Health Behavior Change Support Systems

Permanent URI for this collectionhttps://hdl.handle.net/10125/107483

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  • Item type: Item ,
    Behavior Change Techniques in Digital Interventions for Health Behavior Change: A Taxonomy of Popular Mobile Applications
    (2024-01-03) Meywirth, Sophia; Söllner, Matthias
    Health behavior change interventions can support individuals in establishing habits beneficial to their health. Hence, they can help to prevent diseases and reduce mortality caused by unhealthy behaviors. The delivery of such interventions through mobile phones is promising. We developed a taxonomy of popular mobile applications for health behavior change, identifying the intervention’s aim and applied behavior change techniques. We classified 63 popular mobile applications according to our taxonomy. Thereby identifying the most prevalent behavior change techniques and combinations of the application’s aim and applied behavior change techniques. This result can be used to inform the design of future applications.
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    Adaptive System Architecture for Health Behavior Change: Harnessing the Power of Large Language Models
    (2024-01-03) Bhavsar, Maitry; Patel, Sachin
    In this paper, we present a novel adaptive system architecture for positive health behavior change. Leveraging an advanced large language model as a knowledgebase, the system automatically generates personalized behavior change plans based on individual needs. It utilizes established health behavior change theories to provide timely, context-specific interventions and nudges. We outline the system’s key components and functionality, demonstrating its adaptability through a structured walkthrough of ”Achieve healthy weight” and ”Manage Job-Related Stress” scenarios. We demonstrate that system dynamically adapts its recommendations based on users’ evolving behaviors, intentions, circumstances, and stage in the behavior change process, ensuring ongoing relevance and effectiveness. The paper highlights the potential of a large language model to serve as a knowledge base in health behavior change support systems.
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    Designing Supportive Chatbots for Blood Donors
    (2024-01-03) Müller, Helena; Reuter-Oppermann, Melanie
    Healthcare systems worldwide rely on voluntary blood donations, as blood cannot be produced artificially, but is needed for many surgeries and treatments. In countries like South Africa or Ghana, currently less than 1 % of the population donates blood. Donor education, mobilisation and management are therefore crucial. Chatbots offer easy access to information for all types of donors as well as for blood services to educate (potential) donors. By applying the design science research approach and grounding our research on behaviour change models, we have developed a chatbot for all donor types in South Africa and Ghana. In this work, we present an instantiation of the chatbot and its positive evaluation with non-, first-time, lapsed and regular donors of both countries.
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    Leaderboards in Gamified Information Systems for Health Behavior Change: The Role of Positioning, Psychological Needs, and Gamification User Types
    (2024-01-03) Schmidt-Kraepelin, Manuel; Ben Ayed, Maroua; Warsinsky, Simon; Hu, Shanshan; Thiebes, Scott; Sunyaev, Ali
    Leaderboards are widely used in gamified information systems (IS) for health behavior change (HBC) to evoke both instrumental and experiential outcomes within users. In literature, however, they are often discussed controversially as they are perceived positively by some users but discouraging by others. In this work, we investigate under which circumstances users’ position on the leaderboard influences their attitudes toward an mHealth app. Based on self-determination theory and the gamification user types hexad, we conducted an online experiment among 179 potential users. The results support our hypotheses that positioning influences perceived competence and relatedness, which alongside perceived autonomy positively impact users’ attitude. Yet, our findings do not support the assumption that the relationship between needs and attitude is moderated by gamification user type. This finding reinforces recent research which questions the effectiveness of user type-based gamification and calls to focus on general need satisfaction.
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    Technological Factors that Influence User Compliance with Behavior Change Support Systems: A Systematic Review
    (2024-01-03) Ekpezu, Akon; Wiafe, Isaac; Oinas-Kukkonen, Harri
    This study sought to identify technological factors that influence user compliance with physical activity behavior change support systems (BCSS). Systematic searches in 5 databases were conducted to identify studies that have investigated user compliance with physical activity BCSS. Following the application of predefined exclusion criteria, 20 articles were deemed relevant for inclusion. Through a synthesis of the intended outcomes described in these articles, two forms of compliance behaviors were identified: program compliance (aimed at making the users comply with the prompt from the BCSS) and behavior compliance (aimed at making the users' behavior correspond with the PA recommendation of the BCSS). This review also identified three categories of technological factors influencing compliance: user experience, persuasive systems features, and other behavior change strategies. This review highlights the importance of tailoring and prioritizing certain technological factors based on compliance behaviors.
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    Introduction to the Minitrack on Health Behavior Change Support Systems
    (2024-01-03) Win, Khin Than; Oinas-Kukkonen, Harri; Iyengar, Sriram; Blok, Amanda