Abstract

BackgroundDue to the widespread use of mobile phones, dietary mobile apps are promising tools for preventing diet-related noncommunicable diseases early in life. However, most of the currently available nutrition apps lack scientific evaluation and user acceptance.ObjectiveThe objective of this study was the systematic design of a theory-driven and target group–adapted dietary mobile app concept to promote healthy eating habits with a focus on drinking habits as well as consumption of fruits and vegetables in adolescents and young adults, especially from disadvantaged backgrounds.MethodsThe design process was guided by the behavior change wheel (BCW). The development process comprised 3 stages. In stage 1, the target behavior was specified, and facilitators and barriers were identified. Furthermore, important insights into target group interests, needs, and values in the field of nutrition and apps were revealed. To this end, 2 empirical studies were conducted with the target group. In stage 2, results of stage 1 were translated into behavior change techniques (BCTs) and, finally, into app functionalities and features. Consequently, in stage 3, the concept was evaluated and optimized through expert interviews.ResultsFacilitators and barriers for achieving the target behavior were psychological capabilities (eg, self-efficacy), reflective motivation (eg, fitness), automatic motivation, social support, and physical opportunity (eg, time). Target group interests, needs, and values in the field of nutrition were translated into target group preferences for app usage, for example, low usage effort, visual feedback, or recipes. Education, training, incentives, persuasion, and enablement were identified as relevant intervention functions. Together with the target group preferences, these were translated via 14 BCTs, such as rewards, graded tasks, or self-monitoring into the app concept Challenge to go (C2go). The expert evaluation suggested changes of some app features for improving adherence, positive health effects, and technical feasibility. The C2go concept comprises 3 worlds: the (1) drinking, (2) vegetable, and (3) fruit worlds. In each world, the users are faced with challenges including feedback and a quiz. Tips were developed based on the health action process approach and to help users gain challenges and, thereby, achieve the target behavior. Challenges can be played alone or against someone in the community. Due to different activities, points can be collected, and levels can be achieved. Collected points open access to an Infothek (information section), where users can choose content that interests them. An avatar guides user through the app.ConclusionsC2go is aimed at adolescents and young adults and aims to improve their fruit and vegetable consumption as well as drinking habits. It is a theory-driven and target group–adapted dietary mobile intervention concept that uses gamification and was systematically developed using the BCW.

Highlights

  • BackgroundGlobally, diet-related noncommunicable diseases (NCDs) are the leading cause of death and disease burden [1,2]

  • Challenge to go COM-B (C2go) is aimed at adolescents and young adults and aims to improve their fruit and vegetable consumption as well as drinking habits

  • Numerous studies emphasize the association between a suboptimal diet and deaths due to NCDs such as stroke, heart disease, or type 2 diabetes [3,4,5,6]

Read more

Summary

Introduction

BackgroundGlobally, diet-related noncommunicable diseases (NCDs) are the leading cause of death and disease burden [1,2]. Among dietary risk factors for NCDs are the low consumption of fruits and vegetables [7,8,9] and the high consumption of sugar-sweetened beverages [10,11,12,13,14]. 7% of the girls and boys in Germany in the age between 14 and 17 years follow the dietary recommendations for the consumption of 2 portions of fruits and 3 portions of vegetables each day. American guidelines recommend 2.5 cups of vegetables and 2 cups of fruits per day (for a calorie level of 2000 kcal) as well as drinking water and reducing consumption of sugar-sweetened beverages [20]. Most of the currently available nutrition apps lack scientific evaluation and user acceptance

Methods
Results
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call