To review the rating scales used to evaluate usability and quality of mobile health applications, and to compare their purpose, content, and intended target users (i.e., patients, caregivers, or ...researchers).
We conducted a systematic review of the literature in accordance with the PRISMA statement on Medline, CINAHL, PsycINFO, IEEE Explore databases, as well as a review of the grey literature to identify rating scales used to evaluate usability and quality of mobile health applications (m-health apps), between January 1, 2000 and July 31, 2018. Two researchers screened the titles and abstracts of articles that met inclusion criteria, and retrieved usability and quality rating scales from the articles.
We identified 24 usability scales and 25 quality rating scales in 87 peer-reviewed articles. We identified only one quality rating scale designed for non-expert users (i.e., patients or caregivers). None of the studies used a theoretical framework for app evaluation to support the scales. The validity of existing quality rating scales is yet to be investigated.
Existing usability and quality rating scales are targeted at professionals, not end users who are patients or caregivers. Rating scales that are usable by all end-users would make mobile health apps accessible and meaningful to consumers.
Implications for rehabilitation
The number of mobile health applications on app stores that can be used for rehabilitation is increasing.
Most healthcare providers lack the training to identify m-health apps with high quality to be used in rehabilitation.
This study has reviewed the current rating scales that can help clinicians and care providers rate the quality of m-health apps and identify the ones that are most appropriate for their practice.
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Objective: Posttraumatic stress disorder (PTSD) is a major public health concern. Although effective treatments exist, affected individuals face many barriers to receiving traditional care. ...Smartphones are carried by nearly 2 thirds of the U.S. population, offering a promising new option to overcome many of these barriers by delivering self-help interventions through applications (apps). As there is limited research on apps for trauma survivors with PTSD symptoms, we conducted a pilot feasibility, acceptability, and potential efficacy trial of PTSD Coach, a self-management smartphone app for PTSD. Method: A community sample of trauma survivors with PTSD symptoms (N = 49) were randomized to 1 month using PTSD Coach or a waitlist condition. Self-report assessments were completed at baseline, postcondition, and 1-month follow-up. Following the postcondition assessment, waitlist participants were crossed-over to receive PTSD Coach. Results: Participants reported using the app several times per week, throughout the day across multiple contexts, and endorsed few barriers to use. Participants also reported that PTSD Coach components were moderately helpful and that they had learned tools and skills from the app to manage their symptoms. Between conditions effect size estimates were modest (d = −0.25 to −0.33) for PTSD symptom improvement, but not statistically significant. Conclusions: Findings suggest that PTSD Coach is a feasible and acceptable intervention. Findings regarding efficacy are less clear as the study suffered from low statistical power; however, effect size estimates, patterns of within group findings, and secondary analyses suggest that further development and research on PTSD Coach is warranted.
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CEKLJ, FFLJ, NUK, ODKLJ, PEFLJ, UPUK
Inadequate dose titration and poor adherence to basal insulin can lead to suboptimal glycemic control in persons with type 2 diabetes (T2D). Once-weekly insulin icodec (icodec) is a basal insulin ...analogue that is in development and is aimed at reducing treatment burden.
To compare the effectiveness and safety of icodec titrated with a dosing guide app (icodec with app) versus once-daily basal insulin analogues (OD analogues) dosed per standard practice.
52-week, randomized, open-label, parallel-group, phase 3a trial with real-world elements. (ClinicalTrials.gov: NCT04760626).
176 sites in 7 countries.
1085 insulin-naive adults with T2D.
Icodec with app or OD analogue (insulin degludec, insulin glargine U100, or insulin glargine U300).
The primary outcome was change in glycated hemoglobin (HbA
) level from baseline to week 52. Secondary outcomes included patient-reported outcomes (Treatment Related Impact Measure for Diabetes TRIM-D compliance domain score and change in Diabetes Treatment Satisfaction Questionnaire DTSQ total treatment satisfaction score).
The estimated mean change in HbA
level from baseline to week 52 was greater with icodec with app than with OD analogues, with noninferiority (
< 0.001) and superiority (
= 0.009) confirmed in prespecified hierarchical testing (estimated treatment difference ETD, -0.38 percentage points 95% CI, -0.66 to -0.09 percentage points). At week 52, patient-reported outcomes were more favorable with icodec with app than with OD analogues (ETDs, 3.04 CI, 1.28 to 4.81 for TRIM-D and 0.78 CI, 0.10 to 1.47 for DTSQ). Rates of clinically significant or severe hypoglycemia were low and similar with both treatments.
Inability to differentiate the effects of icodec and the dosing guide app.
Compared with OD analogues, icodec with app showed superior HbA
reduction and improved treatment satisfaction and compliance with similarly low hypoglycemia rates.
Novo Nordisk A/S.
IntelliCare is a modular platform that includes 12 simple apps targeting specific psychological strategies for common mental health problems.
This study aimed to examine the effect of 2 methods of ...maintaining engagement with the IntelliCare platform, coaching, and receipt of weekly recommendations to try different apps on depression, anxiety, and app use.
A total of 301 participants with depression or anxiety were randomized to 1 of 4 treatments lasting 8 weeks and were followed for 6 months posttreatment. The trial used a 2X2 factorial design (coached vs self-guided treatment and weekly app recommendations vs no recommendations) to compare engagement metrics.
The median time to last use of any app during treatment was 56 days (interquartile range 54-57), with 253 participants (84.0%, 253/301) continuing to use the apps over a median of 92 days posttreatment. Receipt of weekly recommendations resulted in a significantly higher number of app use sessions during treatment (overall median=216; P=.04) but only marginal effects for time to last use (P=.06) and number of app downloads (P=.08). Coaching resulted in significantly more app downloads (P<.001), but there were no significant effects for time to last download or number of app sessions (P=.36) or time to last download (P=.08). Participants showed significant reductions in the Patient Health Questionnaire-9 (PHQ-9) and Generalized Anxiety Disorder-7 (GAD-7) across all treatment arms (P s<.001). Coached treatment led to larger GAD-7 reductions than those observed for self-guided treatment (P=.03), but the effects for the PHQ-9 did not reach significance (P=.06). Significant interaction was observed between receiving recommendations and time for the PHQ-9 (P=.04), but there were no significant effects for GAD-7 (P=.58).
IntelliCare produced strong engagement with apps across all treatment arms. Coaching was associated with stronger anxiety outcomes, and receipt of recommendations enhanced depression outcomes.
ClinicalTrials.gov NCT02801877; https://clinicaltrials.gov/ct2/show/NCT02801877.
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Geosocial networking applications (GSN apps) have become increasingly popular among gay, bisexual and other men who have sex with men (MSM). Our study sought to understand whether inclusion of ...individuals met via GSN apps in participants’ social networks was associated with increased HIV risk behaviors among a probability sample of GSN app using MSM (N = 295) recruited in Los Angeles, California. Approximately 20 % of participants included a GSN app-met individual as one of their top five closest social network members. Those with a GSN app-met network member had more recent (past 30-day) sexual partners (B = 1.21, p < 0.05), were nearly twice as likely to have engaged in unprotected anal intercourse (UAI) with their last sexual partner (AOR = 2.02, p < 0.05), and were nearly four times as likely to have engaged in UAI with their last GSN app-met sexual partner (AOR = 3.98, p < 0.001). Network-based interventions delivered via GSN apps may be useful in preventing the spread of HIV among MSM.
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EMUNI, FIS, FZAB, GEOZS, GIS, IJS, IMTLJ, KILJ, KISLJ, MFDPS, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, SBMB, SBNM, UKNU, UL, UM, UPUK, VKSCE, VSZLJ, ZAGLJ
While the growth of the mobile apps market has created significant market opportunities and economic incentives for mobile app developers to innovate, it has also inevitably invited other developers ...to create rip-offs. Practitioners and developers of original apps claim that copycats steal the original app’s idea and potential demand, and have called for app platforms to take action against such copycats. Surprisingly, however, there has been little rigorous research analyzing whether and how copycats affect an original app’s demand. The primary deterrent to such research is the lack of an objective way to identify whether an app is a copycat or an original. Using a combination of machine learning techniques such as natural language processing, latent semantic analysis, network-based clustering, and image analysis, we propose a method to identify apps as original or copycat and detect two types of copycats: deceptive and nondeceptive. Based on the detection results, we conduct an econometric analysis to determine the impact of copycat apps on the demand for the original apps on a sample of 10,100 action game apps by 5,141 developers that were released in the iOS App Store over five years. Our results indicate that the effect of a specific copycat on an original app’s demand is determined by the quality and level of deceptiveness of the copycat. High-quality nondeceptive copycats negatively affect demand for the originals. By contrast, low-quality, deceptive copycats positively affect demand for the originals. Results indicate that in aggregate the impact of copycats on the demand of original mobile apps is statistically insignificant. Our study contributes to the growing literature on mobile app consumption by presenting a method to identify copycats and providing evidence of the impact of copycats on an original app’s demand.
The online appendix is available at
https://doi.org/10.1287/isre.2017.0735
.
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BFBNIB, CEKLJ, IZUM, KILJ, NMLJ, NUK, PILJ, PNG, SAZU, UL, UM, UPUK
The E-College Monitoring System is an online system that can manage students’ outings in UiTM and to study and understand the system application for students who live in UiTM. In addition, it will be ...used to test the e-college monitoring application system functioning. The methodology that we chose is by using the system development life cycle (SDLC). The qualitative findings showed that the current manual system in UiTM Machang is not reliable. This project contributes to the technological value and the impacts of the system that have been developed. Different from the prior system, this study is an exploratory attempt to investigate the manual system that has been used by some universities and uncovered that the mechanisms with technology influence the university’s performance.
Women significantly decrease their activity levels in the transition to motherhood. Digital health technologies are low cost, scalable, and can provide an effective delivery mechanism for behavior ...change. This is the first study that examines the use of videoconferencing and mobile apps to create exercise groups for mothers.
The aim of the study was to test the feasibility, acceptability, and effectiveness of an individually adaptive and socially supportive physical activity intervention incorporating videoconferencing and mobile apps for mothers.
The Moms Online Video Exercise Study was an 8-week, 2-armed, Web-based randomized trial comparing the effectiveness of a group exercise intervention with a waitlist control. Healthy mothers with at least 1 child under the age of 12 years were recruited through Facebook and email listservs. Intervention participants joined exercise groups using videoconferencing (Google Hangouts) every morning on weekdays and exercised together in real time, guided by exercise mobile apps (eg, Nike+, Sworkit) of their choice. Waitlist control participants had access to recommended mobile apps and an invitation to join an exercise group after the 8-week study period. Main outcomes assessed included changes in self-reported moderate, vigorous, and moderate to vigorous physical activity (MVPA) minutes per week in aggregate and stratified by whether women met Centers for Disease Control and Prevention guidelines for sufficient aerobic activity at baseline. Outcomes were measured through self-assessed Web-based questionnaires at baseline and 8 weeks.
The intervention was effective at increasing exercise for inactive women and proved to be feasible and acceptable to all participants. A total of 64 women were randomized, 30 to intervention and 34 to control. Women attended 2.8 sessions per week. There was a strong, but not statistically significant, trend toward increasing moderate, vigorous, and MVPA minutes for all women. As hypothesized, in the prespecified stratum of women who were inactive at baseline (n=51), intervention participants significantly increased their activity by an average of 50 (95% CI 4.0-95.9, P=.03) MVPA minutes per week more than control participants. They had a corresponding statistically significant net increase of 19 (95% CI 3.2-34.8, P=.02) minutes of vigorous activity. Inactive women in the intervention arm also experienced promising reductions in depression, reporting a statistically significant net decrease in their depression score (-3.8, 95% CI -7.0 to -0.6; P=.02).
We found that a group exercise intervention using videoconferencing and mobile apps was a feasible and acceptable way to deliver a physical activity intervention to mothers. The intervention increased physical activity in inactive mothers. Further studies are needed to better establish how long these changes in physical activity can be maintained and whether these findings can be reproduced in a more diverse population.
ClinicalTrials.gov NCT02805140; https://clinicaltrials.gov/ct2/show/NCT02805140 (Archived by WebCite at http://www.webcitation.org/6yYZwRveg).
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DOBA, IZUM, KILJ, NUK, PILJ, PNG, SAZU, UILJ, UKNU, UL, UM, UPUK
Research Summary
Strategy research views firms' diverse experience base as critical to new product success. It also champions strategy‐by‐doing in entrepreneurial settings. This study juxtaposes and ...bridges these two perspectives to better understand product development. We propose that while a firm's product portfolio diversity contributes to new product success only to a certain degree, design iteration—a postlaunch strategy‐by‐doing approach—is positively associated with new product performance. Our core contribution points to a complementary relationship: strategy‐by‐doing helps mitigate the capacity constraints problem that prevents firms from successfully adapting product development capabilities to a dynamic market. Our analysis of a sample of 2,182 nascent mobile apps from 564 top producers in the U.S. market supports our hypotheses. We discuss implications for product development, strategy‐by‐doing, and technology innovation literature.
Managerial Summary
Successful product development establishes firms' competitive advantage. The burgeoning digital economy increasingly prompts product development to depend on strategy‐by‐doing and requires firms to adapt a product's design over its lifecycle. Through analyzing a sample of newly launched mobile apps in the U.S. market, we find that while a firm's product portfolio diversity improves new product success to a certain degree, design iteration, a distinct approach to strategy‐by‐doing, underpins a new product's continual attractiveness to users. Moreover, frequent design iterations can overcome the barriers that innovator firms face when applying a diverse repertoire of experiences to product development.
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BFBNIB, FZAB, GIS, IJS, KILJ, NLZOH, NUK, OILJ, SAZU, SBCE, SBMB, UL, UM, UPUK
Popular mobile applications receive millions of user reviews. These reviews contain relevant information for software maintenance, such as bug reports and improvement suggestions. The review’s ...information is a valuable knowledge source for software requirements engineering since the apps review analysis helps make strategic decisions to improve the app quality. However, due to the large volume of texts, the manual extraction of the relevant information is an impracticable task. Opinion mining is the field of study for analyzing people’s sentiments and emotions through opinions expressed on the web, such as social networks, forums, and community platforms for products and services recommendation. In this paper, we investigate opinion mining for app reviews. In particular, we compare textual representation techniques for classification, sentiment analysis, and utility prediction from app reviews. We discuss and evaluate different techniques for the textual representation of reviews, from traditional Bag-of-Words (BoW) to the most recent state-of-the-art Neural Language models (NLM). Our findings show that the traditional Bag-of-Words model, combined with a careful analysis of text pre-processing techniques, is still competitive. It obtains results close to the NLM in the classification, sentiment analysis and utility prediction tasks. However, NLM proved to be more advantageous since they achieved very competitive performance in all the predictive tasks covered in this work, provide significant dimensionality reduction, and deals more adequately with semantic proximity between the reviews’ texts.
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EMUNI, FIS, FZAB, GEOZS, GIS, IJS, IMTLJ, KILJ, KISLJ, MFDPS, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, SBMB, SBNM, UKNU, UL, UM, UPUK, VKSCE, ZAGLJ
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