Abstract
Mobile health apps are becoming popular and capable of addressing a wide range of health-related issues including stress. In this study, we designed, developed, and evaluated an mHealth application called SmileApp to promote positive mood as a means of reducing stress. The design of SmileApp is grounded in psychological theories and integrates artificial intelligence (AI) and persuasive technology (PT). To evaluate SmileApp, we conducted a two-week in-the-wild study involving 72 participants. This was followed by an optional semi-structured interview with 23 participants. Quantitative results suggest that SmileApp is usable, and the use of the features can convince users to smile more frequently, as well as feel a sense of companionship and connectedness. Furthermore, qualitative results suggest that SmileApp was a unique design to help users alleviate stress. These results offer valuable insights into innovative approaches for designing mHealth applications that promote positive mood. Moreover, the findings underscore the importance of utilizing technology to support emotional wellbeing. We present a novel approach to promote desired behaviors by motivating users to read supportive messages and play mobile games by smiling.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Gold, P.W.: The organization of the stress system and its dysregulation in depressive illness. Mol. Psychiatry 20, 32–47 (2014)
Prior, A., Fenger-Grøn, M., Kjaer Larsen, K.: Original Contribution The Association Between Perceived Stress and Mortality Among People With Multimorbidity: A Prospective Population-Based Cohort Study (2016)
There’s Magic in Your Smile | Psychology Today
Iribarren, S.J.: Effectiveness of mobile apps to promote health and manage disease: systematic review and meta-analysis of randomized controlled trials. JMIR mHealth uHealth 9, e21563 (2021)
Eisenstadt, M., Liverpool, S., Infanti, E.: Mobile Apps That Promote Emotion Regulation, Positive Mental Health, and Well-Being in the General Population: Systematic Review and Meta-analysis (2021)
Moore, G., Galway, L., Donnelly, M.: Remember to smile design of a mobile affective technology to help promote individual happiness through smiling. PervasiveHealth Pervasive Comput. Technol. Healthc. 348–354 (2017)
Santos, V., Paes, F., Pereira, V.: The role of positive emotion and contributions of positive psychology in depression treatment: systematic review. Clin. Pract. Epidemiol. Ment. Heal. 9, 221–237 (2013)
Marmolejo-Ramos, F., Murata, A., Sasaki, K., Yamada, Y., Ikeda, A., Hinojosa, J.A.: Your Face and Moves Seem Happier When I Smile. 67, 14–22 (2020)
Grin and Bear It! Smiling Facilitates Stress Recovery – Association for Psychological Science – APS
Nkwo, M., Orji, R., Ugah, J.: Persuasion for promoting clean and sustainable environment. In: AfriCHI ‘18: Thriving Communities, pp. 1–5. ACM, New York, NY, USA (2018)
Oinas-Kukkonen, H., Harjumaa, M.: A systematic framework for designing and evaluating persuasive systems. In: Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K., Øhrstrøm, P. (eds.) PERSUASIVE 2008. LNCS, vol. 5033, pp. 164–176. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-68504-3_15
Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems design: key issues, process model, and system features. Commun. Assoc. Inf. Syst. 24, 485–500 (2009)
Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems design: key issues, process model, and system features. Commun. Assoc. Inf. Syst. 24 (2009)
Brindal, E., Hendrie, G.A., Freyne, J., Noakes, M.: A mobile phone app designed to support weight loss maintenance and well-being (MotiMate): randomized controlled trial. JMIR mHealth uHealth 7, e12882 (2019)
Ahtinen, A., Andrejeff, E., Väänänen, K.: Brainwolk - a mobile technology mediated walking meeting concept for wellbeing and creativity at work (2016)
Lau, N., O’Daffer, A., Colt, S.: Android and iPhone mobile apps for psychosocial wellness and stress management: systematic search in app stores and literature review. JMIR mHealth uHealth 8 (2020)
Christmann, C.A., Hoffmann, A., Bleser, G.: Stress management apps with regard to emotion-focused coping and behavior change techniques: a content analysis. JMIR mHealth uHealth 5 (2017)
Wang, T.: The impact of gamification-induced users’ feelings on the continued use of mhealth apps: a structural equation model with the self-determination theory approach. J. Med. Internet Res. 23 (2021)
Folkman, S.: The case for positive emotions in the stress process. Anxiety Stress Coping 21, 3–14 (2008)
Denecke, K., Vaaheesan, S., Arulnathan, A.: A mental health chatbot for regulating emotions (SERMO) - concept and usability test. IEEE Trans. Emerg. Top. Comput. 9, 1170–1182 (2021)
Jungmann, S.M., Klan, T., Kuhn, S., Jungmann, F.: Accuracy of a chatbot (Ada) in the diagnosis of mental disorders: comparative case study with lay and expert users. JMIR Form. Res. 3, e13863 (2019)
van Emmerik, A.A.P., Berings, F., Lancee, J.: Efficacy of a mindfulness-based mobile application: a randomized waiting-list controlled trial. Mindfulness (N. Y) 9, 187–198 (2018)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: from game design elements to gamefulness: defining “gamification.” In: MindTrek ‘11 Proceedings of 15th International Acadamic and MindTrek Converence Envisioning Future Media Environment, pp. 9–15 (2011)
Lockwood, J., Williams, L., Martin, J.L., Rathee, M., Hill, C.: Effectiveness, user engagement and experience, and safety of a mobile app (Lumi Nova) delivering exposure-based cognitive behavioral therapy strategies to manage anxiety in children via immersive gaming technology: preliminary evaluation study. JMIR Ment. Heal. 9, e29008 (2022)
Farve, N.: Smile Catcher - A Gamified Approach to Smiles
Moltrecht, B., Patalay, P., Deighton, J.: A school-based mobile app intervention for enhancing emotion regulation in children: exploratory trial. JMIR mHealth uHealth 9, e21837 (2021)
Dart | Google Developers
Flutter - Build apps for any screen
What is Java used for? 6 practical Java uses - FutureLearn
Spring Boot Reference Documentation
Client Server Architecture - CIO Wiki
Csikszentmihalyi, M.: Toward a psychology of optimal experience. Flow Found. Posit. Psychol. Collect. Work. Mihaly Csikszentmihalyi. 209–226 (2014)
Seligman, M.E.P.: Flourish: a visionary new understanding of happiness and well-being (2011)
Mirvis, P.H., Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience (1991)
Csikszentmihalyi and Happiness
Conner, T.S., DeYoung, C.G., Silvia, P.J.: Everyday creative activity as a path to flourishing. J. Posit. Psychol. 13, 181–189 (2018)
google_ml_kit | Flutter Package
Smile, You’re on WebRTC — Using MLKit for Smile Detection | by Houseparty | Good Audience
Cameron, G., et al.: Assessing the usability of a chatbot for mental health care. In: Bodrunova, S.S., et al. (eds.) INSCI 2018. LNCS, vol. 11551, pp. 121–132. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-17705-8_11
Fitzpatrick, K.K., Darcy, A., Vierhile, M.: Delivering cognitive behavior therapy to young adults with symptoms of depression and anxiety using a fully automated conversational agent (Woebot): a randomized controlled trial. JMIR Ment. Heal. 4, e19 (2017)
Keyvanfar, S., Sadeghnia, A., Namnabati, M.: The effects of a neonatal critical care nurse companionship with parents during hospital–home transfer of preterm infants on mothers’ mood status. Nurs. Midwifery Stud. 9, 16 (2020)
The PERMA Model: Your Scientific Theory of Happiness
dart_sentiment | Flutter Package
Ekman, P., et al.: Are There Basic Emotions? (1992)
Lewis, J.R., Sauro, J.: The factor structure of the system usability scale. In: Kurosu, M. (ed.) HCD 2009. LNCS, vol. 5619, pp. 94–103. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-02806-9_12
Santoso, I.S., Ferdinansyah, A., Sensuse, D.I., Suryono, R.R., Kautsarina, Hidayanto, A.N.: Effectiveness of gamification in mHealth apps designed for mental illness. In: Proceeding - 2021 2nd International Conference on ICT Rural Development, IC-ICTRuDev 2021 (2021)
Drozd, F., Lehto, T., Oinas-Kukkonen, H.: Exploring perceived persuasiveness of a behavior change support system: A structural model. In: Bang, M., Ragnemalm, E.L. (eds.) PERSUASIVE 2012. LNCS, vol. 7284, pp. 157–168. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-31037-9_14
Orji, R., Vassileva, J., Mandryk, R.L.: Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Model. User-Adap. Inter. 24, 453–498 (2014)
Bangor, A., Kortum, P., Miller, J.: Determining what individual SUS scores mean: adding an adjective rating scale. J. usability Stud. 4, 114–123 (2009)
Braun, V., Clarke, V.: Using thematic analysis in psychology. Qual. Res. Psychol. 3, 77–101 (2006)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Orji, J., Chan, G., Ndulue, C., Orji, R. (2024). SmileApp: The Design and Evaluation of an mHealth App for Stress Reduction Through Artificial Intelligence and Persuasive Technology. In: Baghaei, N., Ali, R., Win, K., Oyibo, K. (eds) Persuasive Technology. PERSUASIVE 2024. Lecture Notes in Computer Science, vol 14636. Springer, Cham. https://doi.org/10.1007/978-3-031-58226-4_18
Download citation
DOI: https://doi.org/10.1007/978-3-031-58226-4_18
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-58225-7
Online ISBN: 978-3-031-58226-4
eBook Packages: Computer ScienceComputer Science (R0)