Cargando…
Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach
BACKGROUND: Mobile health (mHealth) apps for children are increasing in availability and scope. Therapy (physiotherapy, speech pathology, and occupational therapy) prescription apps to improve home or school program adherence work best when developed to be highly engaging for children and when they...
Autores principales: | , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2022
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9399848/ https://www.ncbi.nlm.nih.gov/pubmed/35943782 http://dx.doi.org/10.2196/34588 |
_version_ | 1784772620044992512 |
---|---|
author | Johnson, Rowan W White, Becky K Gucciardi, Daniel F Gibson, Noula Williams, Sian A |
author_facet | Johnson, Rowan W White, Becky K Gucciardi, Daniel F Gibson, Noula Williams, Sian A |
author_sort | Johnson, Rowan W |
collection | PubMed |
description | BACKGROUND: Mobile health (mHealth) apps for children are increasing in availability and scope. Therapy (physiotherapy, speech pathology, and occupational therapy) prescription apps to improve home or school program adherence work best when developed to be highly engaging for children and when they incorporate behavior change techniques (BCTs) within their design. OBJECTIVE: The aim of this study was to describe the development of a user-centered therapy prescription app for children (aged 6-12 years) with neurodevelopmental disabilities (eg, cerebral palsy, autism spectrum disorder, and intellectual disability) incorporating intervention mapping (IM) and gamified design. METHODS: We used an iterative, user-centered app development model incorporating the first 3 steps of IM. We conducted a needs analysis with user feedback from our previous mHealth app study, a literature review, and a market audit. Change objectives were then specified in alignment with the psychological needs of autonomy, competence, and relatedness identified in self-determination theory. From these objectives, we then selected BCTs, stipulating parameters for effectiveness and how each BCT would be operationalized. A gamification design was planned and implemented focusing on maximizing engagement in children. In total, 2 rounds of consultations with parents, teachers, and therapists and 1 round of prototype app testing with children were conducted to inform app development, with a final iteration developed for further testing. RESULTS: The IM process resulted in the specification of app elements, self-determination theory–informed BCTs, that were embedded into the app design. The gamification design yielded the selection of a digital pet avatar with a fantasy anime visual theme and multiple layers of incentives earned by completing prescribed therapy activities. Consultation groups with professionals working with children with disabilities (4 therapists and 3 teachers) and parents of children with disabilities (n=3) provided insights into the motivation of children and the pragmatics of implementing app-delivered therapy programs that informed the app development. User testing with children with disabilities (n=4) highlighted their enthusiasm for the app and the need for support in the initial phase of learning the app. App quality testing (Mobile Application Rating Scale-user version) with the children yielded means (out of 5) of 4.5 (SD 0.8) for engagement, 3.3 (SD 1.6) for function, 3.3 (SD 1.7) for aesthetics, and 4.3 (SD 1.1) for subjective quality. CONCLUSIONS: mHealth apps designed for children can be greatly enhanced with a systematic yet flexible development process considering the specific contextual needs of the children with user-centered design, addressing the need for behavior change using the IM process, and maximizing engagement with gamification and strong visual design. |
format | Online Article Text |
id | pubmed-9399848 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-93998482022-08-25 Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach Johnson, Rowan W White, Becky K Gucciardi, Daniel F Gibson, Noula Williams, Sian A JMIR Pediatr Parent Original Paper BACKGROUND: Mobile health (mHealth) apps for children are increasing in availability and scope. Therapy (physiotherapy, speech pathology, and occupational therapy) prescription apps to improve home or school program adherence work best when developed to be highly engaging for children and when they incorporate behavior change techniques (BCTs) within their design. OBJECTIVE: The aim of this study was to describe the development of a user-centered therapy prescription app for children (aged 6-12 years) with neurodevelopmental disabilities (eg, cerebral palsy, autism spectrum disorder, and intellectual disability) incorporating intervention mapping (IM) and gamified design. METHODS: We used an iterative, user-centered app development model incorporating the first 3 steps of IM. We conducted a needs analysis with user feedback from our previous mHealth app study, a literature review, and a market audit. Change objectives were then specified in alignment with the psychological needs of autonomy, competence, and relatedness identified in self-determination theory. From these objectives, we then selected BCTs, stipulating parameters for effectiveness and how each BCT would be operationalized. A gamification design was planned and implemented focusing on maximizing engagement in children. In total, 2 rounds of consultations with parents, teachers, and therapists and 1 round of prototype app testing with children were conducted to inform app development, with a final iteration developed for further testing. RESULTS: The IM process resulted in the specification of app elements, self-determination theory–informed BCTs, that were embedded into the app design. The gamification design yielded the selection of a digital pet avatar with a fantasy anime visual theme and multiple layers of incentives earned by completing prescribed therapy activities. Consultation groups with professionals working with children with disabilities (4 therapists and 3 teachers) and parents of children with disabilities (n=3) provided insights into the motivation of children and the pragmatics of implementing app-delivered therapy programs that informed the app development. User testing with children with disabilities (n=4) highlighted their enthusiasm for the app and the need for support in the initial phase of learning the app. App quality testing (Mobile Application Rating Scale-user version) with the children yielded means (out of 5) of 4.5 (SD 0.8) for engagement, 3.3 (SD 1.6) for function, 3.3 (SD 1.7) for aesthetics, and 4.3 (SD 1.1) for subjective quality. CONCLUSIONS: mHealth apps designed for children can be greatly enhanced with a systematic yet flexible development process considering the specific contextual needs of the children with user-centered design, addressing the need for behavior change using the IM process, and maximizing engagement with gamification and strong visual design. JMIR Publications 2022-08-09 /pmc/articles/PMC9399848/ /pubmed/35943782 http://dx.doi.org/10.2196/34588 Text en ©Rowan W Johnson, Becky K White, Daniel F Gucciardi, Noula Gibson, Sian A Williams. Originally published in JMIR Pediatrics and Parenting (https://pediatrics.jmir.org), 09.08.2022. 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 Pediatrics and Parenting, is properly cited. The complete bibliographic information, a link to the original publication on https://pediatrics.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Johnson, Rowan W White, Becky K Gucciardi, Daniel F Gibson, Noula Williams, Sian A Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach |
title | Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach |
title_full | Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach |
title_fullStr | Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach |
title_full_unstemmed | Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach |
title_short | Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach |
title_sort | intervention mapping of a gamified therapy prescription app for children with disabilities: user-centered design approach |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9399848/ https://www.ncbi.nlm.nih.gov/pubmed/35943782 http://dx.doi.org/10.2196/34588 |
work_keys_str_mv | AT johnsonrowanw interventionmappingofagamifiedtherapyprescriptionappforchildrenwithdisabilitiesusercentereddesignapproach AT whitebeckyk interventionmappingofagamifiedtherapyprescriptionappforchildrenwithdisabilitiesusercentereddesignapproach AT gucciardidanielf interventionmappingofagamifiedtherapyprescriptionappforchildrenwithdisabilitiesusercentereddesignapproach AT gibsonnoula interventionmappingofagamifiedtherapyprescriptionappforchildrenwithdisabilitiesusercentereddesignapproach AT williamssiana interventionmappingofagamifiedtherapyprescriptionappforchildrenwithdisabilitiesusercentereddesignapproach |