a healthy lifestyle persuasive application for patients with type-2 diabetes

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Persuasive application CREATIVE PRESENTATION TEMPLATE For Patients with Type-2 Diabetes A Healthy Lifestyle

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Page 1: A Healthy Lifestyle Persuasive Application for Patients with Type-2 Diabetes

Persuasive applicationCREATIVE PRESENTATION TEMPLATEFor

Patients with Type-2 Diabetes

A Healthy Lifestyle

Page 2: A Healthy Lifestyle Persuasive Application for Patients with Type-2 Diabetes

PREPARED BY SERAG.M.IMHEM

ED[GS41028]

SUPERVISORDR.AZRINA

KAMARUDDIN

Page 3: A Healthy Lifestyle Persuasive Application for Patients with Type-2 Diabetes

Introduction1

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4Diabetes- Prevalence WorldwideDiabetes is a chronic disease that occurs either when the pancreas does not produce enough insulin or when the body can’t effectively use the insulin it produces. IDE(2015) , WHO(2012)

30MUS

4MUK 3.3M

MALAYSIA

WP Region138 Million People. WToday

387 Million - Diabetic worldwide

T By 2035More than 1 / 2 Billion People

P

Malaysia3.3 Million People with Diabetes.

MBY 2035More than 202 Million People.

F

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5

Diabetes in MalaysiaDiabetes is a major health concern worldwide and is increasing due a high blood sugar levels, population, aging as well as the huge increasing of obesity and physical inactivity. WHO(2012)

In the year 2015, 3.3 million people in Malaysia were living with diabetes. Age ≥ 18 - which makes

16%

BlindnessFoot

Problems StrokeHigh

Blood Pressure

Heart Disease

Cos t pe r  pe r son$ 570

S ign ifican t Effec ts

Prevalence of diabetes in adults, age ≥ 18

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6

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. WHO(2012)

• 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. WHO(2012)

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Type II Diabetes is a lifestyle Disease

Over the age of ≥ 40, develop type 2 diabetes.

II

1 in 20

Symptoms =

Page 8: A Healthy Lifestyle Persuasive Application for Patients with Type-2 Diabetes

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.

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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

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Problem StatementDiabetes is a major health concern worldwide and is increasing due to a high blood sugar levels, population, aging

as well as the huge increasing of obesity and physical inactivity (WHO,2012). Diabetes requires carefully regulated

management that calls for strict adherence to diet, exercise and medical regimens. Given the life-long, austere and

disruptive nature of these regimens, patients find it hard to integrate diabetes therapy and medication into their daily

routine often resulting to sub-optimal management that results in debilitating effects. M-health applications targeting

diabetic patients need not to only motivate the adoption of healthy behaviors but promote sustained devotion to

these behaviors. Most m-health apps have achieved minimal success due to poor reception from practitioners and

patients alike(El-Gayar, Timsina, Nawar, & Eid, 2013). This is because these applications have failed to be human-

centered in their design ignoring underlying context-specific , psycho-social and socio-cultural norms, needs and

lifestyles of the patient (Baumer et al, 2012). In order for diabetes mobile apps to be functional and appropriate,

interventions such as healthy-eating, physical activity need to move away from prescription to persuasion,

information to behavior change and position patients at the centre of planning, development and implementation

(Baumer et al, 2012).Therefore, this study is conducted to combine both the prescription and persuasion factor as

the design focus for type-2 diabetic mobile health application using the user-centered approach.

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Objectives

To a comprehensive user persona for type-2 diabetic

patients.

PersonaTo design a mobile application for Type-2 Diabetes patients to

maintain a healthy lifestyle such as eating habit. 

Design & DevelopTo evaluate the usability of the

mobile application

Usability

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Scope Of StudyThe scope of this project is to develop a mobile-based app which intends to improve or change diabetic patients’ behaviors and attitudes toward healthy eating and lifestyle. s

1Demographic Study the Demographic of Type-2 dia-betes in Malaysia particularly concerning healthy eating and lifestyle

2Model & StrategiesStudy the health behavior model and the-ory that could be useful in choosing the appropriate persuasive strategies.

3Persona & DevelopmentPrototype and evaluate its usability.

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Literature Review

2

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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 TechnologyCaptology

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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 endogenously which means the strategy and techniques to persuade are embedded in the technology itself as the opposed of exogenously and autogenously

Three Criteria must meet

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Interactive technology can permit individuals to experience information particularly created to shape their feelings

As MediaTechnologies can increase people’s ability to perform a target behavior and allowing people to do things more easily

As Toolpersuasive technologies invoke social reactions from users or tackle pseudo-human role. Provide social support

As Social actor

Functional triads

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Persuasive As a tool – Related work iCrave (Hsu et al., 2014)

• “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 (Orji et al., 2012).

• 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).

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Methodology

3

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19Research in a production Process Topic Identification

Consultation With Specialist

Target Audience Research

Preliminary survey

Data analysis

User Persona Formulation

Purposed the solution

Build a prototype

Literature Review

Evaluation

Pre-Test (Target Audience )

Post-Test (Target Audience )

Post-Test (Experts )

Result & Dicussion

Empathy Map.

User Profile

Persona.

Understanding Type-2 Diabetes.

Identifying Additional Elements

Categorizing Patients based on BMI

Finalized 3 Personas were produced

Design target using Behavioral Model

Use-case and Use Scenario

Conceptual data Model Design

Metaphor

Application Map

Low-Fidelity

High Fidelity

User and Task Flow

Implementation

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20Data Analysis and Target Audience• We collected extensive research on causes, symptoms and treatments for type-2

diabetes conditions and evaluated competitors to assess their strengths and weaknesses against our user’s needs. 

• We also conducted a range of interviews with potential users and health practitioners to identify user goals and pain points. We then synthesized our research to identify insights and created personas, user scenarios and other tools to guide the next phase of the project.

• Based on our research, we created three primary personas to represent the goals, motivations and behaviors of our target demographic. We used these personas throughout the project to guide design decisions and priorities.

• The target audience for this research is type-2 diabetes in Malaysia aged >18. Our study reveals that majority of people with type 2 diabetes are from middle to low-income. They aged are under 60 years old in line with previous findings [25](Alberti et al., 2004), on the prevalent age group of the disease. Meanwhile, for high-income countries, a growing population over the age of 60 makes up the largest proportion of diabetes prevalence.

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21Empathy, Empathy-Map We used Empathy Map, to extract and gain the information that shaped our proposed persona template. From these empathy Map, we can identify what the persona’s pain points are and what will constitute gains.

Empathy Map

BMILAILI

BMIADAM

BMIMUSA

25-29.9 18-24.9 >30

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Behavioral Analysis

4

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26Behavioral Design Process

The first step to apply when design for a behavioral change is to determine the type of behavior to design. This could be done by studying the demographic of target users and analysis their needs , frustration and behavioral elements such as motivation and ability. An interview is a great way to collect more insight about the target behavior. After deciding, determine how motivated your users are as well as how difficult the target behavior is for them now.

Determine the target behavior

Design the right trigger for the target behavior• Using the Fogg Behavior Model, determine where the users lie with regards to motivation and ability. BJ Fogg

frequently states the best approach is to make it easier for people to do the things they already want to do.• For every behavior, target users who already have the motivation and ability but have not yet experienced a

trigger. Design for ability.Next, target users who have motivation but not ability. Implement facilitators that simplify the task and create a progression dynamic where these users work towards a final goal.

Pick the right strategy• After determining which triggers an app might use to facilitate behavioral change, reconsider Fogg’s seven

strategies, which we will explain further during the design phase of our application. • Once the decision is made about which strategy to be used in the app, then we should pick an

implementation that is feasible.

(B. J. Fogg, 2003)

(B. J. Fogg, 2003)

(B. J. Fogg, 2003)

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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

MMotivation

AAbility

TTrigger

Behavior Elements

Core Motivator

TTime

MMoney

EEffort

RRoutine

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28Behavioral Model Based on Personas

1 2

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Transtheoretical model (TTM)Uses the Stages of Change to integrate the most powerful principles and processes of change from leading theories of counseling and behavior change

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 Actions

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.).

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Behavior Strategies Self-MonitoringObserving and recording of patient’s behavior such as food intake ( eg. Amount, type, calorie , carbs and nutritional value of the foods consumed).

01Goal 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

02Reinforcement (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

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Analysis Competitive

5

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32Comparative Matrix

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33

Impact on Information ArchitectureFrom the research and investigations of the most rated and recommended applications both in android and iOS platform, we conclude that usable, useful and appealing user interface(UI) design must include incentives to lead to behavior change. Well structured health-oriented app

01DATABASE

02CUSTOMIZATI

ON03

S O C I A L S U P P O R T

04I N C E N T I V E

It’s significantly important for the app to have a large and up-to -date database. From user point of view, an app with large database of food selections is more preferable than the one that doesn’t have.

An app must be flexible and tailored to change, where the database should be more customizable by which the patient can easily add more information. This is critically an important factor as it increases usage and an inevitable competitive advantage for the diabetes app.

Team-oriented and social support and comparison is a great incentive for behavior change. It encourage people to exercise more and carry out better diet control.

Incentive is a great way to motivate people and educate users through entertainment, games and rewards and otherincentives strategies

D C S \

05A B I L I T Y - N O T

MOTIVATION06FUN

Motivation can be uphill battle and it’s hard to keep up. Providing an easy to use goals and tasks that can provide a user with ability to keep up in order to achieve a desired behavior. This can be great turns of short-term to long-term change.

AAttractiveness, likability is a great tool to motivation and encourage the user to use the app. Additionally, a fun designed app with well-designed games will serve as additional appealing incentive to teach, train and to inform users about how to select meal combinations wisely, how to exercise efficiently and effectively and other techniques of nutrition's.

F

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INFORMATION ARCHITECTURE

Condition

Food Consumption

Weight/ Height

Activity

Health Insights

Summary

Strategies

Goal Settings

Action Plan

Stimulus Control

Decision Support

Budget Comparison

Tips & Support

Social Support

Goal Settings

Decision Support

Glucose & Food Readings

Incentives

Rewards

Family Encouragement

Healthy Choices

Activity Game

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35Analysis 1. The adoption of empathy approach helps in creating a usable, yet comprehensive personas

that may arguably enhance design and development performance for type-2 diabetes application in many ways: Empathize with this particular type of user Designing for ability by simplifying task and create a dynamic progression. To increase the level of understanding diabetic patients and their context are achieved by

expanding and embellishing traditional profile and persona content to include health beliefs, psychographic, behavioristic, and physical health considerations.

2. The Behavior Model helps designers determine and answer: Who to focus-on and design-for, where our target-audience “groups” are in the Behavioral

model. The right kind of trigger to use in – or what kind of trigger is missing from – their work. For

example, if someone ignores their goal (motivation) of doing daily push-ups (within their ability), a mobile application might to remind them to do so (trigger) (B. J. Fogg, 2003).

3. The purpose of creating IA is to help users find information, complete tasks and understand where they are, what they have found and what to expect(Rosenfeld & Morville, 2002).

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DesignThis section contains the a) conceptual design and b)

physical design

6

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USE-CASE

Patient

set health InformationCreate Profile

View summery

food Entry

Nutrition optimisation

update daily intake

Set New Goal

<<include>>

<<extend>>

<<extend>>

<<include>>

BG - Logbook

Register AccountResetPassword

<<include>>

Display Health

<<include>>

Display Achievement

<<include>>

<<extend>>

Update BG

<<extend>>

<<extend>>

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Conceptual ModelThis chapter contains

conceptual design, Application Map, Task-Flow diagram

6a

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Conceptual Design Modelerd earns

Patient

Food_Consumption

health Activity

Achievement

Meal

1

has

1..*

1

logs

1..*

1

contains

1

1

has

1..*tracks

1

earns

1Conceptual model capturing the meaning of data from the viewpoint of the user. A commonly-used conceptual model is called an entity-relationship model.

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40Entity-Relationship Diagram Paitent

Meal

Food_Consumption

Activity

Achievements

User_id:int(11)PK

Username:string(255)

password:string(255)

Meal_id:int(11)PK

name:string

picture:string(255)

Nutrifacts:Text

FC_id:int(11)PK

user_id:int(11)FK

dateTime:datetime

Meal_id:int(11)FK

contains

barcode:int(32)

GS_id Int(11)PK

purpose text

starttime datetime

endtime datetime

goalName String(255)

user_id Int(11)FK

tracks

gt_id Int(11)FK

insight Int(11)

ach_id:int(11)PK

user_id:int(11)FK

ach_name:string(255)

ach_date:datetime

has

fat:int(11)

Calories:int(11)

proten:int(11)

hight:Dacimal(2,10)

weight:Dacimal(2,10)

gender:int(1)

YearOfBirth:int(4)

logs

typeName String(225)

unit Decimal(2,10)

consumedCalories Int(11)

earns

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Physical DesignMetaphor design, Dialogue

design, Media design, Presentation Design, Interface usability. Adoption of design

principles

6b

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Design PrincipleWe have leveraged Material-Design as visual language for our application to synthesize the principle of a good design. However, to ensure the usability of our application, we followed the ten “Heuristic” rules of thumbs principles as guideline while designing the application(J. Nielsen, 1995).

Match between

system and real world

User control and freedom

Consistency and

standard

Visibility for the

system

Recognition rather than

recall

Flexibility & efficiency

of use

Aesthetic & minimalist

design

Help user, diagnose,

recover from error

Error prevention

Help and documenta

tion

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43

Persuasive Design Principle   Seven strategies to influence behavior

ReductionSimplifies a task that the user is trying to do.

01TailoringProvides custom information and feedback to the user based on their actions.

03Self-MonitoringEnables the user to track his own behavior to change his behavior to achieve a predetermined outcome.

05

TunnelingGuides the user through a sequence of activities, step by step.

02SuggestionGives suggestions to the user at the right moment and in the right context.

04

Surveillance Observes the user overtly in order to increase a target behavior.

07ConditioningRelies on providing reinforcement (or punishments) to the user in order to increase a target behavior.

06

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MOBILE CONSTRAINTS

Limited data & Battery

Handedness

Divide attention

Small screen

1

2

3

4

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Application Map The application map provides an overall snapshot of the structure and navigation of the app. It served as a reference point while creating various task flows and wireframes.

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Main Flow of our application. This diagram illustrates the high level concept of our application task flow

Landing page Sign Up Dashboard Meal & Activity Tracking

Data Exporting/Sync

Sign Up

Skip

Login Load Data Get data

Sign required

To improve the user-experience, we provided two ways to get the user access to the dashboard

01 02SIGN UP SKIP AND GET

STARTED

Task Flow of the Application

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47ON BOARDING – TASK FLOW

Loading

Landing Page Login /Sign Up

Login

Error Invalid Email

Login Form

Email Password

Error Incorrect Password

Invalid Email Incorrect Password

Reset Password

Not Found

Email Not found

Re-Enter Re-Enter

Dashboard/Home

Success

Success

Success

Sign Up

Success

Email link to Reset password

Setup User Account

Email

Password

User Profile Weight Height Gender Birthday Activity Level

Welcome Screen

Existing User

Existing User

Succss

Forgot

Get started / Skipped

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48DASHBOARD– TASK FLOW

Dashboard Display current metric

dataBuffer Data Load Required

Data

Daily Need Nutrient

Calorie Budget

Pre-set Goal Activities

Blood Glucose History

Pre-set Activity? Yes

Physical Activity History

No

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49Food Consumption – Adding Meal

Add Meal (LogBook)

Scan Item (Barcode)

Search Item (By name)

Manual Entry

Retrieve Data If Item exist in db ?

No

Take a PictureSave & Update

Save and Update User͛7s Daily

needs, CaloriesYes

Your daily needs updated

(Display remaining daily Nutrient )

Camera roll

App presets

Add a note Choose a category

Observe day͛7s meal intake,

Confirm?

Editing

Yes

Save / Edit Entry ?

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METAPHORWe have created more than 22 icons for this application. A sample of our finalized icons are as listed below :

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Prototyping8

Low-fidelity and High-fidelity

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On boarding Low-Fidelity “Rough out on paper” method

We used a paper-based method to sketch the first iterations design of the system while evaluate different aspects of the design at different stages of the design process such as metaphor, structure, usefulness

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Paper to computer Medium

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Dashboard – Low Fidelity

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UI - DesignHigh-fidelity mockups of the app, including the dashboard, all data measurements, settings, alerts and notifications. During this phase, we explored numerous ways to visualize the complex health data and make it digestible for the user.

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MOOD BOARDWe started collecting pieces for the mood board while creating the wireframes to help define the look and feel of the coming design.

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DESIGN ITERATIONS

User testing and other evaluation methods led to three major design iterations throughout the project. While the dashboard had a similar structure from start to finish, important details were constantly refined.

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ITERATION II

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Final Iteration

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DEMO

Insert Image

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Analysis based on PT Reduction – Our application simplifies the task of walking and eating by automatically

tracking a user’s steps and their daily intake goals. In effect, it eliminates the need to manually learn whether the meal is suited the patient’s diet, how much calories and carbs remaining, it calculates your progress towards your goals, and organize this information in one place.

Tunneling – By breaking challenging distances into smaller and more easily achievable steps, Our app helps you set goals and work towards them.

Tailoring – Depending on your specific goal, our app creates a customized eating and jogging plan for you while taking the age on consideration.

Self-monitoring – Our app helps you measure your progress over time visually and by the numbers towards your goal.

Conditioning – Our app encourages you to develop a healthy habit frequently through positive reinforcement.

Our App influences behavioral change using five of the seven strategies outlined by Fogg:

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Analysis based on TTMFacilitating learning

Consciousness Raising process of behavior change identified by TTM, which occurs when people learn more and increase their knowledge about certain health behaviors. This can be identified by assessing the extent that individuals can recall information from educational materials. We leverage this by showing healthy and unhealthy Icons and emoji to express the decision made by the patients.

Keeping Patients’ motivation

Counter Conditioning process of behavior change identified by TTM, which involves learning more about healthier behaviors that can substitute for the unhealthy alternatives . Thus, our app helps patient not just to learn and think about the healthiness of individual meals presented in the daily entry but to extend this into their daily meal choices. We leveraged this by optimizing the meal selections and providing alternative options that our system will search and display similar healthier meal choice Reinforcement rewarding process of behavior that identified by TTM which means to provide consequences for taking steps in a positive direction. Perceived value. We leveraged this strategy by giving points and rewards on each healthy choices the patients made.Helping relationship process of behavior that identified by TTM which occurs when combine caring, trust, openness, and acceptance, as well as support for healthy behavior change. We leverage this by introducing a Walk-step challenges game that will defferine from one patients to another based on their age. Family members will be the primary focus to support the patient on attaining the positive behavioral.

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

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

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

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Usability Testing

9

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Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process. (Nielsen Norman

Group,2016)

Usability is defined by these quality components:

1. Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?

2. Efficiency: Once users have learned the design, how quickly can they perform tasks?3. Errors: How many errors do users make, how severe are these errors, and how easily can they

recover from the errors?4. Satisfaction: How pleasant is it to use the design?

Usability

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The Usability –Test Plan The purpose of this test is to evaluate the usability of the app designed for type-2 diabetes. The plan consist of the following :

Scenarios Evaluation methods Test environment and

equipment Test Artifacts

• Screener • Pre-test questionnaire • Post-task

questionnaire • Post-test

questionnaire • Product reaction card

Content of Test Plan

5 inches screen

Android – OS

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Participants

5 Patient

s3

Experts

“ … The best results come from testing no more

than 5 users and running as many small tests as

you can afford.” Jakob Nielsen principal, Nielsen Norman Group

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EVALUATION METHODS

The test evaluation will include pre-test, post-task, and post-test questionnaires, post-test interviews and product reaction card responses. The combination of quantitative and qualitative data will be compiled and analyzed.

Qualitative User's comments and questions User responses to product reaction cards

Quantitative

Effectiveness, efficiency and satisfaction. Number of users able to complete task Number of attempts required to complete task Pre-test, Post-task, and Post-test questionnaires

“If you want to know whether your software… is easy enough to use, watch some

people while they try to use it and note where they run into trouble. Then fix it,

and test it again.” Steve Krug

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Post-Task Questionnaire

st rong ly a g r ee a g ree disa g ree

20

60

20

Efficiencyx

agree neutral

80

20

Effectivenessx

agree neutral

66.7

33.3

Efficiency

x

x

100

effectivenessagree

agree

VS

Patients Review

Expert Review

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Satisfaction

strongly agree agree neutral

20

60

20

Satisfactionx

agree neutral

33.3

66.7

Satisfaction

x

VS

Patients Review

Expert Review

Satisfaction was calculated based on overall and Metaphor on particular.

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System usability Scale - SUSThe System Usability Scale (SUS) is a simple, widely used 10-statement survey developed by John Brooke while at Digital Equipment Corporation in the 1980s. It has ever since then been tested and at best trusted in finding out the experience of a user with regards to an application. The tool asks users to rate their level of agreement or disagreement to the 10 statements, of which half of them are negative and half, positive (Gardner et al, 1998). Its benefit is rely on its reliable results for small size users , it’s valid it can differentiate between usable and unusable system. The benchmark for the interpretation of the SUS scores is:

90-100= Best imaginable

80.3-89.9= Excellent

74-79= Good. (Bangor, 2008)

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System usability Scale - ResultBased on our SUS Usability test, our findings as follow :

84.37%

85%

83.3%

Overall Usability ResultWhich is far greater than the minimum acceptable mean score of a SUS which is 68

Patients Reviewthe highest occurring score is 80, which is also the minimum score and lower than the mean value. This means that a greater population of the parameters studied just feels the work is excellent. The standard deviation is 3.535, which is very low and suggests that the scores are not so far apart from each other

Expert ReviewWith the minimum score being 80 and the maximum score being 87.5, it shows that the scores are closely related with patients mathematically, with a standard deviation of 3.11, which is very low

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72Desirability Test

Expert Review Patient Review

Motivating Appeal

ingUsable Clear

Predictable Relevant

Intuitive

Calm creative

Professional

Fast

attractive

Entertaining

The Microsoft Desirability Toolkit (also known as the Microsoft Reaction Card Method) can help designers gauge users’ responses to the aesthetic qualities ( study of emotion and mind) of application.

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Future work • As future work, we will conduct a full-scale evaluation of our application to find out its impact after using

the application for a short and long-term. The Pre-Post Intervention test would be applied to test the effectiveness and accuracy of the applied TTM strategies in our design.

• The next iteration of our application will also put into consideration some of the insights and the suggestions from this preliminary evaluation.

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Conclusion Health behavior theories assist in understanding health behavior problems, developing

intervention based on salient determinants that affect behaviors and evaluating the effectiveness of the health interventions. The most effective persuasive interventions for behavior change usually occur when the intervention is behaviorally focused and theory driven(Consolvo, McDonald, & Landay, 2009).Therefore, persuasive technology can be made optimally effective, if they are also combined or supported by behavior change theories (Shegog, 2010).

The outcome have proven that the impact of user on PT designs for healthy lifestyle is critically important. Nonetheless, healthy lifestyle 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 application for healthy eating behavior. (Miller & Pumariega, 2001)

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Conclusion This paper unfolds the benefit of using trans-theoretical and other behavioral theory with

Persuasive framework to build optimally effective and usable healthy-lifestyle application designed specifically for type-2 diabetes patients. The Persuasive design and trans-theoretical model have guided us through the understanding and empathizing with type-2 diabetes from the designer’s perspective.

This study resolved all identified problems as described. Objectives were achieved throughout the research process. A detailed user personas for Type-2 Diabetes app were produced and converted into a set of design interfaces of our App.

The usability evaluation shows that this proposed app gains a high acceptance by our target-users with accepted by the end-user with the SUS score of 84.375, which is far greater than the minimum acceptable mean of 8. his is a great sign of usability and acceptance.

The App has been proven in sum to be effective in achieving its aims, efficient and satisfactory enough with regards to the needs of the users.

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Acknowledgement I would like to express my sincere gratitude and appreciation to

Dr. Azrina Kamaruddinfor her supervision and constant support. Her invaluable help of constructive comments and suggestions throughout this research.

Dr. Zulfitri 'Azuan Bin MatDr.Zulfitri has c

Dr. Alfian Abdul HalinMuch thanks and appreciation to Dr. Alfian for his time to test and give his valuable

comments and suggestion on the app. His compliment on the app was a great

incentive to continue with this app on the future.

Dr. Idyawati HusseinEven in her busiest schedule she devoted some of her time to do the usability test. Her input were exceptionally useful and

professionally insightful. I truly appreciate her time.

Diabetic PatientsWords can’t express how much I thank and appreciate the  willingness and time that

most of patients have given into this project, throughout the analysis, validating the data and lastly taking the usability test and provided their recommendation. Much

appreciation

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Terima Kasih

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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

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