I Gunther Eysenbach V 14% N 3% P e70% T青少年1型糖尿病自我管理mHealth应用程序设计:A试点研究A Cafazzo,Joseph A Casselman,Mark A Hamming,Nathaniel A Katzman,Debra K %A Palmert,Mark R %+全球电子健康创新中心,Techna研究所,大学卫生网,多伦多总医院,R Fraser Elliott大楼,4楼,多伦多伊丽莎白街190号,ON, M5G 2C4,加拿大,1 416 340 3634,joe.cafazzo@uhn.ca %K 1型糖尿病%K青少年%K手机%K自我护理%K慢性疾病%D 2012 %7 08.05.2012 %9原始论文%J J医学互联网Res %G英文%X背景:使用移动健康应用程序已显示改善成年2型糖尿病人群的健康结果。然而,这在1型青少年人群中并没有表现出来,尽管他们有使用科技的倾向。我们假设,这一群体需要一种更量身定制的方法和强大的坚持机制。目的:设计、开发和试验青少年1型糖尿病的移动健康干预措施。方法:我们采访了患有1型糖尿病的青少年和他们的家庭照顾者。设计原则来源于对访谈的专题分析。然后,以用户为中心的设计被用于开发移动应用程序。在为期12周的评估阶段,研究人员对20名糖化血红蛋白(HbA1c)在8%至10%之间的12-16岁青少年进行了抽样研究。 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. Results: 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. Conclusions: 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. %M 22564332 %R 10.2196/jmir.2058 %U //www.mybigtv.com/2012/3/e70/ %U https://doi.org/10.2196/jmir.2058 %U http://www.ncbi.nlm.nih.gov/pubmed/22564332
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