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  • Dietitians and Nutritionists Behaviour on Social Media: A Scoping Literature Review
    Publication . Saboia, Inga; Almeida, Ana Margarida Pisco; Sousa, Pedro; Pernencar, C.
    At its present state, Social Media (SM) is an important stage to promote user participation, acting as an open space for the discussion of a multitude of fields, one of which being health. Professionals, like Registered Nutritionists and Dietitians (RNDs), whose access to media was traditionally more restricted, are also more engaged in this new context, creating a new scenario. To better understand how is this group of professionals using social media to communicate with their audiences is the main objective of this study. To approach this topic, a mapping was conducted, followed by a presentation of the summary of the evidence discovered: RDNs demographic and professional profile; their most used social media tools; the reasons why they use social media; their common behaviours and attitudes, as well as a review of the gaps and shortcomings in the literature. A literature review, using a structured approach was also conducted. 2877 works were screened, but only 8 were associated with answers. Of these 8, there were 2 studies that partially presented a quantitative analysis. Results show lacks in consolidated studies that can be used to support the creation of knowledge in this field. This lead to conclude that research about social media usage by nutritionist, at present, remains in a nascent stage and requires further studies.
  • Development of an mHealth Platform for Adolescent Obesity Prevention: User-Centered Design Approach
    Publication . Reis, Catarina I.; Pernencar, Cláudia; Carvalho, Marta; Gaspar, Pedro; Martinho, Ricardo; Frontini, Roberta; Alves, Rodrigo; Sousa, Pedro
    Obesity is a chronic condition that influences the quality of life of patients and families while increasing the economic burden for the world population. Multidisciplinary prevention programs are crucial to address it, allowing an early introduction of healthy behaviors into daily habits. Mobile health interventions provide adequate support for these programs, especially considering the gamification techniques used to promote users’ engagement. TeenPower is a multidisciplinary mHealth intervention program conducted in Portugal during 2018 to empower adolescents, promoting healthy behaviors while preventing obesity. An agile software development process was applied to the development of the digital platform that holds a web-based application and a mobile application. We also propose a model for future developments based on the user-centered design approach adopted for this development and the assessment conducted in each phase. The user-centered design approach model proposed has three distinct phases: (1) design study; (2) pre-production usability tests; and (3) post-production data. Phase 1 allowed us to obtain the high-fidelity version of the graphical user interfaces (n = 5). Phase 2 showed a task completion success rate of 100% (n = 5). Phase 3 was derived from statistical analysis of the usage of the platform by real end users (n = 90). We achieved an average retention rate of 35% (31 out of 90 participants). Each technique has provided input for the continuous design and improvement of the platform. This allowed the creation of a tailored platform that could meet users’ expectations. Nevertheless, the retention rate decreased significantly over a short period of time, revealing the need for further work in the improvement of the gamification experience.
  • What are Dietitians and Nutritionists doing on social media? A proposal of an online survey
    Publication . Saboia, Inga; Pisco Almeida, Ana Margarida; Sousa, Pedro; Pernencar, C.; Silva, Rui
    Registered Dietitians and Nutritionists (RDNs) have been taking on a role as communicators on social media. This phenomenon is in line with nutritional culture defending the right way of eating based on their scientific knowledge. It is necessary to understand new dynamics between RDNs and social media users. Under this context an online survey was created to understand how these health professionals carry out their role on social media to promote health issues, to become known, to communicate with their followers and patients. This paper describes the creation process of the online survey to be submitted to RDNs from Portugal using Design Thinking method.
  • Are you ready for the challenge? Social Media Health Challenges for Behaviour Change
    Publication . Saboia, Inga; Almeida, Ana Margarida Pisco; Sousa, Pedro; Pernencar, Cláudia
    Challenges are one of the most common strategies used by Opinion Leaders on Social Media to engage users. They are often found in different areas; in the Health field, the use of challenges is growing, namely through initiatives aiming at eating behaviour change. Instagram is considered to be one of the most used Social Media applications to develop these initiatives, allowing Opinion Leaders to communicate and engage with their online followers. Despite this scenario, little is known regarding how Health Challenges are being used and what is their impact on behaviour change. Previous research has already shown how Opinion Leaders use Instagram to promote eating behaviour change. The purpose of this paper is to conceptualize, describe and discuss Social Media Health Challenges, aiming to analyse Instagram challenges on healthy eating. The study was organized in two phases: the first one is a literature review based on Prisma method that supported the conceptualisation of SocialMedia Challenges and the design for the second phase where Social Media Health Challenges of Opinion Leaders, such as Nutritionists, Health Lifestylers and Patient Opinion Leaders (POLS) were analysed. Results showed that most of the challenges are promoted by Patient Opinion Leaders and Health Lifestylers. Followers adhere to Social Media Health Challenges related to weight loss, engaging with Opinion Leaders. The psychological-cognitive components (such as habits, motivation, and self-control) were found in the analysed challenges, and Instagram is one of the used tools to promote these Initiatives. These results point to new paths regarding future research on other behaviour change online initiatives.
  • Virtual Reality in Depressive and Anxiety Symptomatology – Contributions to REVIDA project from a mobile app mapping
    Publication . Ruívo, Marília; Frontini, Roberta; Pernencar, Cláudia
    The worldwide prevalence of mental health diseases is alarming. 792 million individuals have a mental disorder such as anxiety or depression. Treatment varies among the types of illness. They can be expensive and, in order to be effective, must address a combination of psychotherapy and medications. The drugs used for treating symptoms present a risk of negative side effects. Studies have shown the benefits of other co-therapies such as physical exercise. In this case, the ability to simulate reality can strongly increase the introduction of other psychological therapies and treatment results can be improved through new immersive experiences. Virtual Reality Exposure Therapy has demonstrated its effectiveness by allowing patients to gradually face fearful stimuli or stressful situations. Recent studies showed that the use of Virtual Reality is effective and safe for mental health. Particularly, in the scenario of how Virtual Reality simulation could increase empathy and behaviour change. This article presents a preliminary study of the REVIDA project: It aims to investigate through Benchmarking and SWOT Analysis the possible integration of Virtual Reality in mental illness monitoring in Portugal. Results show that there exist several new opportunities for using Virtual Reality technology in mental health and wellbeing.
  • CAPÍTULO III - PROMOVENDO COMPORTAMENTOS SAUDÁVEIS NA ADOLESCÊNCIA COM UMA APLICAÇÃO MÓVEL: O PROCESSO DE ILUSTRAÇÃO, DESIGN E GAMIFICAÇÃO.
    Publication . Reis, Catarina; Pernencar, Cláudia; Carvalho, Marta; Fragata, Nuno; Martinho, Ricardo; Alves, Rodrigo; Morais, Teresa
    o Projeto TeenPower adotou um conjunto de estratégias com o intuito de promover a solução de mHealth especialmente concebida para adolescentes. No sentido de divulgar, promover e envolver os adolescentes na utilização desta aplicação móvel foi necessário definir e seguir orientações de promoção que viabilizassem a utilização da aplicação. A imagem da marca TeenPower e o seu logotipo customizado foram utilizados em operações de marketing e divulgação junto dos adolescentes, numa perspetiva de gerar afinidade e identificação/reconhecimento com o projeto. Foram criadas ilustrações e grafismos específicos para adolescentes, no sentido de promover hábitos de vida saudáveis através de cartazes para impressão ou digitais especialmente concebidos para adolescentes. Este processo decorreu no âmbito de uma unidade curricular uC de Design e Composição Gráfica do curso de Ilustração e Produção Gráfica e envolveu todos os estudantes no sentido de lhes permitir experimentar com um caso real a temática da uC. Toda a experiência de utilização da aplicação móvel foi cuidadosamente concebida, validada e implementada, de forma incremental e continuada. A geração desta experiência de utilização foi merecedora de um estudo em 3 fases que apostou fortemente na realimentação do sistema recorrendo ao feedback obtido pelos utilizadores/avaliadores num determinado momento. o envolvimento de estudantes das áreas de design, enfermagem e engenharia permitiu tirar partido de uma equipa multidisciplinar que, conjuntamente com utilizadores adolescentes, concebeu a base de trabalho para a implementação descrita posteriormente na secção 3 do presente capítulo. Finalmente, e diretamente relacionado com o envolvimento continuado dos adolescentes surge a aposta na utilização de uma aplicação móvel. A gamificação foi uma das técnicas utilizadas, tanto na fase de conceção e desenho, como posteriormente, na fase de implementação. o grande objetivo foi conseguir manter os utilizadores envolvidos e dar uma resposta efetiva à redução da taxa de retenção dos utilizadores, da plataforma de mHealth TeenPower
  • Planning a health promotion program: Mobile app gamification as a tool to engage adolescents
    Publication . Pernencar, Cláudia ; Sousa, Pedro; Frontini, Roberta; Martinho, Ricardo; Runte, Daniel; Mendes, Denis; Carvalho, Miguel
    Over the past decade, the World Health Organization (WHO) has been alerting about the existing overweight prevailing among the adolescents’ group. This group is considered a nutritional risk group mainly because of less correct eating patterns and misbehaviors towards physical activity. To prevent obesity within this risk group, we are working on a mobile application involving gamification techniques. This article presents the preliminary results of a design study for this app, and explores possible design guidelines and processes based on results achieved in preliminary user interface and experience tests.