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User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness

BACKGROUND: Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation int...

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Autores principales: Vilardaga, Roger, Rizo, Javier, Zeng, Emily, Kientz, Julie A, Ries, Richard, Otis, Chad, Hernandez, Kayla
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5790963/
https://www.ncbi.nlm.nih.gov/pubmed/29339346
http://dx.doi.org/10.2196/games.8881
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author Vilardaga, Roger
Rizo, Javier
Zeng, Emily
Kientz, Julie A
Ries, Richard
Otis, Chad
Hernandez, Kayla
author_facet Vilardaga, Roger
Rizo, Javier
Zeng, Emily
Kientz, Julie A
Ries, Richard
Otis, Chad
Hernandez, Kayla
author_sort Vilardaga, Roger
collection PubMed
description BACKGROUND: Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population. OBJECTIVE: The objective of this study was to report the rationale, ideation, design, user research, and final specifications of a novel smoking cessation app for people with serious mental illness (SMI) that will be tested in a feasibility trial. METHODS: We used a variety of user-centered design methods and materials to develop the tailored smoking cessation app. This included expert panel guidance, a set of design principles and theory-based smoking cessation content, development of personas and paper prototyping, usability testing of the app prototype, establishment of app’s core vision and design specification, and collaboration with a software development company. RESULTS: We developed Learn to Quit, a smoking cessation app designed and tailored to individuals with SMI that incorporates the following: (1) evidence-based smoking cessation content from Acceptance and Commitment Therapy and US Clinical Practice Guidelines for smoking cessation aimed at providing skills for quitting while addressing mental health symptoms, (2) a set of behavioral principles to increase retention and comprehension of smoking cessation content, (3) a gamification component to encourage and sustain app engagement during a 14-day period, (4) an app structure and layout designed to minimize usability errors in people with SMI, and (5) a set of stories and visuals that communicate smoking cessation concepts and skills in simple terms. CONCLUSIONS: Despite its increasing importance, the design and development of mHealth technology is typically underreported, hampering scientific innovation. This report describes the systematic development of the first smoking cessation app tailored to people with SMI, a population with very high rates of nicotine addiction, and offers new design strategies to engage this population. mHealth developers in smoking cessation and related fields could benefit from a design strategy that capitalizes on the role visual engagement, storytelling, and the systematic application of behavior analytic principles to deliver evidence-based content.
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spelling pubmed-57909632018-02-08 User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness Vilardaga, Roger Rizo, Javier Zeng, Emily Kientz, Julie A Ries, Richard Otis, Chad Hernandez, Kayla JMIR Serious Games Original Paper BACKGROUND: Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population. OBJECTIVE: The objective of this study was to report the rationale, ideation, design, user research, and final specifications of a novel smoking cessation app for people with serious mental illness (SMI) that will be tested in a feasibility trial. METHODS: We used a variety of user-centered design methods and materials to develop the tailored smoking cessation app. This included expert panel guidance, a set of design principles and theory-based smoking cessation content, development of personas and paper prototyping, usability testing of the app prototype, establishment of app’s core vision and design specification, and collaboration with a software development company. RESULTS: We developed Learn to Quit, a smoking cessation app designed and tailored to individuals with SMI that incorporates the following: (1) evidence-based smoking cessation content from Acceptance and Commitment Therapy and US Clinical Practice Guidelines for smoking cessation aimed at providing skills for quitting while addressing mental health symptoms, (2) a set of behavioral principles to increase retention and comprehension of smoking cessation content, (3) a gamification component to encourage and sustain app engagement during a 14-day period, (4) an app structure and layout designed to minimize usability errors in people with SMI, and (5) a set of stories and visuals that communicate smoking cessation concepts and skills in simple terms. CONCLUSIONS: Despite its increasing importance, the design and development of mHealth technology is typically underreported, hampering scientific innovation. This report describes the systematic development of the first smoking cessation app tailored to people with SMI, a population with very high rates of nicotine addiction, and offers new design strategies to engage this population. mHealth developers in smoking cessation and related fields could benefit from a design strategy that capitalizes on the role visual engagement, storytelling, and the systematic application of behavior analytic principles to deliver evidence-based content. JMIR Publications 2018-01-16 /pmc/articles/PMC5790963/ /pubmed/29339346 http://dx.doi.org/10.2196/games.8881 Text en ©Roger Vilardaga, Javier Rizo, Emily Zeng, Julie A Kientz, Richard Ries, Chad Otis, Kayla Hernandez. Originally published in JMIR Serious Games (http://games.jmir.org), 16.01.2018. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Vilardaga, Roger
Rizo, Javier
Zeng, Emily
Kientz, Julie A
Ries, Richard
Otis, Chad
Hernandez, Kayla
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
title User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
title_full User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
title_fullStr User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
title_full_unstemmed User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
title_short User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
title_sort user-centered design of learn to quit, a smoking cessation smartphone app for people with serious mental illness
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5790963/
https://www.ncbi.nlm.nih.gov/pubmed/29339346
http://dx.doi.org/10.2196/games.8881
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