Persuasive design of a mobile coaching app to encourage a healthy lifestyle during menopause

The menopause transition is associated with physiological changes that increase women's cardiovascular and metabolic risk. Healthier and more conscious behavior in specific areas (diet, physical activity, smoking, etc.) can mitigate this risk. However, in order to modify such behavior, women must be aware of the need to use endogenous and exogenous strategies to improve their lifestyle habits. Despite the explosion of health-related apps, there are currently no innovative examples addressing a self-care approach to menopause by applying personalization, adaptability, and persuasion to induce women to improve their health-related lifestyle. Therefore, this paper describes the theoretical foundations and design phases of a system that coaches women to improve their lifestyle during menopause. To this end, we used a Participatory Design approach involving different groups of women along the different design phases to define the system's user interfaces and interaction mechanisms.

[1]  Jun-Dong Cho,et al.  Understanding Women's Needs in Menopause for Development of mHealth , 2015, MobileHealth@MobiHoc.

[2]  Jan Stage,et al.  A Template for Design Personas: Analysis of 47 Persona Descriptions from Danish Industries and Organizations , 2015, Int. J. Sociotechnology Knowl. Dev..

[3]  Harri Oinas-Kukkonen,et al.  About the Persuasion Context for BCSSs: Analyzing the Contextual Factors , 2015, BCSS@PERSUASIVE.

[4]  R. Cialdini Influence: The Psychology of Persuasion , 1993 .

[5]  James Lani,et al.  Rosenberg Self-Esteem Scale (SES) , 2010 .

[6]  William Poundstone,et al.  Priceless: The Myth of Fair Value (and How to Take Advantage of It) , 2010 .

[7]  Maria Claudia Buzzi,et al.  Persona Design for Just-in-Time Adaptive and Persuasive Interfaces in Menopause Self-care , 2018, HCI.

[8]  W. Marsden I and J , 2012 .

[9]  K. Matthews,et al.  Change in health-related quality of life over the menopausal transition in a multiethnic cohort of middle-aged women: Study of Women's Health Across the Nation , 2009, Menopause.

[10]  Janni Nielsen,et al.  Getting access to what goes on in people's heads?: reflections on the think-aloud technique , 2002, NordiCHI '02.

[11]  V. Strecher Internet methods for delivering behavioral and health-related interventions (eHealth). , 2007, Annual review of clinical psychology.

[12]  Harri Oinas-Kukkonen,et al.  A foundation for the study of behavior change support systems , 2012, Personal and Ubiquitous Computing.

[13]  R. Cialdini Influence: Science and Practice , 1984 .

[14]  Harri Oinas-Kukkonen,et al.  Persuasive Systems Design: Key Issues, Process Model, and System Features , 2009, Commun. Assoc. Inf. Syst..

[15]  H. V. Restorff Über die Wirkung von Bereichsbildungen im Spurenfeld , 1933 .

[16]  Joseph Sharit,et al.  Factors predicting the use of technology: findings from the Center for Research and Education on Aging and Technology Enhancement (CREATE). , 2006, Psychology and aging.

[17]  Stoyan R. Stoyanov,et al.  Gamification for health and wellbeing: A systematic review of the literature , 2016, Internet interventions.

[18]  Luís Carriço,et al.  A mobile tool for in-situ prototyping , 2009, Mobile HCI.

[19]  G. Miller On Being Persuaded: Some Basic Distinctions , 2002 .

[20]  N. Heather,et al.  Development of a short 'readiness to change' questionnaire for use in brief, opportunistic interventions among excessive drinkers. , 1992, British journal of addiction.

[21]  Andreas Holzinger,et al.  On Some Aspects of Improving Mobile Applications for the Elderly , 2007, HCI.

[22]  Zhaohua Deng,et al.  Comparison of the middle-aged and older users' adoption of mobile health services in China , 2014, Int. J. Medical Informatics.

[23]  Alan Cooper,et al.  The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity (2nd Edition) , 1999 .

[24]  Janusz Wnek,et al.  2013 AHA/ACC guideline on lifestyle management to reduce cardiovascular risk: a report of the American College of Cardiology/American Heart Association Task Force on Practice Guidelines. , 2014, Circulation.

[25]  R. W. Rogers,et al.  The Self-Efficacy Scale: Construction and Validation , 1982 .

[26]  Mike Thelwall,et al.  Online Interventions for Social Marketing Health Behavior Change Campaigns: A Meta-Analysis of Psychological Architectures and Adherence Factors , 2011, Journal of medical Internet research.

[27]  Harri Oinas-Kukkonen,et al.  Practical Examples of Mobile and Social Apps using the Outcome/Change Design Matrix , 2013, PERSUASIVE.

[28]  Cynthia LeRouge,et al.  User profiles and personas in the design and development of consumer health technologies , 2013, Int. J. Medical Informatics.

[29]  Hadine Joffe,et al.  Algorithm and mobile app for menopausal symptom management and hormonal/non-hormonal therapy decision making: a clinical decision-support tool from The North American Menopause Society , 2015, Menopause.

[30]  A. Tall Exercise to reduce cardiovascular risk--how much is enough? , 2002, The New England journal of medicine.

[31]  Brian Cugelman Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers , 2013, JMIR serious games.

[32]  Judith Wylie-Rosett,et al.  Diet and Lifestyle Recommendations Revision 2006: A Scientific Statement From the American Heart Association Nutrition Committee , 2006, Circulation.

[33]  Jonathan Grudin,et al.  Personas, Participatory Design and Product Development: An Infrastructure for Engagement , 2002 .

[34]  Ambuj Tewari,et al.  Just-in-Time Adaptive Interventions (JITAIs): An Organizing Framework for Ongoing Health Behavior Support , 2014 .

[35]  Alan Cooper,et al.  The Inmates are Running the Asylum , 1999, Software-Ergonomie.

[36]  Maria Claudia Buzzi,et al.  Participatory User Requirements Elicitation for Personal Menopause App , 2016, NordiCHI.

[37]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[38]  Harri Oinas-Kukkonen,et al.  Software Design Patterns for Persuasive Computer–Human Dialogue: Reminder, Reward, and Instant Feedback , 2017 .

[39]  Jakob Nielsen,et al.  Heuristic evaluation of user interfaces , 1990, CHI '90.

[40]  Michael J. Muller,et al.  Participatory design , 1993, CACM.

[41]  John Morris,et al.  The Blank-Page Technique: Reinvigorating Paper Prototyping in Usability Testing , 2010, IEEE Transactions on Professional Communication.

[42]  C. F. Kao,et al.  Central and peripheral routes to persuasion: An individual difference perspective. , 1986 .