TECH DEMO TABLE 1
Design, Implementation, and Evaluation of Web-‐based Pediatric Obesity Interventions
Knowlden, Adam, P Sharma, Manoj
The family and home environment is one of the most influential psychosocial milieus of pediatric obesity. The purpose of this presentation is to demonstrate the ability of Web-‐based (WB) interventions to impact determinants of pediatric obesity in the family and home environment.
Family and home-‐based (FHB) pediatric obesity prevention intervention research has found that programs which target parents exclusively are more efficacious than programs that include both children and parents. Notwithstanding, the time commitment required of parents to participate in face-‐ to-‐face FHB intervention sessions is a frequently cited barrier in FHB research, often resulting in higher attrition rates for this intervention prototype. WB interventions have the ability to impact behavioral and psychosocial determinants of pediatric obesity, while providing greater flexibility and convenience to parents. A WB intervention for pediatric obesity was developed which incorporates affective, cognitive, and experiential pedagogical approaches to promote maternal-‐mediated behavior change in children.
Several modalities including audiovisual sessions, interactive worksheets, and discussion forums have been incorporated into the WB intervention to reify constructs of social cognitive theory. In addition, a process evaluation data aggregate form has been developed to improve quality assurance of the program. The demonstration will include a walk-‐through of the participant experience allowing observes to gauge the logistics of the intervention. An overview of technology and software required to develop the on-‐line modalities will be provided. A schematic diagram illustrating the program’s logistics will be reviewed. Data mining features which can assist process evaluation will be elucidated.
Observers of this demonstration will gain knowledge related to planning, implementation, and evaluation of WB interventions for pediatric obesity. Strengths and weaknesses of WB interventions will be described. Recommendations for best practices and improving perceived utility value of interventions with limited human contact will be provided.
TECH DEMO TABLE 2
eCAM: A Virtual Health Information One-‐Stop
Embree, Jared, E Wilson, Josephine, F Huber, Jon-‐Michael
The eCAM program is designed to address the barriers to SUD treatment faced by consumers with co-‐ existing disabilities. The populations served include Deaf and low-‐literacy hearing consumers, making access to resources in ASL and audio formats a priority. This demonstration will allow participants to access various different personalized web portals.
The eCAM program makes every effort to meet eCAM consumers where they are, in terms of technology, accessibility, linguistics, and consumer preferences. To accomplish this, resources are available in a variety of formats and languages and optimized to work across platforms on multiple operating systems, desktop and mobile devices, and all major browsers. The use of existing technology will be emphasized to utilize resources already available to consumers. Some resources are available in text-‐based and non-‐text-‐based formats, based on the consumer’s preferences. In this demonstration, open source solutions are emphasized, but a variety of options exist and will be discussed.
Synchronous services included in the demonstration will include: accessing communication portals with personal web pages (desktop and mobile versions), text-‐based communication with counselors, connecting to online videoconference support groups, schedule reminders, and easy secure access to make meaningful use of electronic health record (EHR) information. Participants will be able to log in as one of several test consumers or as a provider and personalize the portal to fit their consumers’ specific needs and preferences.
Participants will leave the demonstration with knowledge of web standards related to accessibility, experience with a variety of products currently in use in the field, and experience with some of the exciting possibilities that lay ahead in health behavior research and clinical applications.
TECH DEMO TABLE 3
PlayForward: Elm City Stories, A Videogame for Behavior Change
Hieftje, Kimberly D. Duncan, Lindsay Fiellin, Lynn E.
Developed by Play2PreventTM (Yale School of Medicine) in partnership with Digitalmill (Portland, ME) and Schell Games (Pittsburgh, PA), PlayForward: Elm City Stories is an interactive, role-‐playing game designed to provide at-‐risk young teens the opportunity to acquire and practice skills in order to reduce their risk behaviors.
PlayForward is a tablet game that incorporates evidence-‐based tools for behavior change including message framing, delay discounting, social learning theory and self-‐efficacy. The game is an interactive world in which the player creates a personalized avatar (virtual character) and “travels” through life, facing challenges and making decisions that bring different risks and benefits. The player will have the ability to see how their choices affect both short-‐ and long-‐term outcomes. Through video game play we can evaluate in real-‐time how players are acquiring skills to help them make better choices.
Our interactive demonstration will include an overview of PlayForward as we walk participants through a brief game play experience on the iPad. We will describe how the game was developed, including our unique collaboration between video game developers and experts in HIV, health behavior, community-‐ based research, addiction, pediatrics, social psychology, and clinical psychology. We will also describe how we utilized community resources, including focus groups with youth, to help guide the storyline, artwork, and focus of our game.
Our demonstration presents an opportunity for participants to experience firsthand our electronic media-‐based intervention, PlayForward: Elm City Stories. Participants will also gain knowledge about the process involved in creating a videogame aimed at changing behavior.
TECH DEMO TABLE 4
Fast, cheap, and reliable: Crowdsourcing photo coding using Amazon Mechanical Turk
Tacelosky, Michael "Tac" Pearson, Jennifer L Cantrell, Jennifer Kirchner, Thomas
This demonstration will exhibit a novel methodology for rapid, low-‐cost photo coding to collect accurate information about the tobacco point-‐of-‐sale environment from a mobile phone photo.
Mobile phone photographs have tremendous potential as a medium for distributed, sustainable remote-‐ sensing of health-‐related data present in the environment. This includes real-‐time photographs of high-‐ calorie foods, alcohol and tobacco advertising at the point of sale. We have developed a custom distributed Human Intelligence Tasking (HIT) system, sometimes called “human computation” (von Ahn et al., 2008, Science), that formalizes electronic photo-‐based data processing via crowd-‐sourcing, allowing close examination and data mining of point of sale photos. Data for this demonstration were collected in New York City by fieldworkers using handheld mobile devices at 1081 outlets. Data were collected from the exterior and interior of outlets and automatically transmitted to the remote database for integration with our website. Fieldworkers collected photographs of the storefront and the store’s front counter for content analysis.
The demonstration will include real time submission of a photo tagging HIT from our custom system to Amazon Mechanical Turk to highlight the speed and quality of crowdsourced photo coding and watch results roll in via our real-‐time dashboard. Additionally, participants will be able to interact with the crowdsourcing tool to see both how researchers construct the crowdsourcing tasks and how tasks are completed by Amazon Turk Workers.
Crowdsourced photo tagging is an innovative approach that can dramatically reduce the cost of mobile-‐ phone field surveillance, which is critical for understanding the effect of the environment on health behavior. Participants will leave the demonstration with an understanding of the flexibility, convenience, and affordability of using crowdsourcing to analyze data.
TECH DEMO TABLE 5
Using Google Analytics and Quick Response Codes in the Real-‐Time Tracking of a Public Health Social Norms Marketing Campaign
Rahman, Aleef, M. Belazi, Ahmed, W. Hammock, Amy, C.
This presentation describes a novel approach to public health program evaluation in utilizing Quick Response (QR) coded Uniform Resource Locator (URL) information with Google Analytics tracking. The program being evaluated is Think Again, a multifocal media campaign aimed at reducing heavy episodic alcohol use at a mid-‐sized public university.
QR codes are matrix barcodes that store various types of digital data (e.g. a URL link). Our application uses QR codes to connect a person visiting one form of media (e.g. a poster or a website) to other information elsewhere on the web. Google Analytics is a free service that collects visitor data providing real-‐time insights into web traffic sources, behavior, and modality. In this workshop, we will demonstrate how the integration of QR codes and Google Analytics can be a powerful, inexpensive tool to guide the implementation and process evaluation of public health social marketing campaigns.
Using the Think Again campaign and website as an exemplar, the demonstration will show participants how to create unique QR codes linked to Google Analytics tracking in order to gain insight into visitor behavior. Next, we will show how we used the results from Google Analytics to inform the process evaluation of the campaign and its subsequent iterations. This demonstration will be interactive, providing participants an opportunity to use smart phones and other devices to access the Think Again website via QR codes, then and in real time, see their data appear in the Google Analytics web interface.
The combination of utilizing QR Codes and Google Analytics allows for real-‐time process evaluation of a health behavior intervention. In turn, these tools can provide planners with a cost-‐effective way of altering and tailoring a campaign’s approach quickly and easily.