Mobile Health

移动健康
  • 文章类型: Journal Article
    数字精神卫生干预措施通常被纳入国际精神卫生服务,可以有助于缩小世界卫生组织确定的全球精神卫生治疗差距。设计和提供评估的研究团队经常投入大量精力来审议围绕数字心理健康干预措施的道德和法律挑战。在这篇文章中,我们通过数字心理健康干预设计和评估来反思自己的研究经验,以确定我们或他人面临的8个最关键的挑战,有道德或法律后果。其中包括:(1)在线招聘工作造成的伤害;(2)监测干预措施的安全性;(3)排除特定的人口统计学或临床群体;(4)有效性和成本效益发现的稳健性不足;(5)充分概念化和支持参与和遵守;(6)实施的结构性障碍;(7)数据保护和知识产权;(8)与作为医疗设备的数字心理健康干预措施有关的监管歧义。当我们描述这些挑战时,我们强调了可能或已经发生的严重后果,例如,如果没有完全理解软件作为医疗设备(SaMD)的法规,研究将出现实质性延迟,或在研究生命周期中法规发生重大变化。总的来说,我们已经确定的挑战突出了大量所需的知识和专长,在团队内部或通过接触外部专家。确保获得知识需要仔细的规划和充足的财政资源(例如,支付公共贡献者参与关键道德问题的辩论或支付监管问题的法律意见)。可以在每项研究的基础上计划获得此类资源,并通过供资提案来实现。然而,经常从事数字心理健康干预措施的开发和评估的组织应考虑创建或支持诸如咨询小组之类的结构,这些结构可以保留必要的能力,例如在医疗器械监管中。
    Digital mental health interventions are routinely integrated into mental health services internationally and can contribute to reducing the global mental health treatment gap identified by the World Health Organization. Research teams designing and delivering evaluations frequently invest substantial effort in deliberating on ethical and legal challenges around digital mental health interventions. In this article, we reflect on our own research experience with digital mental health intervention design and evaluation to identify 8 of the most critical challenges that we or others have faced, and that have ethical or legal consequences. These include: (1) harm caused by online recruitment work; (2) monitoring of intervention safety; (3) exclusion of specific demographic or clinical groups; (4) inadequate robustness of effectiveness and cost-effectiveness findings; (5) adequately conceptualizing and supporting engagement and adherence; (6) structural barriers to implementation; (7) data protection and intellectual property; and (8) regulatory ambiguity relating to digital mental health interventions that are medical devices. As we describe these challenges, we have highlighted serious consequences that can or have occurred, such as substantial delays to studies if regulations around Software as a Medical Device (SaMD) are not fully understood, or if regulations change substantially during the study lifecycle. Collectively, the challenges we have identified highlight a substantial body of required knowledge and expertise, either within the team or through access to external experts. Ensuring access to knowledge requires careful planning and adequate financial resources (for example, paying public contributors to engage in debate on critical ethical issues or paying for legal opinions on regulatory issues). Access to such resources can be planned for on a per-study basis and enabled through funding proposals. However, organizations regularly engaged in the development and evaluation of digital mental health interventions should consider creating or supporting structures such as advisory groups that can retain necessary competencies, such as in medical device regulation.
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  • 文章类型: Journal Article
    在美国,大多数患有高血压的黑人女性拥有智能手机或平板电脑,并使用社交媒体,许多人使用可穿戴活动跟踪器和健康或保健应用程序,可用于支持生活方式改变和药物依从性的数字工具。
    The majority of Black women with hypertension in the United States have smartphones or tablets and use social media, and many use wearable activity trackers and health or wellness apps, digital tools that can be used to support lifestyle changes and medication adherence.
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  • 文章类型: Journal Article
    背景:国际指南推荐运动疗法作为膝骨关节炎患者的核心治疗方法。然而,在医疗保健方面的建议和实践之间存在显著差距.数字锻炼应用程序有望帮助解决这种供不应求的问题。
    目的:本研究旨在评估一项为期12周的基于应用的全自动运动干预,无论是否使用膝关节支具,对健康相关结果的影响。绩效指标,膝骨关节炎患者的依从性。
    方法:本封闭式用户组试验纳入中度至重度单髁疼痛性膝关节骨关节炎患者。随机分为1:1:2,分为干预组(IG)和2个亚组(基于应用程序的训练[IGA]和基于应用程序的训练和支持性膝关节支架[IGAB])和对照组(CG)。干预措施包括为期12周的家庭锻炼计划,每周3次。通过应用程序给出了练习说明,并使用2个位于受影响膝关节下方和上方的加速度计进行了监控。CG的参与者没有接受任何研究干预,但被允许使用常规护理。骨关节炎特异性疼痛(膝关节损伤和骨关节炎结果评分)被定义为主要结果,次要结局包括所有其他膝关节损伤和骨关节炎结局评分分量表,一般健康相关生活质量(退伍军人兰德12项健康调查),心理措施(例如,锻炼自我效能),性能测量(力量和姿势控制),以及对依从性和安全性的监测。在基线和12周后评估结果。使用基线调整的协方差分析计算干预效果,以使用符合方案的方法将IGA和IGAB与CG进行联合比较。对每个IG分别进行亚组分析。
    结果:共纳入61名参与者(IG:n=30,49%;CG:n=31,51%;男性:n=31,51%;女性:n=30,49%;平均年龄62.9,SD8.5岁;平均BMI27.7,SD4.5kg/m2)。分析显示,统计学上显著的效应有利于IG减轻疼痛(P<.001;效应大小[ES]=0.76),身体功能的改善(P<.001;ES=0.64),症状改善(P=0.01;ES=0.53),体育和娱乐活动的改善(P=0.02;ES=0.47),膝关节相关生活质量的改善(P<0.001;ES=0.76),和改善一般健康相关生活质量的身体成分(P<.001;ES=0.74)。平均差异范围为6.0至13.2点(范围为0-100)。ESs显示小到中等效果。没有发现心理和绩效指标的影响。参与者坚持所有预定锻炼课程的92.5%(899/972)。
    结论:与对照组相比,接受12周传感器辅助的基于应用程序的运动干预的膝关节骨关节炎患者在缓解疼痛和改善身体功能以及其他骨关节炎特异性问题方面具有临床意义的治疗效果。
    背景:德国临床试验注册(DRKS)DRKS00023269;https://drks。de/search/de/trial/DRKS00023269.
    BACKGROUND: Exercise therapy is recommended by international guidelines as a core treatment for patients with knee osteoarthritis. However, there is a significant gap between recommendations and practice in health care. Digital exercise apps are promising to help solve this undersupply.
    OBJECTIVE: This study aims to evaluate the efficacy of a 12-week fully automated app-based exercise intervention with and without a supporting knee brace on health-related outcomes, performance measures, and adherence in patients with knee osteoarthritis.
    METHODS: This closed user group trial included participants with moderate to severe unicondylar painful knee osteoarthritis. Randomization was 1:1:2 into an intervention group (IG) with 2 subgroups (app-based training [IG A] and app-based training and a supportive knee brace [IG AB]) and a control group (CG). The intervention included a 12-week home exercise program with 3 sessions per week. Instructions for the exercises were given via the app and monitored using 2 accelerometers placed below and above the affected knee joint. Participants in the CG did not receive any study intervention but were allowed to make use of usual care. Osteoarthritis-specific pain (Knee Injury and Osteoarthritis Outcome Score) was defined as the primary outcome, and secondary outcomes included all other Knee Injury and Osteoarthritis Outcome Score subscales, general health-related quality of life (Veterans RAND 12-item Health Survey), psychological measures (eg, exercise self-efficacy), performance measures (strength and postural control), and the monitoring of adherence and safety. Outcomes were assessed at baseline and after 12 weeks. Intervention effects were calculated using baseline-adjusted analysis of covariance for the joint comparison of IG A and IG AB versus the CG using a per-protocol approach. Subgroup analyses were conducted for each IG separately.
    RESULTS: A total of 61 participants were included (IG: n=30, 49%; CG: n=31, 51%; male: n=31, 51%; female: n=30, 49%; mean age 62.9, SD 8.5 years; mean BMI 27.7, SD 4.5 kg/m2). Analysis revealed statistically significant effects in favor of the IG for pain reduction (P<.001; effect size [ES]=0.76), improvements in physical function (P<.001; ES=0.64), improvements in symptoms (P=.01; ES=0.53), improvements in sport and recreation activities (P=.02; ES=0.47), improvements in knee-related quality of life (P<.001; ES=0.76), and improvements in the physical component of general health-related quality of life (P<.001; ES=0.74). Mean differences ranged from 6.0 to 13.2 points (scale range 0-100). ESs indicated small to medium effects. No effects were found for psychological and performance measures. Participants adhered to 92.5% (899/972) of all scheduled exercise sessions.
    CONCLUSIONS: Individuals with knee osteoarthritis undergoing a 12-week sensor-assisted app-based exercise intervention with or without an additional knee brace experienced clinically meaningful treatment effects regarding pain relief and improvements in physical function as well as other osteoarthritis-specific concerns compared to controls.
    BACKGROUND: German Clinical Trials Register (DRKS) DRKS00023269; https://drks.de/search/de/trial/DRKS00023269.
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  • 文章类型: Journal Article
    背景:残疾儿童在获得医疗服务方面面临许多挑战。移动健康是一个新兴领域,可以通过提供更多可访问的服务来大大减少健康不平等。许多移动应用程序包含游戏化元素,例如反馈,点,和故事来增加参与度和动机;然而,关于游戏化如何被纳入残疾儿童的移动应用程序,人们知之甚少。
    目的:本范围审查旨在确定和综合有关残疾儿童在移动应用程序中使用游戏化的现有研究证据。具体来说,目标是(1)确定这些移动应用程序的类别(例如,治疗和教育)(2),描述他们的目标与健康相关的结果,(3)评估这些应用程序中使用的游戏化元素的类型和级别,(4)确定将游戏化元素纳入移动应用程序的原因。
    方法:我们搜索了MEDLINE,PsycINFO,CINAHL,Embase,ACM数字图书馆,和IEEEXplore数据库来识别2008年至2023年发表的论文。包括针对残疾儿童的游戏化移动应用程序的原始实证研究报告,该应用程序实施了至少1种游戏化策略或策略。调查严肃游戏或成熟游戏的研究被排除在外。
    结果:共38项研究报告了32个独特的游戏化移动应用程序。研究结果表明,游戏化应用程序专注于自闭症谱系障碍儿童的沟通技巧和口腔健康,同时也解决了其他残疾群体的自我管理和学术技能。游戏化的移动应用程序已在不同的人群和条件下显示出潜在的好处;然而,关于它们的影响,结果好坏参半。游戏化策略包括乐趣和好玩(23/32,72%),对绩效的反馈(17/32,53%),并在超过一半的应用程序中加强(17/32,53%),而社交连接仅在4个(12%)移动应用程序中被用作游戏化策略。在16项(42%)研究中描述的将游戏化元素整合到移动应用程序中有两个主要原因:增加用户参与度和动机以及增强干预效果。
    结论:这项范围审查为研究人员提供了对目前在移动应用程序中用于治疗目的的游戏化元素的全面审查,教育,症状管理,对残疾儿童的评估。此外,这表明对某些残疾群体的研究和健康相关结果的检查被忽视了,强调需要在这些领域进行进一步调查。此外,需要进行研究以调查基于移动的游戏化元素对健康和健康行为结果的有效性,以及残疾儿童的健康发展。
    BACKGROUND: Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities by providing more accessible services. Many mobile apps incorporate gamification elements such as feedback, points, and stories to increase engagement and motivation; however, little is known about how gamification has been incorporated in mobile apps for children with disabilities.
    OBJECTIVE: This scoping review aims to identify and synthesize the existing research evidence on the use of gamification in mobile apps for children with disabilities. Specifically, the objectives were to (1) identify the categories of these mobile apps (eg, treatment and educational) (2), describe the health-related outcomes they target, (3) assess the types and levels of gamification elements used within these apps, and (4) determine the reasons for incorporating gamification elements into mobile apps.
    METHODS: We searched MEDLINE, PsycINFO, CINAHL, Embase, the ACM Digital Library, and IEEE Xplore databases to identify papers published between 2008 and 2023. Original empirical research studies reporting on gamified mobile apps for children with disabilities that implemented at least 1 gamification strategy or tactic were included. Studies investigating serious games or full-fledged games were excluded.
    RESULTS: A total of 38 studies reporting on 32 unique gamified mobile apps were included. Findings showed that gamified apps focus on communication skills and oral health in children with autism spectrum disorder while also addressing self-management and academic skills for other disability groups. Gamified mobile apps have demonstrated potential benefits across different populations and conditions; however, there were mixed results regarding their impact. The gamification strategies included fun and playfulness (23/32, 72%), feedback on performance (17/32, 53%), and reinforcement (17/32, 53%) in more than half of apps, whereas social connectivity was used as a gamification strategy in only 4 (12%) mobile apps. There were 2 main reasons for integrating gamification elements into mobile apps described in 16 (42%) studies: increasing user engagement and motivation and enhancing intervention effects.
    CONCLUSIONS: This scoping review offers researchers a comprehensive review of the gamification elements currently used in mobile apps for the purposes of treatment, education, symptom management, and assessment for children with disabilities. In addition, it indicates that studies on certain disability groups and examinations of health-related outcomes have been neglected, highlighting the need for further investigations in these areas. Furthermore, research is needed to investigate the effectiveness of mobile-based gamification elements on health and health behavior outcomes, as well as the healthy development of children with disabilities.
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  • 文章类型: Journal Article
    背景:在癌症治疗完成时提供生存护理计划(SCP),以帮助从积极治疗过渡到长期生存。他们描述了患者的诊断和治疗的细节,并提供了后续预约的建议,转介,和健康的行为。这些计划目前是纸质的,一旦患者的健康状况发生变化,就会过时。有必要将这些计划数字化,以提高其可访问性,可修改性,和长寿。以目前的技术,SCP可以链接到移动设备和活动跟踪器,以便患者可以跟踪健康行为并将其与临床目标进行比较,负责自己的健康。
    目标:一个移动应用程序,POSTHOC(癌症幸存者的治疗后健康结果),将SCP数字化的开发,目标是将其与可穿戴技术和电子医疗记录集成。在这里,我们正在进行一项随机对照试验,评估POSTHOC应用与传统SCP在治疗后早期的总症状负担.
    方法:我们将招募54名最近完成癌症(任何类型)治愈性治疗的患者。他们将被随机2:1,POSTHOC:常规护理(非盲化)。那些被随机分配到POSTHOC组的人将通过应用程序接收他们的SCP,并将根据他们的个人计划和个人喜好选择在研究期间专注于营养或运动。那些随机分配到对照组的人将获得纸质计划。在基线,6周,还有12周,我们将评估患者报告的结果,包括总症状负担(基于网络的问卷),饮食(24小时自动自我管理[ASA24]),和身体活动(FitbitCharge6[GoogleLLC])。我们还将从POSTHOC部门收集有关应用程序可用性的定量和定性反馈,以改进应用程序以进行未来的实施研究,特别关注患者与提供者的沟通。为了可行性,我们将计算每周至少3次使用POSTHOC应用程序的患者百分比。我们将在第6周和第12周使用线性混合模型来评估POSTHOC应用程序与常规护理对其他结果的影响。
    结果:截至2024年3月,该试验在马里兰大学医疗系统中开放,截至2024年7月3日,共有20名参与者同意。
    结论:这项研究是首次在移动应用程序中对SCP进行数字化,并测试移动健康提供的行为健康干预对癌症幸存者症状负担的影响。我们的结果将提供有关健康自我管理对症状影响的证据。这些知识将是更大的随机对照研究不可或缺的,与电子病历集成,并在全国范围内实施。
    背景:ClinicalTrials.govNCT05499663;https://clinicaltrials.gov/ct2/show/NCT05499663。
    DERR1-10.2196/59222。
    BACKGROUND: Survivorship care plans (SCPs) are provided at the completion of cancer treatment to aid in the transition from active treatment to long-term survivorship. They describe the details of a patient\'s diagnosis and treatment and offer recommendations for follow-up appointments, referrals, and healthy behaviors. The plans are currently paper-based and become outdated as soon as a patient\'s health status changes. There is a need to digitize these plans to improve their accessibility, modifiability, and longevity. With current technology, SCPs can be linked to mobile devices and activity trackers so that patients can track health behaviors and compare them to their clinical goals, taking charge of their own health.
    OBJECTIVE: A mobile app, POSTHOC (POST-Treatment Health Outcomes of Cancer Survivors), that digitizes the SCP was developed, with goals of integrating it with wearable technologies and electronic medical records. Herein, we are conducting a randomized controlled trial that evaluates the POSTHOC app versus the traditional SCP on total symptom burden in the early posttreatment period.
    METHODS: We will recruit 54 patients who have recently completed curative therapy for cancer (any type) in person and remotely. They will be randomized 2:1, POSTHOC:usual care (unblinded). Those randomized to the POSTHOC group will receive their SCP via the app and will choose to focus on nutrition or exercise for the duration of the study based on their individual plan and personal preferences. Those randomized to the control group will get a paper-based plan. At baseline, 6 weeks, and 12 weeks, we will evaluate patient-reported outcomes, including total symptom burden (web-based questionnaire), diet (24-hour Automated Self-Administered [ASA24]), and physical activity (Fitbit Charge 6 [Google LLC]). We will also collect quantitative and qualitative feedback on the usability of the app from those in the POSTHOC arm to improve the app for future implementation studies, with a specific focus on patient-provider communication. For feasibility, we will calculate the percentage of patients who used the POSTHOC app at least 3 times per week. We will use linear mixed models to evaluate the effects of the POSTHOC app versus those of usual care on other outcomes at weeks 6 and 12.
    RESULTS: This trial is open to accrual in the University of Maryland Medical System as of March 2024, and as of July 3, 2024, a total of 20 participants have consented.
    CONCLUSIONS: This study is among the first to digitize the SCP in a mobile app and test the effects of a mobile health-delivered behavioral health intervention on symptom burden in cancer survivors. Our results will provide evidence about the effects of health self-management on symptoms. This knowledge will be integral to larger randomized controlled studies, integration with the electronic medical record, and nationwide implementation.
    BACKGROUND: ClinicalTrials.gov NCT05499663; https://clinicaltrials.gov/ct2/show/NCT05499663.
    UNASSIGNED: DERR1-10.2196/59222.
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  • 文章类型: Journal Article
    控制饱和脂肪和胆固醇的摄入对于预防心血管疾病很重要。尽管移动饮食跟踪应用程序的使用一直在增加,营养应用程序在跟踪不同国家的饱和脂肪和胆固醇方面的可靠性仍然不足。
    这项研究旨在检查营养应用程序的可靠性和一致性,重点关注不同国家背景下的饱和脂肪和胆固醇摄入量。这项研究集中在三个关键问题上:数据遗漏,应用程序中饱和脂肪和胆固醇值的不一致(可变性),以及不同国家环境下商业应用的可靠性。
    来自4个消费级应用程序的营养数据(COFIT,MyFitness还是中国人,MyFitnessPlayer-English,和LoseIt!)和一个学术应用程序(FormosaFoodApp)与2个国家参考数据库(美国农业部[USDA]-膳食研究食品和营养素数据库[FNDDS]和台湾食品成分数据库[FCD])进行了比较。记录了缺失营养素的百分比,和变异系数被用来计算数据的不一致性。单向ANOVA用于检查应用程序之间的差异,并使用配对的2尾t检验将应用程序与国家参考数据进行比较。通过比较MyFitnessAl的中文和英文版本与USDA-FNDDS和台湾FCD,研究了不同国家背景下的可靠性。
    在5个应用程序中,分析了来自42个项目的836个食品代码。四个应用程序,包括COFIT,MyFitness还是中国人,MyFitnessPlayer-English,输了!,严重低估了饱和脂肪,误差范围为-13.8%至-40.3%(所有P<0.05)。所有的应用都低估了胆固醇,误差范围为-26.3%至-60.3%(所有P<0.05)。COFIT忽略了47%的饱和脂肪数据,MyFitnessAl-Chinese遗漏了62%的胆固醇数据。牛肉的变异系数,鸡肉,海鲜从78%到145%不等,从74%到112%,从97%到124%,MyFitnessPlayer-English,输了!,分别,表明不同食物组之间的饱和脂肪差异很大。同样,在所有选定的应用程序中,乳制品(71%-118%)和预包装食品(84%-118%)的胆固醇变异性始终很高.在检查MyFitnessAl在不同国家环境中的可靠性时,在不同的国家FCD(美国农业部-FNDSS和台湾FCD)中,MyFitnessAl的错误是一致的。不管FCD用作参考,这些错误仍然具有统计学意义,表明应用的核心数据库是问题的根源,而不仅仅是外部FCD中的不匹配或差异。
    这些发现揭示了饮食跟踪应用程序中饱和脂肪和胆固醇报告的大量不准确和不一致之处。这些问题引起了人们对使用消费者级营养应用程序在不同国家背景下以及应用程序本身的心血管疾病预防中的有效性的担忧。
    UNASSIGNED: Controlling saturated fat and cholesterol intake is important for the prevention of cardiovascular diseases. Although the use of mobile diet-tracking apps has been increasing, the reliability of nutrition apps in tracking saturated fats and cholesterol across different nations remains underexplored.
    UNASSIGNED: This study aimed to examine the reliability and consistency of nutrition apps focusing on saturated fat and cholesterol intake across different national contexts. The study focused on 3 key concerns: data omission, inconsistency (variability) of saturated fat and cholesterol values within an app, and the reliability of commercial apps across different national contexts.
    UNASSIGNED: Nutrient data from 4 consumer-grade apps (COFIT, MyFitnessPal-Chinese, MyFitnessPal-English, and LoseIt!) and an academic app (Formosa FoodApp) were compared against 2 national reference databases (US Department of Agriculture [USDA]-Food and Nutrient Database for Dietary Studies [FNDDS] and Taiwan Food Composition Database [FCD]). Percentages of missing nutrients were recorded, and coefficients of variation were used to compute data inconsistencies. One-way ANOVAs were used to examine differences among apps, and paired 2-tailed t tests were used to compare the apps to national reference data. The reliability across different national contexts was investigated by comparing the Chinese and English versions of MyFitnessPal with the USDA-FNDDS and Taiwan FCD.
    UNASSIGNED: Across the 5 apps, 836 food codes from 42 items were analyzed. Four apps, including COFIT, MyFitnessPal-Chinese, MyFitnessPal-English, and LoseIt!, significantly underestimated saturated fats, with errors ranging from -13.8% to -40.3% (all P<.05). All apps underestimated cholesterol, with errors ranging from -26.3% to -60.3% (all P<.05). COFIT omitted 47% of saturated fat data, and MyFitnessPal-Chinese missed 62% of cholesterol data. The coefficients of variation of beef, chicken, and seafood ranged from 78% to 145%, from 74% to 112%, and from 97% to 124% across MyFitnessPal-Chinese, MyFitnessPal-English, and LoseIt!, respectively, indicating a high variability in saturated fats across different food groups. Similarly, cholesterol variability was consistently high in dairy (71%-118%) and prepackaged foods (84%-118%) across all selected apps. When examining the reliability of MyFitnessPal across different national contexts, errors in MyFitnessPal were consistent across different national FCDs (USDA-FNDSS and Taiwan FCD). Regardless of the FCDs used as a reference, these errors persisted to be statistically significant, indicating that the app\'s core database is the source of the problems rather than just mismatches or variances in external FCDs.
    UNASSIGNED: The findings reveal substantial inaccuracies and inconsistencies in diet-tracking apps\' reporting of saturated fats and cholesterol. These issues raise concerns for the effectiveness of using consumer-grade nutrition apps in cardiovascular disease prevention across different national contexts and within the apps themselves.
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  • 文章类型: Journal Article
    目的。关怀短信(CTM)是一种基于证据的干预措施,由西北波特兰地区印度卫生委员会开发,以关怀接触(CC)干预为模型。CC已被证明可以防止自杀死亡,尝试,idea,以及在各种环境中住院。方法。三套CTM是由美洲印第安人和阿拉斯加原住民(AI/AN)青少年开发的,大学生,和退伍军人(为每个观众量身定制),由熟悉干预措施的心理学家进行了审查。要注册服务,参与者通过短信短代码的关键词发短信,每周收到两条短信,其中有希望和鼓励的信息。强大的多媒体社交营销活动旨在为每个受众推广服务。结果。到2023年9月,387名参与者参加了青年CTM干预,141名就读于大学CTM,和31名退伍军人CTM注册。事后调查显示,用户满意度提高。Conclusions.CTM可以针对自杀风险较高的人群进行定制,包括AI/AN青年,大学生,和退伍军人,并将它们连接到文化上响应的同行和危机支持服务。持续的监测和评估可以指导营销和推广的后续步骤,并有助于确定其对注册人员的影响。
    Purpose. Caring Text Messages (CTM) is an evidence-based intervention, developed by the Northwest Portland Area Indian Health Board, modeled after the Caring Contacts (CC) intervention. CC has been shown to prevent suicide deaths, attempts, ideation, and hospitalizations in a variety of settings. Method. Three sets of CTM were developed by American Indian and Alaska Native (AI/AN) teens, college students, and veterans (tailored for each audience), which were reviewed by psychologists familiar with the intervention. To enroll in the service, participants texted a keyword to a text message short code and received two text messages per week with hopeful and encouraging messages. A robust multimedia social marketing campaign was designed to promote the service for each audience. Results. By September 2023, 387 participants enrolled in the Youth CTM intervention, 141 enrolled in the College CTM, and 31 enrolled in the Veterans CTM. Post surveys show elevated levels of user satisfaction. Conclusions. CTM can be tailored to reach populations at higher risk of suicide, including AI/AN youth, college students, and veterans, and connect them to culturally responsive peer and crisis support services. Continued monitoring and evaluation can guide next steps for marketing and outreach and will be useful to determine its impact on those who enroll.
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  • 文章类型: Journal Article
    背景:可穿戴数字健康技术和移动应用程序(个人数字健康技术[DHT])为改变健康研究和护理提供了巨大的希望。然而,对个人DHT研究的参与度很差。
    目的:本文的目的是描述参与者参与技术和不同的研究设计如何影响参与者的依从性,保留,以及全面参与涉及个人DHT的研究。
    方法:在6个独特的个人DHT研究中报告了参与因素的定量和定性分析,这些研究采用了以参与者为中心的设计。研究人群包括(1)一线医护人员;(2)一个概念,怀孕,和产后人群;(3)克罗恩病个体;(4)胰腺癌个体;(5)中枢神经系统肿瘤个体;和(6)患有Li-Fraumeni综合征受影响成员的家庭。所有纳入的研究都涉及使用研究智能手机应用程序,该应用程序收集了日常和间歇性的被动和主动任务,以及使用包括智能手表在内的多种可穿戴设备,聪明的戒指,和智能秤。所有研究都包括各种以参与者为中心的参与策略,该策略以与参与者作为共同设计师和定期检查电话为中心,以提供对研究参与的支持。总体保留,留在研究中的可能性,报告了对研究活动的依从性中位数。
    结果:在6项研究中保留的参与者的中位数比例为77.2%(IQR72.6%-88%)。在研究参与的第一个月中,所有研究的停留在研究中的概率保持在80%以上,在所有研究的整个活跃研究期间保持在50%以上。对研究活动的依从性中位数因研究人群而异。严重癌症人群和产后母亲对个人DHT研究任务的依从性最低,很大程度上是身体的结果,心理,和情境障碍。除了癌症和产后人群,Oura智能戒指的中位数附着,Garmin,苹果智能手表的比例超过80%和90%,分别。除一个队列外,所有队列对预定入住电话的依从性中位数都很高(50%,IQR20%-75%:低参与度队列)。在这个低参与度队列中,对研究相关活动的依从性中位数低于所有其他纳入研究。
    结论:以参与者为中心的参与策略有助于在某些人群中保持参与者并保持良好的依从性。参与的主要障碍是参与者的负担(任务疲劳和不便),物理,心理,和情境障碍(无法完成任务),和低感知利益(缺乏对个人DHT价值的理解)。需要对个人DHT设计进行更多的特定人群定制,以便这些新工具可以被认为对最终用户具有个人价值。
    BACKGROUND: Wearable digital health technologies and mobile apps (personal digital health technologies [DHTs]) hold great promise for transforming health research and care. However, engagement in personal DHT research is poor.
    OBJECTIVE: The objective of this paper is to describe how participant engagement techniques and different study designs affect participant adherence, retention, and overall engagement in research involving personal DHTs.
    METHODS: Quantitative and qualitative analysis of engagement factors are reported across 6 unique personal DHT research studies that adopted aspects of a participant-centric design. Study populations included (1) frontline health care workers; (2) a conception, pregnant, and postpartum population; (3) individuals with Crohn disease; (4) individuals with pancreatic cancer; (5) individuals with central nervous system tumors; and (6) families with a Li-Fraumeni syndrome affected member. All included studies involved the use of a study smartphone app that collected both daily and intermittent passive and active tasks, as well as using multiple wearable devices including smartwatches, smart rings, and smart scales. All studies included a variety of participant-centric engagement strategies centered on working with participants as co-designers and regular check-in phone calls to provide support over study participation. Overall retention, probability of staying in the study, and median adherence to study activities are reported.
    RESULTS: The median proportion of participants retained in the study across the 6 studies was 77.2% (IQR 72.6%-88%). The probability of staying in the study stayed above 80% for all studies during the first month of study participation and stayed above 50% for the entire active study period across all studies. Median adherence to study activities varied by study population. Severely ill cancer populations and postpartum mothers showed the lowest adherence to personal DHT research tasks, largely the result of physical, mental, and situational barriers. Except for the cancer and postpartum populations, median adherences for the Oura smart ring, Garmin, and Apple smartwatches were over 80% and 90%, respectively. Median adherence to the scheduled check-in calls was high across all but one cohort (50%, IQR 20%-75%: low-engagement cohort). Median adherence to study-related activities in this low-engagement cohort was lower than in all other included studies.
    CONCLUSIONS: Participant-centric engagement strategies aid in participant retention and maintain good adherence in some populations. Primary barriers to engagement were participant burden (task fatigue and inconvenience), physical, mental, and situational barriers (unable to complete tasks), and low perceived benefit (lack of understanding of the value of personal DHTs). More population-specific tailoring of personal DHT designs is needed so that these new tools can be perceived as personally valuable to the end user.
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  • 文章类型: Journal Article
    背景:高血压管理应用程序(HMA)可以有效控制血压,但它们的实际影响往往并不理想。建立HMA的用户满意度评价指标体系,可以协助APP开发者提升APP设计和功能,同时还可以帮助用户识别最能满足其需求的应用程序。这种方法旨在提高应用使用的整体有效性。
    目的:本研究旨在系统地收集有关美国和中国HMA及其用户评论的数据。它分析了应用程序的使用模式和功能特征,从现有研究中确定影响用户满意度的因素,并开发了满意度评价指标体系,为提高用户满意度提供更准确的建议。
    方法:我们进行了描述性统计分析,以评估两国的HMA发展状况,并应用任务-技术拟合模型来评估应用功能是否符合业务需求。我们分别从前人的研究中总结了两国用户满意度的影响因素,利用层次分析法建立了HMA用户满意度评价指标体系,并计算满意度。基于这些发现,我们提出改进,以增强应用程序功能和用户满意度。
    结果:就当前的发展状况而言,与美国相比,中国的HMA和用户评论更少。关于应用程序功能可用性,不到5%(4/91)的应用程序实现了超过80%(8/10)的需求满足率。总的来说,这两个国家的用户满意度都很低。
    结论:在美国,广告分发的用户满意度最低,数据同步,和可靠性。相比之下,中国应用程序需要在成本效率和兼容性方面进行改进。
    BACKGROUND: Hypertension management apps (HMAs) can be effective in controlling blood pressure, but their actual impact is often suboptimal. Establishing a user satisfaction evaluation indicator system for HMAs can assist app developers in enhancing app design and functionality, while also helping users identify apps that best meet their needs. This approach aims to improve the overall effectiveness of app usage.
    OBJECTIVE: This study aims to systematically collect data on HMAs and their user reviews in the United States and China. It analyzes app usage patterns and functional characteristics, identifies factors influencing user satisfaction from existing research, and develops a satisfaction evaluation indicator system to provide more accurate recommendations for improving user satisfaction.
    METHODS: We conducted a descriptive statistical analysis to assess the development status of HMAs in both countries and applied the task-technology fit model to evaluate whether the app functionalities align with business needs. We separately summarized the factors influencing user satisfaction in both countries from previous research, utilized the analytic hierarchy process to develop an evaluation indicator system for HMA user satisfaction, and calculated satisfaction levels. Based on these findings, we propose improvements to enhance app functionality and user satisfaction.
    RESULTS: In terms of current development status, there were fewer HMAs and user reviews in China compared with the United States. Regarding app functional availability, fewer than 5% (4/91) of the apps achieved a demand fulfillment rate exceeding 80% (8/10). Overall, user satisfaction in both countries was low.
    CONCLUSIONS: In the United States, user satisfaction was lowest for advertising distribution, data synchronization, and reliability. By contrast, Chinese apps need improvements in cost efficiency and compatibility.
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