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Persuasive Technology CREATIVE PRESENTATION TEMPLATE for helping diabetic patients make and sustain healthy lifestyle

Persuasive Technology for Type-2 Diabetes

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Persuasive TechnologyCREATIVE PRESENTATION TEMPLATEfor

helping diabetic patients make and sustain healthy l ifestyle

PREPARED BY SERAG.M.IMHEMED

SUPERVISORDR.AZRINA KAMARUDDIN

Outline

UNIVERSITI PUTRA MALAYSIA 3

Deliverable and Estimation time

11.55 am

Introduction

12:05 pm

Strategies

12.15 am

Question

12:10 pm

Methodology

12 pm

LiteratureReview

Introduction1

5Diabetes- Prevalence Worldwide

30MUS

4MUK 3.2M

MALAYSIA

WP Region138 Million People. W

Today 387 Million - Diabetic worldwideT By 2035

More than 1 / 2 Billion PeopleP

Malaysia3.2 Million People with Diabetes. M

BY 2035More than 202 Million People. F

6

Diabetes in Malaysia

In the year 2014, 3.2 million people in Malaysia were living with diabetes. Age ≥ 18 - which makes 16%

BlindnessFoot

ProblemsStroke

High Blood

Pressure

Heart Disease

C o s t p e r p e r s o n

570$S i g n i f i c a n t E f f e c t s

Prevalence of diabetes in adults, age ≥ 18

7

90 - 95%5- 10%

Type II

Two main types of diabetes

Type I

10% 90 %

• Known as Insulin-Dependent or childhood -oneset.

• More triggered by genetic and it’s incurable.

• Characterized by deficient insulin production and

required daily administration of insulin.

• Formally called non-insulin-dependent or adult-onset

• Results from the body’s ineffective use of insulin.

• Is largely the result of excess body weight & physical inactivity.

• 80% of type 2 diabetes are believed to be preventable and

reversible.

Type II Diabetes is a lifestyle DiseaseOver the age of ≥ 40, develop type 2 diabetes.

II

1 in 20

Symptoms =

In order for type 2 diabetes patients to manage and sustain healthy- lifestyle. They need to;

How IT help diabetes Patients

Weight management Healthy eating Exercise

E-health technologies are presented as enabler’s in diabetes prevention and care. They can provide an interactive

information tools to boost patient knowledge and self management.

However, e-health services for diabetes care have been implemented with varied success due to cost implications, poor reception and in apropos design of applications.

How IT help diabetes Patients

YYIn 2014There were over 20, 000 health apps in popular app store in the year. (Deloitte, 2014).

DOver 1000 AppsWere classified as diabetes related.(Deloitte, 2014).

% Statistic shows 70% of the apps have achieved minimal

success with only 30% of the app managing to obtain 90 days user retention. (Deloitte, 2014).

lack of personalized feedback

Usability issues

Lack of customizability

Problem Statement

One of the underlying factor that has contributed to the failure of mobile health apps is the fact that prescription not

persuasion is the design focus of most apps (Baumer et al, 2012). Most apps are designed to instruct the user on what to do

and what not do to improve health outcomes. Such applications assume that humans act rationally which is further from the

truth (Baumer et al, 2012). Underlying emotions, norms, belief, values, culture and lifestyles have a huge influence on healthy

behavior. Therefore persuasion and behavior change not just information should be a central design principles for mobile

health application.

Problem Statement : One-size-fits All

The second deficit present in persuasive technology applications is the design of one-dimensional models based on a

generic, one-size fits all approach (Gilliland, 2015; El Gayar et al. 2013) such as weight loss e.g. “Chick clique (Toscos, Faber,

An, & Gandhi, 2006)“ as well as “iCrave (Hsu et al., 2014)”, to name few. These applications are aimed at helping people to

manage their weight whereas lifestyle behavior change intervention need to address other health goals. Such applications

grounded on this principal assume that information on specialty-diseases like diabetes is transferable to each and every

patient afflicted by the disease and therefore simply provide general-purpose information.

Such apps fail to consider the users socio-cultural context, psycho-social factors, needs and preference which have a bearing

on how users interact with medical devices and information. They also lack human-centeredness, lack of personalized

feedback; usability issues and the ease of execution of strategies that are required to improve patients health and wellbeing (Van

Germert-Pijnen, 2011).

13

Objectives

To produce a user persona

PersonaTo design a mobile application for

Type-2 Diabetes patients to

maintain a healthy eating habit.

Design & DevelopTo evaluate the usability of the

mobile application

Usability

14

Scope Of Study

The scope of this project is to develop a

mobile-based persuasive technology tool

which intends to improve or change diabetic

patients’ behaviors and attitudes toward

healthy eating.

1Demographic

Study the Demographic of Type-2 diabetes in Malaysia

particularly concerning healthy eating.

2Model & Strategies

Study the health behavior model and theory that could be

useful in choosing the appropriate persuasive strategies.

3Persona & Development

Prototype and evaluate a user-centered application tool

and verify if the application helped the end-target audience.

Literature Review

2

B.J.Fogg described Captology as “the study on the design, research and user’s interaction with any computing system that are created with a focus on the psychological drivers for the purpose

of changing people’s attitudes or behaviors without coercion or deception”(B. J. Fogg, 2003)

Dr. B. J. Fogg

Persuasive Technology

Captology

17

CaptologyIn other words, the concept of persuasive technology is the notation

persuasion, which is the process through which an attempt to

shape, reinforce, or change behavior, feelings or thoughts about an

issue, object or action. This means in order for persuasion to works,

it requires intentionality (B. Fogg, 1998).

1Product of a HCI examines on how people are persuaded when interacting with computing products as opposed to computer-mediated communication(CMC)

2Focus on intentionality a technology must focus on intentionality and planned persuasive effects,

3Focus on endogenouslywhich means the strategy and techniques to persuade are embedded in the technology itself as the opposed of exogenously and autogenously

Three Criteria must meet

Interactive technology canpermit individuals toexperience informationparticularly created toshape their feelings

As MediaTechnologies can increasepeople’s ability to perform atarget behavior and allowingpeople to do things more easily

As Toolpersuasive technologiesinvoke social reactionsfrom users or tacklepseudo-human role.Provide social support

As Social actor

Functional triads

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Persuasive As a tool – Related work iCrave

( Anne Hsu1, Jing Yang1, Yigit Yilmaz1)• “iCrave” that investigates the efficacy of ‘just-in-time’.

• Mental imagery based interventions when attempting to improve

snacking behavior.

• iCrave was developed to be used during the onset of a food

craving that asks the user to imagine a particular scene for 10

seconds and then report on whether they had a healthy snack,

unhealthy snack.

• The use of mental imagery to reduce food cravings is based on

the Elaborated Intrusion Theory of Desire which posits that as

cravings are created through a cycle of mental elaboration. (Hsu

et al., 2014)

Lunchtime (Rita Orji, Julita Vassileva, Regan L. Mandryk).

• Persuasive game for motivating healthy eating in young adults.

• It allows players to play role of restaurants visitors and their

goal is to choose the healthiest option from a list of food

choices.

• The players are awarded points based on the relative

healthiness of their choice. (perceived benefit )

• Studies showed that playing the LunchTime game increased the

players‘ nutrition knowledge and their general feeling of self-

efficacy about their ability to initiate and maintain healthy

eating behavior. (Orji et al., 2012).

Model&

Strategies

3

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THE FOGG BEHAVIOUR MODEL

The Fogg Behavior Model shows that three elements must converge

at the same moment for a behavior to occur:.

Behavior = MAT

M

Motivation

A

Ability

T

Trigger

Behavior Elements

Core Motivator

T

Time

M

Money

E

Effort

R

Routine

How to build a persuasive tool ?

What are the principles and

processes of behavior

change ?

What strategy to be used ?

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Transtheoretical model (TTM)

Precontemplation

Contemplation

Maintenance

Preparation

Aware of the problem and Have the desire to change

Intends to take action

Unaware Of the problem

Work to sustain the behavior

Practices the desired behavior

Create awareness; change values and beliefs

Persuade and motivate

Educate

Facilitate Action

Reinforce changes Reminder and communication

(Prochaska, DiClemente, & Norcross, 1992.).

Self efficacy Increasing

24

Behavior Strategies

Self-MonitoringObserving and recording of patient’s behaviorsuch as food intake ( eg. Amount, type, calorie ,carbs and nutritional value of the foodsconsumed).

01

Goal SettingsSpecify clear. Attainable and measurable goals for eating habits, physical activity. It determines patient’s confidence

03Stimulus ControlModifying environment cues to eating ( eg. Reducing exposure to high-calorie or sugar food) Purchase portion-controlled foods

05

Decision Support (Suggestion)encouraging a patients to consume more water and the tool would remind the patients about “the benefit of consuming more water" every 30 minutes or so. Such as Just-in-time Messages

02

Reinforcement (Rewards)Reinforcement management provides consequences for taking steps in a positive direction. Perceived value

04Counter Conditioning Counter conditioning requires learning healthy behaviors as substitutes for problem behaviors.E.g Walking as a healthier alternative than “comfort foods” as a way to cope with stress.

06

Methodology&

Conclusion

4

26Research Methodology

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Current progress

1Start

Stage 1Conducted a literature

review of diabetes and self-

management practices

specifically in the domain of

healthy eating behaviour,

persuasive technology and

theories of behavior change

Stage 2an official ethics form was

presented to the

researchers’ educational

guild (Diabetes Malaysia)

Stage 3semi-structured interviews

were conducted with Type

2 diabetic patients

Jan 25

CompilationProducing persona, use

case diagram and Task

Analysis, conceptual model

Jan 30

4

3

2

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Conclusion

In conclusion, the above discussion which explained the difference between persuasive technology applied with “one-

goal-fits all” approach and persuasive technology that is built on user-centered approach. The outcome have proven that

the impact of user on PT designs for healthful eating is critically important. Nonetheless, healthy eating is without doubt

one of the domains with deep user and cultural influences, as a result, a user must be considered when designing a

persuasive technology tool for healthy eating behavior. (Miller & Pumariega, 2001)

Terima Kasih

IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from

https://www.idf.org/membership/wp/malaysia

Davidson, R. (1992). The Prochaska and DiClemente model: reply to the debate. Addiction,87(6), 833-835.

doi:10.1111/j.1360-0443.1992.tb01977.x

Miller, M. N., & Pumariega, A. J. (2001). Culture and eating disorders: a historical and cross-cultural review.

Psychiatry, 64(2), 93-110.

Fogg, B. J. (2002). Persuasive technology: Using computers to change what we think and do(1st ed.). Amsterdam:

Morgan Kauffman.

Fogg, B. (1998). Persuasive computers: perspectives and research directions. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Los Angeles,

California, USA.

Fogg, B. (2007). Mobile persuasion: 20 perspectives on the future of behavior change: Mobile Persuasion.

Fogg, B. J. (2003). Persuasive technology using computers to change what we think and do. Retrieved from http://site.ebrary.com/id/10186233IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from https://www.idf.org/membership/wp/malaysia

Reference