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How to Increase Reach and Adherence of Web-Based Interventions: A Design Research Viewpoint.

Ludden GD, van Rompay TJ, Kelders SM, van Gemert-Pijnen JE - J. Med. Internet Res. (2015)

Bottom Line: However, analyses of current Web-based interventions show that many systems are only used by a specific group of users (eg, women, highly educated), and that even they often do not persist and drop out as the intervention unfolds.In this paper, we assess the impact of design features of Web-based interventions on reach and adherence and conclude that the power that design can have has not been used to its full potential.Finally, we discuss the future of persuasive eHealth interventions and suggest avenues for follow-up research.

View Article: PubMed Central - HTML - PubMed

Affiliation: Department of Design, Faculty of Engineering Technology, University of Twente, Enschede, Netherlands. g.d.s.ludden@utwente.nl.

ABSTRACT
Nowadays, technology is increasingly used to increase people's well-being. For example, many mobile and Web-based apps have been developed that can support people to become mentally fit or to manage their daily diet. However, analyses of current Web-based interventions show that many systems are only used by a specific group of users (eg, women, highly educated), and that even they often do not persist and drop out as the intervention unfolds. In this paper, we assess the impact of design features of Web-based interventions on reach and adherence and conclude that the power that design can have has not been used to its full potential. We propose looking at design research as a source of inspiration for new (to the field) design approaches. The paper goes on to specify and discuss three of these approaches: personalization, ambient information, and use of metaphors. Central to our viewpoint is the role of positive affect triggered by well-designed persuasive features to boost adherence and well-being. Finally, we discuss the future of persuasive eHealth interventions and suggest avenues for follow-up research.

No MeSH data available.


The Web-based intervention, Na-Aapje (The Netherlands Nutrition Centre).
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figure4: The Web-based intervention, Na-Aapje (The Netherlands Nutrition Centre).

Mentions: These examples suggest that effects of design on adherence vary depending on users’ personal needs and that personalization is therefore important, as it enables connecting to specific needs of different people. There are three ways to personalize a Web-based intervention and create larger reach. The first way is in line with the examples mentioned above and involves tailoring of messages or (persuasive) approach. Secondly, a designer can set out to design for a specific target group. To do this effectively, knowing what a specific group needs and wants, and what motivates them is essential. A designer can use this knowledge to inspire and direct the creative processes leading to an intervention that creates engagement for a specific group of people. An excellent example of a Web-based intervention that is aimed at a specific target group and was designed with the needs, habits, and desires of this target group in mind is the game Na-Aapje that was released by the Dutch Voedingscentrum (The Netherlands Nutrition Centre) a few years ago. Na-Aapje (loosely translated as little copy-cat) is a children’s game that is designed to raise children’s awareness of fruits and vegetables as healthy diet choices. The monkey in the game has to collect food items resulting in a higher overall score if many fruits and vegetables are collected (see Figure 4).


How to Increase Reach and Adherence of Web-Based Interventions: A Design Research Viewpoint.

Ludden GD, van Rompay TJ, Kelders SM, van Gemert-Pijnen JE - J. Med. Internet Res. (2015)

The Web-based intervention, Na-Aapje (The Netherlands Nutrition Centre).
© Copyright Policy - open-access
Related In: Results  -  Collection

License 1 - License 2
Show All Figures
getmorefigures.php?uid=PMC4526989&req=5

figure4: The Web-based intervention, Na-Aapje (The Netherlands Nutrition Centre).
Mentions: These examples suggest that effects of design on adherence vary depending on users’ personal needs and that personalization is therefore important, as it enables connecting to specific needs of different people. There are three ways to personalize a Web-based intervention and create larger reach. The first way is in line with the examples mentioned above and involves tailoring of messages or (persuasive) approach. Secondly, a designer can set out to design for a specific target group. To do this effectively, knowing what a specific group needs and wants, and what motivates them is essential. A designer can use this knowledge to inspire and direct the creative processes leading to an intervention that creates engagement for a specific group of people. An excellent example of a Web-based intervention that is aimed at a specific target group and was designed with the needs, habits, and desires of this target group in mind is the game Na-Aapje that was released by the Dutch Voedingscentrum (The Netherlands Nutrition Centre) a few years ago. Na-Aapje (loosely translated as little copy-cat) is a children’s game that is designed to raise children’s awareness of fruits and vegetables as healthy diet choices. The monkey in the game has to collect food items resulting in a higher overall score if many fruits and vegetables are collected (see Figure 4).

Bottom Line: However, analyses of current Web-based interventions show that many systems are only used by a specific group of users (eg, women, highly educated), and that even they often do not persist and drop out as the intervention unfolds.In this paper, we assess the impact of design features of Web-based interventions on reach and adherence and conclude that the power that design can have has not been used to its full potential.Finally, we discuss the future of persuasive eHealth interventions and suggest avenues for follow-up research.

View Article: PubMed Central - HTML - PubMed

Affiliation: Department of Design, Faculty of Engineering Technology, University of Twente, Enschede, Netherlands. g.d.s.ludden@utwente.nl.

ABSTRACT
Nowadays, technology is increasingly used to increase people's well-being. For example, many mobile and Web-based apps have been developed that can support people to become mentally fit or to manage their daily diet. However, analyses of current Web-based interventions show that many systems are only used by a specific group of users (eg, women, highly educated), and that even they often do not persist and drop out as the intervention unfolds. In this paper, we assess the impact of design features of Web-based interventions on reach and adherence and conclude that the power that design can have has not been used to its full potential. We propose looking at design research as a source of inspiration for new (to the field) design approaches. The paper goes on to specify and discuss three of these approaches: personalization, ambient information, and use of metaphors. Central to our viewpoint is the role of positive affect triggered by well-designed persuasive features to boost adherence and well-being. Finally, we discuss the future of persuasive eHealth interventions and suggest avenues for follow-up research.

No MeSH data available.