The implementation of a mobile application to decrease occupational sitting through goal setting and social comparison
- Authors: Tsaoane, Moipone Lipalesa
- Date: 2022-10-14
- Subjects: Sedentary behavior , Sitting position , Feedback , Mobile apps , Behavior modification , Agile software development
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/365544 , vital:65758
- Description: Background: Feedback proves to be a valuable tool in behaviour change as it is said to increase compliance and improve the effectiveness of interventions. Interventions that focus on decreasing sedentary behaviour as an independent factor from physical activity are necessary, especially for office workers who spend most of their day seated. There is insufficient knowledge regarding the effectiveness of feedback as a tool to decrease sedentary behaviour. This project implemented a tool that can be used to determine this. To take advantage of the cost-effectiveness and scalability of digital technologies, a mobile application was selected as the mode of delivery. Method: The application was designed as an intervention, using the Theoretical Domains Framework. It was then implemented into a fully functioning application through an agile development process, using Xam- arin.Forms framework. Due to challenges with this framework, a second application was developed using the React Native framework. Pilot studies were used for testing, with the final one consisting of Rhodes University employees. Results: The Xamarin.Forms application proved to be unfeasible; some users experienced fatal errors and crashes. The React Native application worked as desired and produced accurate and consistent step count readings, proving feasible from a functionality standpoint. The agile methodology enabled the developer to focus on implementing and testing one component at a time, which made the development process more manageable. Conclusion: Future work must conduct empirical studies to determine if feedback is an effective tool compared to a control group and which type of feedback (between goal-setting and social comparison) is most effective. , Thesis (MSc) -- Faculty of Science, Computer Science, 2022
- Full Text:
- Date Issued: 2022-10-14
- Authors: Tsaoane, Moipone Lipalesa
- Date: 2022-10-14
- Subjects: Sedentary behavior , Sitting position , Feedback , Mobile apps , Behavior modification , Agile software development
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/365544 , vital:65758
- Description: Background: Feedback proves to be a valuable tool in behaviour change as it is said to increase compliance and improve the effectiveness of interventions. Interventions that focus on decreasing sedentary behaviour as an independent factor from physical activity are necessary, especially for office workers who spend most of their day seated. There is insufficient knowledge regarding the effectiveness of feedback as a tool to decrease sedentary behaviour. This project implemented a tool that can be used to determine this. To take advantage of the cost-effectiveness and scalability of digital technologies, a mobile application was selected as the mode of delivery. Method: The application was designed as an intervention, using the Theoretical Domains Framework. It was then implemented into a fully functioning application through an agile development process, using Xam- arin.Forms framework. Due to challenges with this framework, a second application was developed using the React Native framework. Pilot studies were used for testing, with the final one consisting of Rhodes University employees. Results: The Xamarin.Forms application proved to be unfeasible; some users experienced fatal errors and crashes. The React Native application worked as desired and produced accurate and consistent step count readings, proving feasible from a functionality standpoint. The agile methodology enabled the developer to focus on implementing and testing one component at a time, which made the development process more manageable. Conclusion: Future work must conduct empirical studies to determine if feedback is an effective tool compared to a control group and which type of feedback (between goal-setting and social comparison) is most effective. , Thesis (MSc) -- Faculty of Science, Computer Science, 2022
- Full Text:
- Date Issued: 2022-10-14
A framework for guiding the interdisciplinary design of mHealth intervention apps for physical activity behaviour change
- Authors: Thomson, Callie Deborah
- Date: 2022-04-06
- Subjects: Wireless communication systems in medical care , Exercise Health aspects , Behavior modification , Mobile apps , Medical care Technological innovations , Medical informatics , Health promotion Technological innovations , Application software Development , Design Science Research (DSR)
- Language: English
- Type: Doctoral theses , text
- Identifier: http://hdl.handle.net/10962/232193 , vital:49970 , DOI http://doi.org/10.21504/10962/232193
- Description: The global pandemic of noncommunicable diseases and its associated premature mortality rates and socioeconomic burden have led to increasingly intensified efforts towards designing and delivering health promotion interventions aimed at addressing the leading modifiable health risk behaviours, such as physical inactivity. Developing physical activity behaviour change interventions that target individuals at the dual intra-interpersonal socioecological levels of health promotion has become a key objective worldwide. Digital and mobile technology is revolutionising the ways in which health behaviour change interventions are delivered to individuals across the world, with mobile health applications (mHealth apps) increasingly recognised as a powerful means of promoting physical activity behaviour change. However, with the growth and opportunities of mHealth apps, come several design challenges. Key design challenges concern the integration of theory, the incorporation of evidence-based behaviour change techniques, the application of persuasive systems design principles, and the importance of multi- and interdisciplinary collaborative design, development and evaluation approaches. These key challenges influence the output product design and effectiveness of mHealth physical activity behaviour change intervention apps. There exists a paucity of approaches for guiding and supporting the multi- and interdisciplinary collaborative design, development and evaluation of mHealth physical activity behaviour change intervention apps. To address this gap, this research study proposes an Interdisciplinary mHealth App Design Framework, framed by a novel boundary object view. This view considers the diverse communities of practice, boundary objects and supporting artefacts, process activities, and knowledge sharing practices necessary and relevant to the design of effective mHealth physical activity behaviour change intervention apps. The framework’s development is guided by a Design Science Research (DSR) approach. Its core components are based on the findings of a critical theoretical analysis of twenty existing multi- and interdisciplinary digital health development approaches. Once developed, the framework is evaluated using a qualitative DSR linguistic interpretivist approach, with semi-structured interviews as the research instrument. The thematic analysis findings from interviews with thirty-one international academic researchers and industry practitioners informs the iterative modification and revision of an enhanced Interdisciplinary mHealth App Design Framework, constituting the main DSR artefact contribution of the research study. In addition, four theoretical contributions are made to the mHealth intervention app design body of knowledge, and a practical contribution is made through the provision of guideline recommendations for academics and industry practitioners. Methodological contributions are also made in terms of applying DSR, adopting a hybrid cognitive reasoning strategy, and employing a qualitative linguistic interpretivist approach to evaluation within a DSR project. , Thesis (PhD) -- Faculty of Commerce, Information Systems, 2022
- Full Text:
- Date Issued: 2022-04-06
- Authors: Thomson, Callie Deborah
- Date: 2022-04-06
- Subjects: Wireless communication systems in medical care , Exercise Health aspects , Behavior modification , Mobile apps , Medical care Technological innovations , Medical informatics , Health promotion Technological innovations , Application software Development , Design Science Research (DSR)
- Language: English
- Type: Doctoral theses , text
- Identifier: http://hdl.handle.net/10962/232193 , vital:49970 , DOI http://doi.org/10.21504/10962/232193
- Description: The global pandemic of noncommunicable diseases and its associated premature mortality rates and socioeconomic burden have led to increasingly intensified efforts towards designing and delivering health promotion interventions aimed at addressing the leading modifiable health risk behaviours, such as physical inactivity. Developing physical activity behaviour change interventions that target individuals at the dual intra-interpersonal socioecological levels of health promotion has become a key objective worldwide. Digital and mobile technology is revolutionising the ways in which health behaviour change interventions are delivered to individuals across the world, with mobile health applications (mHealth apps) increasingly recognised as a powerful means of promoting physical activity behaviour change. However, with the growth and opportunities of mHealth apps, come several design challenges. Key design challenges concern the integration of theory, the incorporation of evidence-based behaviour change techniques, the application of persuasive systems design principles, and the importance of multi- and interdisciplinary collaborative design, development and evaluation approaches. These key challenges influence the output product design and effectiveness of mHealth physical activity behaviour change intervention apps. There exists a paucity of approaches for guiding and supporting the multi- and interdisciplinary collaborative design, development and evaluation of mHealth physical activity behaviour change intervention apps. To address this gap, this research study proposes an Interdisciplinary mHealth App Design Framework, framed by a novel boundary object view. This view considers the diverse communities of practice, boundary objects and supporting artefacts, process activities, and knowledge sharing practices necessary and relevant to the design of effective mHealth physical activity behaviour change intervention apps. The framework’s development is guided by a Design Science Research (DSR) approach. Its core components are based on the findings of a critical theoretical analysis of twenty existing multi- and interdisciplinary digital health development approaches. Once developed, the framework is evaluated using a qualitative DSR linguistic interpretivist approach, with semi-structured interviews as the research instrument. The thematic analysis findings from interviews with thirty-one international academic researchers and industry practitioners informs the iterative modification and revision of an enhanced Interdisciplinary mHealth App Design Framework, constituting the main DSR artefact contribution of the research study. In addition, four theoretical contributions are made to the mHealth intervention app design body of knowledge, and a practical contribution is made through the provision of guideline recommendations for academics and industry practitioners. Methodological contributions are also made in terms of applying DSR, adopting a hybrid cognitive reasoning strategy, and employing a qualitative linguistic interpretivist approach to evaluation within a DSR project. , Thesis (PhD) -- Faculty of Commerce, Information Systems, 2022
- Full Text:
- Date Issued: 2022-04-06
Enabling social learning to stimulate value creation towards a circular economy: the case of the Food for Us food redistribution mobile application development process
- Authors: Durr, Sarah Jane
- Date: 2020-04
- Subjects: Social learning South Africa Eastern Cape , Mobile apps , Circular economy South Africa Eastern Cape , Communities of practice South Africa Eastern Cape , Social networks South Africa Eastern Cape , Food for Us (Application software)
- Language: English
- Type: Master's thesis , text
- Identifier: http://hdl.handle.net/10962/245736 , vital:51401
- Description: This M.Ed. study investigates the social learning enabled by a food redistribution mobile application (app) project, Food for Us, in the Raymond Mhlaba municipality in the Eastern Cape, South Africa. Over an 18 month period, the Food for Us mobile app innovation project was piloted in two case study sites, Worcester, Western Cape, and the Raymond Mhlaba municipality, Eastern Cape, in South Africa, the latter being the focus of this study. In South Africa, one-third of the food produced for consumption is wasted; paradoxically, 26% of all households’ experience hunger. Food surplus occurs in many contexts, including communities of emerging small scale farmers, many of which are not able to find markets for their produce, resulting in wastage. In a time of mobile technology expansion, the wide infiltration of Internet-enabled smartphones into diverse communities has increased dramatically with the uptake of mobile apps being a key area of interest amongst environmental educators. The Food for Us app project aims to address the challenges of food insecurity and market access for smallscale farmers by creating an innovative technological solution in the form of a mobile app. This research project aimed to investigate the social learning that was enabled within the communities of practice that utilised and interacted with the Food for Us mobile app and Food for Us project support systems. Data was collected through a series of surveys, interviews and workshops and was analysed using Wenger, Trayner and de Laat’s (2011) Value Creation Framework. The Food for Us app pilot was not successful in the way that was originally anticipated by the Food for Us team; however, there were important social learning findings that emerged from the project which opened up a new way of looking at technological innovation in the supply chains with the small scale farming contexts. The key findings that emerged from this study indicated that technological innovation on its own is not effective in enabling deep social learning. When facilitated and supported by other networked social learning systems (such as WhatsApp group, workshops and course meetings), however, boundary crossing, intergenerational learning and network building emerged as important forms of value creation that can be enabled. Through the analysis it was noted that inhibiting factors such as app trial design, lack of critical mass participation and continued application software challenges, affected the development of value. These inhibiting factors informed recommendations around the need to develop strong social networked systems around technologically innovative solutions to promote the realisation of transformative value. , Thesis (MEd) -- Faculty of Education, Education, 2020
- Full Text:
- Date Issued: 2020-04
- Authors: Durr, Sarah Jane
- Date: 2020-04
- Subjects: Social learning South Africa Eastern Cape , Mobile apps , Circular economy South Africa Eastern Cape , Communities of practice South Africa Eastern Cape , Social networks South Africa Eastern Cape , Food for Us (Application software)
- Language: English
- Type: Master's thesis , text
- Identifier: http://hdl.handle.net/10962/245736 , vital:51401
- Description: This M.Ed. study investigates the social learning enabled by a food redistribution mobile application (app) project, Food for Us, in the Raymond Mhlaba municipality in the Eastern Cape, South Africa. Over an 18 month period, the Food for Us mobile app innovation project was piloted in two case study sites, Worcester, Western Cape, and the Raymond Mhlaba municipality, Eastern Cape, in South Africa, the latter being the focus of this study. In South Africa, one-third of the food produced for consumption is wasted; paradoxically, 26% of all households’ experience hunger. Food surplus occurs in many contexts, including communities of emerging small scale farmers, many of which are not able to find markets for their produce, resulting in wastage. In a time of mobile technology expansion, the wide infiltration of Internet-enabled smartphones into diverse communities has increased dramatically with the uptake of mobile apps being a key area of interest amongst environmental educators. The Food for Us app project aims to address the challenges of food insecurity and market access for smallscale farmers by creating an innovative technological solution in the form of a mobile app. This research project aimed to investigate the social learning that was enabled within the communities of practice that utilised and interacted with the Food for Us mobile app and Food for Us project support systems. Data was collected through a series of surveys, interviews and workshops and was analysed using Wenger, Trayner and de Laat’s (2011) Value Creation Framework. The Food for Us app pilot was not successful in the way that was originally anticipated by the Food for Us team; however, there were important social learning findings that emerged from the project which opened up a new way of looking at technological innovation in the supply chains with the small scale farming contexts. The key findings that emerged from this study indicated that technological innovation on its own is not effective in enabling deep social learning. When facilitated and supported by other networked social learning systems (such as WhatsApp group, workshops and course meetings), however, boundary crossing, intergenerational learning and network building emerged as important forms of value creation that can be enabled. Through the analysis it was noted that inhibiting factors such as app trial design, lack of critical mass participation and continued application software challenges, affected the development of value. These inhibiting factors informed recommendations around the need to develop strong social networked systems around technologically innovative solutions to promote the realisation of transformative value. , Thesis (MEd) -- Faculty of Education, Education, 2020
- Full Text:
- Date Issued: 2020-04
A model for context awareness for mobile applications using multiple-input sources
- Authors: Pather, Direshin
- Date: 2015
- Subjects: Context-aware computing , Mobile apps , MIMO systems
- Language: English
- Type: Thesis , Masters , MCom
- Identifier: http://hdl.handle.net/10948/2969 , vital:20378
- Description: Context-aware computing enables mobile applications to discover and benefit from valuable context information, such as user location, time of day and current activity. However, determining the users’ context throughout their daily activities is one of the main challenges of context-aware computing. With the increasing number of built-in mobile sensors and other input sources, existing context models do not effectively handle context information related to personal user context. The objective of this research was to develop an improved context-aware model to support the context awareness needs of mobile applications. An existing context-aware model was selected as the most complete model to use as a basis for the proposed model to support context awareness in mobile applications. The existing context-aware model was modified to address the shortcomings of existing models in dealing with context information related to personal user context. The proposed model supports four different context dimensions, namely Physical, User Activity, Health and User Preferences. A prototype, called CoPro was developed, based on the proposed model, to demonstrate the effectiveness of the model. Several experiments were designed and conducted to determine if CoPro was effective, reliable and capable. CoPro was considered effective as it produced low-level context as well as inferred context. The reliability of the model was confirmed by evaluating CoPro using Quality of Context (QoC) metrics such as Accuracy, Freshness, Certainty and Completeness. CoPro was also found to be capable of dealing with the limitations of the mobile computing platform such as limited processing power. The research determined that the proposed context-aware model can be used to successfully support context awareness in mobile applications. Design recommendations were proposed and future work will involve converting the CoPro prototype into middleware in the form of an API to provide easier access to context awareness support in mobile applications.
- Full Text:
- Date Issued: 2015
- Authors: Pather, Direshin
- Date: 2015
- Subjects: Context-aware computing , Mobile apps , MIMO systems
- Language: English
- Type: Thesis , Masters , MCom
- Identifier: http://hdl.handle.net/10948/2969 , vital:20378
- Description: Context-aware computing enables mobile applications to discover and benefit from valuable context information, such as user location, time of day and current activity. However, determining the users’ context throughout their daily activities is one of the main challenges of context-aware computing. With the increasing number of built-in mobile sensors and other input sources, existing context models do not effectively handle context information related to personal user context. The objective of this research was to develop an improved context-aware model to support the context awareness needs of mobile applications. An existing context-aware model was selected as the most complete model to use as a basis for the proposed model to support context awareness in mobile applications. The existing context-aware model was modified to address the shortcomings of existing models in dealing with context information related to personal user context. The proposed model supports four different context dimensions, namely Physical, User Activity, Health and User Preferences. A prototype, called CoPro was developed, based on the proposed model, to demonstrate the effectiveness of the model. Several experiments were designed and conducted to determine if CoPro was effective, reliable and capable. CoPro was considered effective as it produced low-level context as well as inferred context. The reliability of the model was confirmed by evaluating CoPro using Quality of Context (QoC) metrics such as Accuracy, Freshness, Certainty and Completeness. CoPro was also found to be capable of dealing with the limitations of the mobile computing platform such as limited processing power. The research determined that the proposed context-aware model can be used to successfully support context awareness in mobile applications. Design recommendations were proposed and future work will involve converting the CoPro prototype into middleware in the form of an API to provide easier access to context awareness support in mobile applications.
- Full Text:
- Date Issued: 2015
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