Health Behavior Change Support Systems

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    Health Improvement Path: Ontological Approach to Self-management Support in Personal Health Management Systems
    ( 2019-01-08) Pak, Jinie ; Song, Yeong-tae
    Ontologies have been used for knowledge modeling and reasoning in healthcare domain (e.g., homecare, hospital clinical procedure, mHealth, etc.), but few in a context of self-management in healthcare with no sufficient reasoning rules to specify a systematic health management plan for an individual. In response to such needs, we aim to provide a generic ontology model for organizing the broad range of multidisciplinary knowledge required in personal health management by applying the ontology design patterns as well as for being extensible to more specific activity ontologies (e.g., physical exercises, diet, medication intake, etc.). The scope of a proposed ontology is to classify core concepts and relations in health self-management process and to build axioms for health improvement plans to meet an individual’s needs and health capability/maturity level. The proposed ontology is developed based on our previous work, health capability maturity model (HCMM) and can be integrated with existing health-related ontologies for further specification in health management processes.
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    Gamification of a Digital Health Technology for Unmotivated Smokers: Concept and User-driven Development
    ( 2019-01-08) Blok, Amanda ; Sadasivam, Rajani ; Amante, Daniel ; Kamberi, Ariana ; Flahive, Julie ; Houston, Thomas
    Digital health technologies most often reach only those more motivated to engage, particularly when preventive health is targeted. To test whether gamification could be used to engage the unmotivated, we conceptualized “Take a Break” - a three-week technology-assisted challenge for smokers to compete in setting and achieving brief abstinence goals. Usability testing of the multi-technology Take a Break challenge was performed by a panel of smokers. These smokers were given 1) daily motivational messages, 2) brief “challenge quizzes” related to smoking behaviors, 3) a telehealth call to personalize their abstinence goal for the challenge and 4) a set “coping mini-games” to help manage cravings while attempting to achieve their brief abstinence goals. Fifth, a leaderboard “webApp” gave feedback on smokers’ participation compared to others engaged in the challenge, allowing for competition. We used usability testing to further refine the elements. Meaningful gamification was successful in engaging unmotivated smokers
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    Day Re-construction: Understanding How College Students Manage Their Time Through Self-monitoring
    ( 2019-01-08) Zhu, Haining ; Chen, Jiawei ; Wang, Hongjian ; Almoaiqel, Sarah ; Materia, Frank ; Wang, Xiying ; Cope, Natalie ; Carroll, John
    With a plethora of possibilities for new social experiences, activities, and other prospects, college students may find it challenging to balance their time. To facilitate their awareness of and reflection upon time expenditures regarding the three pillars of a balanced life: work, personal maintenance and leisure. We designed and evaluated a web app called LifeLogger. This application harnesses semi-automated, self-tracking, and visualization features to support awareness and reflection of time use. We invited 13 participants to interact with the prototype for a week, and followed up with semi-structured interviews to understand their experiences of the application. We find that LifeLogger increases participants awareness and encourages self-reflection on time use, which could facilitate participants in comprehend- ing their time expenditures. We conclude by discussing potential design strategies for time management.
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    Challenges for Preventive Digital Stress Management Systems - Identifying Requirements by Conducting Qualitative Interviews
    ( 2019-01-08) Blankenhagel, Kim Janine ; Theilig, Max-Marcel ; Koch, Hannah ; Witte, Anne-Katrin ; Zarnekow, Rüdiger
    Personal health depends on physical factors as well as on the subject’s behavior and lifestyle. Stress is the cause of numerous diseases unless it is in balance with sufficient relaxation and rest. Nowadays, continuous stress and, as a consequence, a burnout are steadily increasing, thus the need for prevention and stress management is growing too. Digital technologies allow for new methods of stress management to prevent burnout. However, the requirements for such systems remain largely unexplored. This work closes this research gap by offering a qualitative requirement survey and its analysis. For this purpose, 15 semi-structured interviews were conducted from four different perspectives (health insurance companies, care providers, private sector and users), which allowed to derive the requirements for successful digital stress management systems. These can be divided into three categories: Human Centricity, Medicine and Technology.
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    Stakeholder Perspectives about Developing and Implementing an Online Alternative to Out-of-School Suspension for First Time Substance Use Policy Violators
    ( 2019-01-08) Shaw, Michele R. ; Wilson, Marian ; Anderson, Cristina ; Barbosa-Leiker, Celestina ; Matthews, Allison
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    Introduction to the Minitrack on Health Behavior Change Support Systems
    ( 2019-01-08) Win, Khin Than ; Oinas-Kukkonen, Harri ; Iyengar, Sriram