pandemic, Lessons for the Future. , 2020, Telemedicine journal and e-health : the official journal of the American Telemedicine Association.

[24]  Marc Hassenzahl,et al.  MARC HASSENZAHL CHAPTER 3 The Thing and I: Understanding the Relationship Between User and Product , 2003 .

[25]  Adam B. Cohen,et al.  Digital health: a path to validation , 2019, npj Digital Medicine.

[26]  Jason Bennett Thatcher,et al.  Internal and External Dimensions of Computer Self-Efficacy: An Empirical Examination , 2008, IEEE Transactions on Engineering Management.

[27]  Maged N Kamel Boulos,et al.  Exergames for health and fitness: the roles of GPS and geosocial apps , 2013, International Journal of Health Geographics.

[28]  D. Lupton The digitally engaged patient: Self-monitoring and self-care in the digital health era , 2013 .

[29]  N. Tractinsky,et al.  What is beautiful is usable , 2000, Interact. Comput..

[30]  Eleanor Eytam,et al.  Effect of Visual Design on the Evaluation of Technology- vs. Design-Based Novel Interactive Products , 2020, Interact. Comput..

[31]  E. Loh Medicine and the rise of the robots: a qualitative review of recent advances of artificial intelligence in health , 2018, BMJ Leader.

[32]  B. J. Fogg,et al.  Computers as persuasive social actors , 2003 .

[33]  R. Walton,et al.  Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps , 2016, BMJ Open.

[34]  Kemberlee Bonnet,et al.  Real-Time Social Support Through a Mobile Virtual Community to Improve Healthy Behavior in Overweight and Sedentary Adults: A Focus Group Analysis , 2011, Journal of medical Internet research.

[35]  B. Meskó,et al.  The Rise of the Empowered Physician in the Digital Health Era: Viewpoint , 2018, Journal of medical Internet research.

[36]  Sean Larrangton-White Midm Designing Web Usability: The practice of simplicity , 2001 .

[37]  E. Scherl,et al.  Digital Health Apps in the Clinical Care of Inflammatory Bowel Disease: Scoping Review , 2019, Journal of medical Internet research.

[38]  VanAnh Vo,et al.  Patients’ Perceptions of mHealth Apps: Meta-Ethnographic Review of Qualitative Studies , 2019, JMIR mHealth and uHealth.

[39]  A. Maslow A Theory of Human Motivation , 1943 .

[40]  E. Finkelstein,et al.  Annual medical spending attributable to obesity: payer-and service-specific estimates. , 2009, Health affairs.