Persuasive Design in Mobile Applications        for Mental Well-being:    Multidisciplinary Expert Review  Ting-Ray Chang ...
02/12/2012   2                      Introduction”Design a ’dream app’ for well-being”                 ”Works like a drug, ...
02/12/2012   3                      App marketsSummer 2011, from App markets of Android and iOSBrowsing top 300 free and t...
02/12/2012   4App selectionMapping apps bysocial-individual use,mental-physical focus12 Apps selected –miMood, Mood Runner...
02/12/2012   5     What makes an a dream App? Experts say…                                                           Inten...
02/12/2012   6Single Focus versus Overall Well-being        It’s easy to be a good        app with sharp focus for        ...
02/12/2012   7                  Automatic data collectionUtilising mobile technology for sensor measurements and interacti...
02/12/2012   8                          InteractivityMultimodal interactions instead of textual input and passive reading
02/12/2012    9Games, rewards, challenges, storyline, practical usages                                        https://chal...
02/12/2012   10               Social Support MechanismInstead of one-way sharing on social media, provide socialsupport me...
02/12/2012   11                 Thank you! Questions?A copy of this presentation can be found on SlideShare shortly,or on ...
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Persuasive design in mobile applications for mental well being

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Smartphones are a promising channel for health promotion interventions. Mobile applications can track behaviour and provide real-time guidance and support. Research on mobile interventions has mainly focused on physical health and disease management, whereas promotion of mental well-being has received less attention. This paper presents results of a multidisciplinary expert review of twelve currently available mobile applications for mental well-being. The aim of the study was to identify what kinds of engaging and persuasive features are used in the applications and to assess how well the features were implemented. The expert reviews were carried out from user acceptance, mobile intervention design, and persuasive design points of view. Current applications were assessed moderately good from all three perspectives but improvement needs were identified in more versatile utilisation of mobile technology, leveraging social support, and providing a wider range of personalized intervention features.

Published in: Design

Persuasive design in mobile applications for mental well being

  1. 1. Persuasive Design in Mobile Applications for Mental Well-being: Multidisciplinary Expert Review Ting-Ray Chang 1,2, Eija Kaasinen 1, & Kirsikka Kaipainen 1 1 VTT, Technical Research Centre of Finland 2 University of Cambridge MobiHealth 2012, Paris
  2. 2. 02/12/2012 2 Introduction”Design a ’dream app’ for well-being” ”Works like a drug, spreads like a virus” Experts What can we What’s out User-Centric-Design learn from there? Process / Iterations them? Users
  3. 3. 02/12/2012 3 App marketsSummer 2011, from App markets of Android and iOSBrowsing top 300 free and top 150 paid in health & fitness,Browsing top 50 of all categoriesKeyword search – mood, social, mental, behavio(u)r, happiness,training, monitor(ing), smoke, awareness, well(-)beingA pool of 85 i-apps and 26 android-apps from 5k+ Apps
  4. 4. 02/12/2012 4App selectionMapping apps bysocial-individual use,mental-physical focus12 Apps selected –miMood, Mood Runner,Live Happy, Healthy Habits,SeemyCity, Anger Coach,Moodkit, Awareness (Lite),My Balance, Mood Meter,My CalmBeat, T2Mood Tracker
  5. 5. 02/12/2012 5 What makes an a dream App? Experts say… Intention to Use Interpretation Profiling and Social of Data Personalisation Support Innovativeness Intervention Features (Behaviour Change Support) Holistic Approach System-User Social Support Primary Task Dialogue System Credibility Ease of Use Perceived Value TrustMobile Intervention Persuasive Design User Acceptance
  6. 6. 02/12/2012 6Single Focus versus Overall Well-being It’s easy to be a good app with sharp focus for short term or immediate needs and providing self-awareness in small steps However, the real challenge is to support overall well-being http://itunes.apple.com/ug/app/mybalance/id369094340?mt=8
  7. 7. 02/12/2012 7 Automatic data collectionUtilising mobile technology for sensor measurements and interactivity
  8. 8. 02/12/2012 8 InteractivityMultimodal interactions instead of textual input and passive reading
  9. 9. 02/12/2012 9Games, rewards, challenges, storyline, practical usages https://challenge.meyouhealth.com/
  10. 10. 02/12/2012 10 Social Support MechanismInstead of one-way sharing on social media, provide socialsupport mechanisms that allow users connect and share witha selected group of friends or peers with similar goals. Forgaining feedback and feeling belong.
  11. 11. 02/12/2012 11 Thank you! Questions?A copy of this presentation can be found on SlideShare shortly,or on linkedIn: http://www.linkedin.com/in/designresearcherFollow-up of this study – MUM 2012 , ”What Influences UsersDecisions to Take Apps into Use? A Framework for EvaluatingPersuasive and Engaging Design in Mobile Apps for Well-Being”(11th International Conference on Mobile and UbiquitousMultimedia, Ulm December 4 – 6, 2012)Contact the authors: tjtrc2@cam.ac.uk

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