Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study
Background: Adolescents’ consumption of healthy foods is suboptimal in low- and middle-income countries. Adolescents’ fondness for games and social media and the increasing access to smartphones make apps suitable for collecting dietary data and influencing their food choices. Little is known about...
| Main Authors: | , , , , , , , , , , , |
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| Format: | Journal Article |
| Language: | Inglés |
| Published: |
JMIR Publications
2022
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| Subjects: | |
| Online Access: | https://hdl.handle.net/10568/141308 |
| _version_ | 1855541720816549888 |
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| author | Braga, Bianca C. Nguyen, Phuong Hong Aberman, Noora-Lisa Doyle, Frank Folson, Gloria Hoang, Nga Thu Huynh, Phuong Koch, Bastien McCloskey, Peter Tran, Lan Hughes, David Gelli, Aulo |
| author_browse | Aberman, Noora-Lisa Braga, Bianca C. Doyle, Frank Folson, Gloria Gelli, Aulo Hoang, Nga Thu Hughes, David Huynh, Phuong Koch, Bastien McCloskey, Peter Nguyen, Phuong Hong Tran, Lan |
| author_facet | Braga, Bianca C. Nguyen, Phuong Hong Aberman, Noora-Lisa Doyle, Frank Folson, Gloria Hoang, Nga Thu Huynh, Phuong Koch, Bastien McCloskey, Peter Tran, Lan Hughes, David Gelli, Aulo |
| author_sort | Braga, Bianca C. |
| collection | Repository of Agricultural Research Outputs (CGSpace) |
| description | Background: Adolescents’ consumption of healthy foods is suboptimal in low- and middle-income countries. Adolescents’ fondness for games and social media and the increasing access to smartphones make apps suitable for collecting dietary data and influencing their food choices. Little is known about how adolescents use phones to track and shape their food choices. Objective: This study aimed to examine the acceptability, usability, and likability of a mobile phone app prototype developed to collect dietary data using artificial intelligence–based image recognition of foods, provide feedback, and motivate users to make healthier food choices. The findings were used to improve the design of the app. |
| format | Journal Article |
| id | CGSpace141308 |
| institution | CGIAR Consortium |
| language | Inglés |
| publishDate | 2022 |
| publishDateRange | 2022 |
| publishDateSort | 2022 |
| publisher | JMIR Publications |
| publisherStr | JMIR Publications |
| record_format | dspace |
| spelling | CGSpace1413082025-10-26T13:01:12Z Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study Braga, Bianca C. Nguyen, Phuong Hong Aberman, Noora-Lisa Doyle, Frank Folson, Gloria Hoang, Nga Thu Huynh, Phuong Koch, Bastien McCloskey, Peter Tran, Lan Hughes, David Gelli, Aulo foods adolescents food choices technology gamification nutrition developing countries diet quality information and communication technologies poverty diet Background: Adolescents’ consumption of healthy foods is suboptimal in low- and middle-income countries. Adolescents’ fondness for games and social media and the increasing access to smartphones make apps suitable for collecting dietary data and influencing their food choices. Little is known about how adolescents use phones to track and shape their food choices. Objective: This study aimed to examine the acceptability, usability, and likability of a mobile phone app prototype developed to collect dietary data using artificial intelligence–based image recognition of foods, provide feedback, and motivate users to make healthier food choices. The findings were used to improve the design of the app. 2022-07-21 2024-04-12T13:37:40Z 2024-04-12T13:37:40Z Journal Article https://hdl.handle.net/10568/141308 en https://doi.org/10.2499/p15738coll2.136400 Open Access JMIR Publications Braga, Bianca C.; Nguyen, Phuong Hong; Aberman, Noora-Lisa; Doyle, Frank; Folson, Gloria; Hoang, Nga; Huynh, Phuong; Koch, Bastien; McCloskey, Peter; Tran, Lan; Hughes, David; and Gelli, Aulo. 2022. Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study. JMIR Formative Research 6(7): e35197. https://doi.org/10.2196/35197 |
| spellingShingle | foods adolescents food choices technology gamification nutrition developing countries diet quality information and communication technologies poverty diet Braga, Bianca C. Nguyen, Phuong Hong Aberman, Noora-Lisa Doyle, Frank Folson, Gloria Hoang, Nga Thu Huynh, Phuong Koch, Bastien McCloskey, Peter Tran, Lan Hughes, David Gelli, Aulo Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study |
| title | Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study |
| title_full | Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study |
| title_fullStr | Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study |
| title_full_unstemmed | Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study |
| title_short | Exploring an artificial intelligence–based, gamified phone app prototype to track and improve food choices of adolescent girls in Vietnam: Acceptability, usability, and likeability study |
| title_sort | exploring an artificial intelligence based gamified phone app prototype to track and improve food choices of adolescent girls in vietnam acceptability usability and likeability study |
| topic | foods adolescents food choices technology gamification nutrition developing countries diet quality information and communication technologies poverty diet |
| url | https://hdl.handle.net/10568/141308 |
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