Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study.

Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study.
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DOI:
10.2196/jmir.2058
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发表时间:
2012-05-08
影响因子:
7.4
通讯作者:
Palmert MR
Palmert MR
中科院分区:
医学2区
文献类型:
--
作者:
Cafazzo JA;Casselman M;Hamming N;Katzman DK;Palmert MR

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mHealth应用程序的使用已显示出2型糖尿病成人人群的健康状况有所改善。然而,这在青少年1型人群中并没有表现出来,尽管他们倾向于使用技术。我们假设,这一组需要一个更有针对性的方法和一个强大的遵守机制。设计,开发和试点移动健康干预措施,用于青少年1型糖尿病的管理。我们采访了1型糖尿病青少年及其家庭照顾者。设计原则来自对访谈的主题分析。然后,以用户为中心的设计被用于开发移动的应用程序bant。在为期12周的评估阶段,对20名年龄在12-16岁之间的青少年(糖化血红蛋白(HbA 1c)在8%-10%之间)进行了试验组采样。每位参与者都配备了在iPhone或iPod Touch上运行的bant应用程序,以及带有蓝牙适配器的LifeScan血糖仪,用于自动传输到应用程序。结果测量是与前12周相比,试点期间的平均每日血糖测量频率。专题分析的结论是:数据收集而不是决策的作用;需要快速、离散的交易;克服决策惯性;需要临时分享信息。通过以用户为中心的设计过程,最终应用程序的设计方面出现了,包括简单,自动传输血糖仪读数;使用社交社区;以及游戏化的概念,即以iTunes音乐和应用程序的形式奖励常规行为和行动。提供血糖趋势分析,并立即提示参与者提出不良趋势的原因和补救措施。初步评估显示,血糖测量的每日平均频率增加了50%(从每天2.4次增加到3.6次,P = 0.006,n = 12)。共有161个奖励(平均每个奖励8个)分发给参与者。满意度很高,88%(14/16名参与者)表示他们将继续使用该系统。证明HbA 1c的改善需要足够长时间的适当把握度研究。这款使用游戏化激励的mHealth糖尿病应用程序显示,1型糖尿病青少年的血糖监测频率有所改善。将其扩展到改善健康结果将需要激励措施不仅与血糖监测的频率相联系,而且与基于这些读数的患者行动和决策相联系,以便改善血糖控制。
The use of mHealth apps has shown improved health outcomes in adult populations with type 2 diabetes mellitus. However, this has not been shown in the adolescent type 1 population, despite their predisposition to the use of technology. We hypothesized that a more tailored approach and a strong adherence mechanism is needed for this group. To design, develop, and pilot an mHealth intervention for the management of type 1 diabetes in adolescents. We interviewed adolescents with type 1 diabetes and their family caregivers. Design principles were derived from a thematic analysis of the interviews. User-centered design was then used to develop the mobile app bant. In the 12-week evaluation phase, a pilot group of 20 adolescents aged 12–16 years, with a glycated hemoglobin (HbA1c) of between 8% and 10% was sampled. Each participant was supplied with the bant app running on an iPhone or iPod Touch and a LifeScan glucometer with a Bluetooth adapter for automated transfers to the app. The outcome measure was the average daily frequency of blood glucose measurement during the pilot compared with the preceding 12 weeks. Thematic analysis findings were the role of data collecting rather than decision making; the need for fast, discrete transactions; overcoming decision inertia; and the need for ad hoc information sharing. Design aspects of the resultant app emerged through the user-centered design process, including simple, automated transfer of glucometer readings; the use of a social community; and the concept of gamification, whereby routine behaviors and actions are rewarded in the form of iTunes music and apps. Blood glucose trend analysis was provided with immediate prompting of the participant to suggest both the cause and remedy of the adverse trend. The pilot evaluation showed that the daily average frequency of blood glucose measurement increased 50% (from 2.4 to 3.6 per day, P = .006, n = 12). A total of 161 rewards (average of 8 rewards each) were distributed to participants. Satisfaction was high, with 88% (14/16 participants) stating that they would continue to use the system. Demonstrating improvements in HbA1c will require a properly powered study of sufficient duration. This mHealth diabetes app with the use of gamification incentives showed an improvement in the frequency of blood glucose monitoring in adolescents with type 1 diabetes. Extending this to improved health outcomes will require the incentives to be tied not only to frequency of blood glucose monitoring but also to patient actions and decision making based on those readings such that glycemic control can be improved.
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