The implementation of a mobile application to decrease occupational sitting through goal setting and social comparison
- Authors: Tsaoane, Moipone Lipalesa
- Date: 2022-10-14
- Subjects: Sedentary behavior , Sitting position , Feedback , Mobile apps , Behavior modification , Agile software development
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/365544 , vital:65758
- Description: Background: Feedback proves to be a valuable tool in behaviour change as it is said to increase compliance and improve the effectiveness of interventions. Interventions that focus on decreasing sedentary behaviour as an independent factor from physical activity are necessary, especially for office workers who spend most of their day seated. There is insufficient knowledge regarding the effectiveness of feedback as a tool to decrease sedentary behaviour. This project implemented a tool that can be used to determine this. To take advantage of the cost-effectiveness and scalability of digital technologies, a mobile application was selected as the mode of delivery. Method: The application was designed as an intervention, using the Theoretical Domains Framework. It was then implemented into a fully functioning application through an agile development process, using Xam- arin.Forms framework. Due to challenges with this framework, a second application was developed using the React Native framework. Pilot studies were used for testing, with the final one consisting of Rhodes University employees. Results: The Xamarin.Forms application proved to be unfeasible; some users experienced fatal errors and crashes. The React Native application worked as desired and produced accurate and consistent step count readings, proving feasible from a functionality standpoint. The agile methodology enabled the developer to focus on implementing and testing one component at a time, which made the development process more manageable. Conclusion: Future work must conduct empirical studies to determine if feedback is an effective tool compared to a control group and which type of feedback (between goal-setting and social comparison) is most effective. , Thesis (MSc) -- Faculty of Science, Computer Science, 2022
- Full Text:
- Date Issued: 2022-10-14
- Authors: Tsaoane, Moipone Lipalesa
- Date: 2022-10-14
- Subjects: Sedentary behavior , Sitting position , Feedback , Mobile apps , Behavior modification , Agile software development
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/365544 , vital:65758
- Description: Background: Feedback proves to be a valuable tool in behaviour change as it is said to increase compliance and improve the effectiveness of interventions. Interventions that focus on decreasing sedentary behaviour as an independent factor from physical activity are necessary, especially for office workers who spend most of their day seated. There is insufficient knowledge regarding the effectiveness of feedback as a tool to decrease sedentary behaviour. This project implemented a tool that can be used to determine this. To take advantage of the cost-effectiveness and scalability of digital technologies, a mobile application was selected as the mode of delivery. Method: The application was designed as an intervention, using the Theoretical Domains Framework. It was then implemented into a fully functioning application through an agile development process, using Xam- arin.Forms framework. Due to challenges with this framework, a second application was developed using the React Native framework. Pilot studies were used for testing, with the final one consisting of Rhodes University employees. Results: The Xamarin.Forms application proved to be unfeasible; some users experienced fatal errors and crashes. The React Native application worked as desired and produced accurate and consistent step count readings, proving feasible from a functionality standpoint. The agile methodology enabled the developer to focus on implementing and testing one component at a time, which made the development process more manageable. Conclusion: Future work must conduct empirical studies to determine if feedback is an effective tool compared to a control group and which type of feedback (between goal-setting and social comparison) is most effective. , Thesis (MSc) -- Faculty of Science, Computer Science, 2022
- Full Text:
- Date Issued: 2022-10-14
A framework for guiding the interdisciplinary design of mHealth intervention apps for physical activity behaviour change
- Authors: Thomson, Callie Deborah
- Date: 2022-04-06
- Subjects: Wireless communication systems in medical care , Exercise Health aspects , Behavior modification , Mobile apps , Medical care Technological innovations , Medical informatics , Health promotion Technological innovations , Application software Development , Design Science Research (DSR)
- Language: English
- Type: Doctoral theses , text
- Identifier: http://hdl.handle.net/10962/232193 , vital:49970 , DOI http://doi.org/10.21504/10962/232193
- Description: The global pandemic of noncommunicable diseases and its associated premature mortality rates and socioeconomic burden have led to increasingly intensified efforts towards designing and delivering health promotion interventions aimed at addressing the leading modifiable health risk behaviours, such as physical inactivity. Developing physical activity behaviour change interventions that target individuals at the dual intra-interpersonal socioecological levels of health promotion has become a key objective worldwide. Digital and mobile technology is revolutionising the ways in which health behaviour change interventions are delivered to individuals across the world, with mobile health applications (mHealth apps) increasingly recognised as a powerful means of promoting physical activity behaviour change. However, with the growth and opportunities of mHealth apps, come several design challenges. Key design challenges concern the integration of theory, the incorporation of evidence-based behaviour change techniques, the application of persuasive systems design principles, and the importance of multi- and interdisciplinary collaborative design, development and evaluation approaches. These key challenges influence the output product design and effectiveness of mHealth physical activity behaviour change intervention apps. There exists a paucity of approaches for guiding and supporting the multi- and interdisciplinary collaborative design, development and evaluation of mHealth physical activity behaviour change intervention apps. To address this gap, this research study proposes an Interdisciplinary mHealth App Design Framework, framed by a novel boundary object view. This view considers the diverse communities of practice, boundary objects and supporting artefacts, process activities, and knowledge sharing practices necessary and relevant to the design of effective mHealth physical activity behaviour change intervention apps. The framework’s development is guided by a Design Science Research (DSR) approach. Its core components are based on the findings of a critical theoretical analysis of twenty existing multi- and interdisciplinary digital health development approaches. Once developed, the framework is evaluated using a qualitative DSR linguistic interpretivist approach, with semi-structured interviews as the research instrument. The thematic analysis findings from interviews with thirty-one international academic researchers and industry practitioners informs the iterative modification and revision of an enhanced Interdisciplinary mHealth App Design Framework, constituting the main DSR artefact contribution of the research study. In addition, four theoretical contributions are made to the mHealth intervention app design body of knowledge, and a practical contribution is made through the provision of guideline recommendations for academics and industry practitioners. Methodological contributions are also made in terms of applying DSR, adopting a hybrid cognitive reasoning strategy, and employing a qualitative linguistic interpretivist approach to evaluation within a DSR project. , Thesis (PhD) -- Faculty of Commerce, Information Systems, 2022
- Full Text:
- Date Issued: 2022-04-06
- Authors: Thomson, Callie Deborah
- Date: 2022-04-06
- Subjects: Wireless communication systems in medical care , Exercise Health aspects , Behavior modification , Mobile apps , Medical care Technological innovations , Medical informatics , Health promotion Technological innovations , Application software Development , Design Science Research (DSR)
- Language: English
- Type: Doctoral theses , text
- Identifier: http://hdl.handle.net/10962/232193 , vital:49970 , DOI http://doi.org/10.21504/10962/232193
- Description: The global pandemic of noncommunicable diseases and its associated premature mortality rates and socioeconomic burden have led to increasingly intensified efforts towards designing and delivering health promotion interventions aimed at addressing the leading modifiable health risk behaviours, such as physical inactivity. Developing physical activity behaviour change interventions that target individuals at the dual intra-interpersonal socioecological levels of health promotion has become a key objective worldwide. Digital and mobile technology is revolutionising the ways in which health behaviour change interventions are delivered to individuals across the world, with mobile health applications (mHealth apps) increasingly recognised as a powerful means of promoting physical activity behaviour change. However, with the growth and opportunities of mHealth apps, come several design challenges. Key design challenges concern the integration of theory, the incorporation of evidence-based behaviour change techniques, the application of persuasive systems design principles, and the importance of multi- and interdisciplinary collaborative design, development and evaluation approaches. These key challenges influence the output product design and effectiveness of mHealth physical activity behaviour change intervention apps. There exists a paucity of approaches for guiding and supporting the multi- and interdisciplinary collaborative design, development and evaluation of mHealth physical activity behaviour change intervention apps. To address this gap, this research study proposes an Interdisciplinary mHealth App Design Framework, framed by a novel boundary object view. This view considers the diverse communities of practice, boundary objects and supporting artefacts, process activities, and knowledge sharing practices necessary and relevant to the design of effective mHealth physical activity behaviour change intervention apps. The framework’s development is guided by a Design Science Research (DSR) approach. Its core components are based on the findings of a critical theoretical analysis of twenty existing multi- and interdisciplinary digital health development approaches. Once developed, the framework is evaluated using a qualitative DSR linguistic interpretivist approach, with semi-structured interviews as the research instrument. The thematic analysis findings from interviews with thirty-one international academic researchers and industry practitioners informs the iterative modification and revision of an enhanced Interdisciplinary mHealth App Design Framework, constituting the main DSR artefact contribution of the research study. In addition, four theoretical contributions are made to the mHealth intervention app design body of knowledge, and a practical contribution is made through the provision of guideline recommendations for academics and industry practitioners. Methodological contributions are also made in terms of applying DSR, adopting a hybrid cognitive reasoning strategy, and employing a qualitative linguistic interpretivist approach to evaluation within a DSR project. , Thesis (PhD) -- Faculty of Commerce, Information Systems, 2022
- Full Text:
- Date Issued: 2022-04-06
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