5. 5
Diabetes- Prevalence Worldwide
30M
US
4M
UK 3.2M
MALAYSIA
WP Region
138 Million People.W
Today
387 Million - Diabetic worldwideT By 2035
More than 1 / 2 Billion PeopleP
Malaysia
3.2 Million People with Diabetes.M
BY 2035
More than 202 Million People.F
6. 6
Diabetes in Malaysia
In the year2014, 3.2 million people
in Malaysia were living with
diabetes. Age ≥ 18 - which makes 16%
Blindness
Foot
Problems
Stroke
High
Blood
Pressure
Heart
Disease
Co st p e r p e rso n
570$
S i g n i f i can t Ef f e ct s
Prevalenceof diabetes in adults, age ≥ 18
7. 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% oftype 2 diabetes are believed to be preventable and
reversible.
8. Type II Diabetes is a lifestyle Disease
Over the age of ≥ 40, develop type 2 diabetes.
II
1 in 20
Symptoms =
9. 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 canprovide an interactive
information tools to boost patient knowledge and self management.
10. 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
YY
In 2014
There were over 20, 000 health apps in
popular app storein the year. (Deloitte,
2014).
D
Over 1000Apps
Were classified as diabetes related.
(Deloitte, 2014).
%
Statistic shows
70% of theapps have achieved minimal
success with only 30% of theapp
managing to obtain 90 days user
retention. (Deloitte, 2014).
lack of personalized feedback
Usability issues
Lack of customizability
11. 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.
12. 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. 13
Objectives
To produce a user persona
Persona
To design a mobile application for
Type-2 Diabetes patients to
maintain a healthy eating habit.
Design & Develop
To evaluate the usability of the
mobile application
Usability
14. 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.
1
Demographic
Study theDemographicofType-2 diabetes in Malaysia
particularlyconcerning healthy eating.
2
Model & Strategies
Study thehealth behavior model and theory that could be
useful in choosing the appropriatepersuasivestrategies.
3
Persona & Development
Prototypeand evaluatea user-centered application tool
and verify if the application helped the end-target audience.
16. B.J.Fogg described Captologyas “the study on the design, researchand user’s interactionwith
any computing systemthat are created with a focuson 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. 17
Captology
In 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).
1
Product of a HCI
examines on how people arepersuaded when
interacting with computing productsas opposed to
computer-mediated communication(CMC)
2
Focus on intentionality
a technology must focus on intentionality
and planned persuasiveeffects,
3
Focus on endogenously
which means thestrategy and techniques to persuadeare
embedded in the technology itselfas theopposed of
exogenously and autogenously
Three Criteria must meet
18. Interactive technology can
permit individuals to
experience information
particularly created to
shape their feelings
As Media
Technologies can increase
people’s ability to perform a
target behavior and allowing
people to do things more easily
As Tool
persuasive technologies
invoke social reactions
from users or tackle
pseudo-human role.
Provide social support
As Social actor
Functional triads
19. 19
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-
efficacyabout their ability to initiate and maintain healthy
eating behavior. (Orji et al., 2012).
21. 21
THE FOGGBEHAVIOURMODEL
The Fogg Behavior Model shows that threeelementsmustconverge
at the same moment fora behavior to occur:.
Behavior = MAT
M
Motivation
A
Ability
T
Trigger
BehaviorElements
CoreMotivator
T
Time
M
Money
E
Effort
R
Routine
22. How to build a persuasive tool ?
What are the principles and
processes of behavior
change ?
What strategy to be used ?
23. 23
Transtheoretical model (TTM)
Precontemplation
Contemplation
Maintenance
Preparation
Aware ofthe problemand
Have thedesire to change
Intendsto take action
Unaware Of theproblem
Workto sustainthe behavior
Practices thedesired behavior
Create awareness; change
values and beliefs
Persuade and motivate
Educate
Facilitate Action
Reinforcechanges
Reminderand communication
(Prochaska, DiClemente, & Norcross, 1992.).
Self efficacyIncreasing
24. 24
Behavior Strategies
Self-Monitoring
Observing and recording of patient’s behavior
such as food intake ( eg. Amount, type, calorie ,
carbs and nutritional value of the foods
consumed).
01
Goal Settings
Specifyclear. Attainableandmeasurable goals
for eatinghabits, physicalactivity. It determines
patient’sconfidence
03
Stimulus Control
Modifying environment cuestoeating( eg.
Reducingexposure tohigh-calorie or sugar
food) Purchase portion-controlledfoods
05
Decision Support (Suggestion)
encouraginga patientsto consume more water andthe tool
would remindthe patientsabout “the benefit of consuming
more water"every30 minutesor so. Such asJust-in-time
Messages
02
Reinforcement(Rewards)
Reinforcement managementprovidesconsequencesfor taking
stepsin a positive direction. Perceivedvalue
04
Counter Conditioning
Counter conditioningrequireslearning healthybehaviorsas
substitutesfor problem behaviors.E.g Walkingas a healthier
alternative than“comfort foods” asa wayto cope with stress.
06
27. 27
Current progress
1Start
Stage 1
Conducteda literature
reviewof diabetesandself-
management practices
specificallyin the domainof
healthyeating behaviour,
persuasive technologyand
theoriesof behavior change
Stage 2
an official ethics form was
presented to the
researchers’ educational
guild (DiabetesMalaysia)
Stage 3
semi-structuredinterviews
were conductedwithType
2 diabetic patients
Jan 25
Compilation
Producingpersona, use
case diagramandTask
Analysis, conceptualmodel
Jan 30
4
3
2
28. 28
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)
30. IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from
https://www.idf.org/membership/wp/malaysia
Davidson,R. (1992). The Prochaska and DiClementemodel: 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 historicaland 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: MobilePersuasion.
Fogg, B. J. (2003). Persuasive technology using computers to change what we think and do. Retrieved from
http://site.ebrary.com/id/10186233
IDF. (2014). Diabetesin Malaysia 2014. Retrieved December 11, 2015, from
https://www.idf.org/membership/wp/malaysia
Reference