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Professionals and clients see the potential of apps and wearables in supporting an active lifestyle. However, they are not yet widely used due to barriers such as limitations of current apps and concerns about the use by clients. Future research ideas: • Gain more insight into the factors that explain the acceptance and use of these technologies for both professionals and clients. • Finding out how professionals can be supported in using apps and wearables.
In this presentation we presented the results of expert meetings. The aim was to identify which features in sport- and health-related apps contribute to effectiveness of apps. A nominal group technique was used.
Which factors are important for effectiveness of sport- and health-related apps? Results of focus groups with experts.Dallinga, J, van der Werf, J , Janssen, M, Vos, S, Deutekom-Baart de la Faille, M.A huge amount of sport- and health-related smartphone applications (apps) is available in the app stores [1]. These apps are often used by individual recreational athletes participating in running, walking or cycling [2]. Exercise apps ideally should support athletes and encourage them to be physical active in a frequent and healthy way. In order to reach these goals, more insight into the value of different app features is necessary. With this knowledge the health enhancing effects of apps can be improved. Therefore the aim of this study was to identify which features in sport- and health-related apps are important for stimulating and maintaining physical activity. Two focus groups (n=4 & n=3) were organized to identify and rank app features relevant for increasing and maintaining physical activity. These groups were facilitated by two of the authors (JD and JvdW). A nominal group technique was used. Seven behavioral and sport scientists participated in the focus groups consisting of three consultation rounds. In the first round these experts were asked to individually list all factors that they found necessary for increasing and maintaining physical activity. After that, all factors were collected, explained and listed on a white board. In the second round the experts were asked to individually rank the ten most important features. Subsequently, these rankings were discussed groupwise. In the last round, the experts individually made a final ranking of the ten most important features. In addition, they were also asked to appoint a score to each feature (0-100), to indicate the importance.The participants in the focus groups generated 28 and 24 features respectively in round one. After combining these features and checking for duplicates, we reduced the number of features to 25. Factors with highest frequency in the top 10 most important factors were ‘usability’ (n=7), ‘monitoring’ (n=5), ‘fun’ (n=5), ‘anticipating/context awareness’ (n=5) and ‘motivational feedback’ (n=4). Factors with highest importance scores were ‘instructional feedback’ (95.0), ‘motivating/challenging’ (95.0), ‘monitoring’ (92.5), ‘peer rating and peer use’ (92.0) and ‘motivational feedback’ (91.3). In conclusion, based on opinions of behavioral and sport scientists several app features were extracted related to physical activity, with instructional feedback and features that motivate or challenge the athlete as most important. A smart and tailored app may need to be developed that can provide feedback and anticipate on the environment. A feature for monitoring and a fun element may need to be included as well. Interestingly, usability was mentioned by all experts, this seems to be a premise for effectiveness of the app. Based on the results of this study, currently available exercise app rating scales could be revised [3, 4].This research is cofinanced by ‘Regieorgaan SIA’, part of the Netherlands Organisation for Scientific Research (NWO) and by the Dutch national program COMMIT.References[1] Yuan S, Ma W, Kanthawala S, Peng W. Keep Using My Health Apps: Discover Users' Perception of Health and Fitness Apps with the UTAUT2 Model. Telemed J E Health. 2015 Sep;21(9):735-41. doi: 10.1089/tmj.2014.0148.[2] Dallinga JM., Janssen M, van der Bie J, Nibbeling N, Krose B, Goudsmit J, Megens C, Baart de la Faille-Deutekom M en Vos S. De rol van innovatieve technologie in het stimuleren van sport en bewegen in de steden Amsterdam en Eindhoven. Vrijtijdstudies. 2016, 34 (2): 43-57.[3] Abraham C, Michie S. A taxonomy of behavior change techniques used in interventions. Health Psychol. 2008 May;27(3):379-87. doi: 10.1037/0278-6133.27.3.379.[4] Stoyanov SR, Hides L, Kavanagh DJ, Zelenko O, Tjondronegoro D, Mani M. Mobile app rating scale: a new tool for assessing the quality of health mobile apps. JMIR Mhealth Uhealth. 2015 Mar 11;3(1):e27. doi: 10.2196/mhealth.3422
Results of an explorative study to gather experiences and identify barriers and facilitators for using e-health apps and wearables.
The aim of this study was to identify expert perception on which features are important for the effectiveness of physical activity–related apps for participation in individual, recreational sports. This study was part of a research project 'For everyone an app?!'.
In recent years, there has been an exponential increase in the use of health and sports-related smartphone applications (apps). This is also reflected in App-stores, which are stacked with thousands of health- and sports-apps, with new apps launched each day. These apps have great potential to monitor and support people’s physical activity and health. For users, however, it is difficult to know which app suits their needs. In this paper, we present an online tool that supports the decision-making process for choosing an appropriate app. We constructed and validated a screening instrument to assess app content quality, together with the assessment of users’ needs. Both served as input for building the tool through various iterations with prototypes and user tests. This resulted in an online tool which relies on app content quality scores to match the users’ needs with apps that score high in the screening instrument on those particular needs. Users can add new apps to the database via the screening instrument, making the tool self-supportive and future proof. A feedback loop allows users to give feedback on the recommended app and how well it meets their needs. This feedback is added to the database and used in future filtering and recommendations. The principles used can be applied to other areas of sports, physical activity and health to help users to select an app that suits their needs. Potentially increasing the long-term use of apps to monitor and to support physical activity and health.
Background: A large number of people participate in individual or unorganized sports on a recreational level. Furthermore, many participants drop out because of injury or lowered motivation. Potentially, physical activity–related apps could motivate people during sport participation and help them to follow and maintain a healthy active lifestyle. It remains unclear what the quality of running, cycling, and walking apps is and how it can be assessed. Quality of these apps was defined as having a positive influence on participation in recreational sports. This information will show which features need to be assessed when rating physical activity–related app quality. Objective: The aim of this study was to identify expert perception on which features are important for the effectiveness of physical activity–related apps for participation in individual, recreational sports. Methods: Data were gathered via an expert panel approach using the nominal group technique. Two expert panels were organized to identify and rank app features relevant for sport participation. Experts were researchers or professionals in the field of industrial design and information technology (technology expert panel) and in the field of behavior change, health, and human movement sciences who had affinity with physical activity–related apps (health science expert panel). Of the 24 experts who were approached, 11 (46%) agreed to participate. Each panel session consisted of three consultation rounds. The 10 most important features per expert were collected. We calculated the frequency of the top 10 features and the mean importance score per feature (0-100). The sessions were taped and transcribed verbatim; a thematic analysis was conducted on the qualitative data. Results: In the technology expert panel, applied feedback and feedforward (91.3) and fun (91.3) were found most important (scale 0-100). Together with flexibility and look and feel, these features were mentioned most often (all n=4 [number of experts]; importance scores=41.3 and 43.8, respectively). The experts in the health science expert panels a and b found instructional feedback (95.0), motivating or challenging (95.0), peer rating and use (92.0), motivating feedback (91.3), and monitoring or statistics (91.0) most important. Most often ranked features were monitoring or statistics, motivating feedback, works good technically, tailoring starting point, fun, usability anticipating or context awareness, and privacy (all n=3-4 [number of experts]; importance scores=16.7-95.0). The qualitative analysis resulted in four overarching themes: (1) combination behavior change, technical, and design features needed; (2) extended feedback and tailoring is advised; (3) theoretical or evidence base as standard; and (4) entry requirements related to app use. Conclusions: The results show that a variety of features, including design, technical, and behavior change, are considered important for the effectiveness of physical activity–related apps by experts from different fields of expertise. These insights may assist in the development of an improved app rating scale.
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Individual and unorganized sports with a health-related focus, such as recreational running, have grown extensively in the last decade. Consistent with this development, there has been an exponential increase in the availability and use of electronic monitoring devices such as smartphone applications (apps) and sports watches. These electronic devices could provide support and monitoring for unorganized runners, who have no access to professional trainers and coaches. The purpose of this paper is to gain insight into the characteristics of event runners who use running-related apps and sports watches. This knowledge is useful from research, design, and marketing perspectives to adequately address unorganized runners’ needs, and to support them in healthy and sustainable running through personalized technology. Data used in this study are drawn from the standardized online Eindhoven Running Survey 2014 (ERS14). In total, 2,172 participants in the Half Marathon Eindhoven 2014 completed the questionnaire (a response rate of 40.0%). Binary logistic regressions were used to analyze the impact of socio-demographic variables, running-related variables, and psychographic characteristics on the use of running-related apps and sports watches. Next, consumer profiles were identified. The results indicate that the use of monitoring devices is affected by socio-demographics as well as sports-related and psychographic variables, and this relationship depends on the type of monitoring device. Therefore, distinctive consumer profiles have been developed to provide a tool for designers and manufacturers of electronic running-related devices to better target (unorganized) runners’ needs through personalized and differentiated approaches. Apps are more likely to be used by younger, less experienced and involved runners. Hence, apps have the potential to target this group of novice, less trained, and unorganized runners. In contrast, sports watches are more likely to be used by a different group of runners, older and more experienced runners with higher involvement. Although apps and sports watches may potentially promote and stimulate sports participation, these electronic devices do require a more differentiated approach to target specific needs of runners. Considerable efforts in terms of personalization and tailoring have to be made to develop the full potential of these electronic devices as drivers for healthy and sustainable sports participation.