Table 1.
Strategies and attributes | Definition | ||
Program design strategies | |||
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Consultation | Processes or activities that seek to obtain verbal or conceptual input about the design or delivery of an intervention | |
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End user consultation a | Consultation with users of the program, defined as parents or caregiver program participants | |
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Stakeholder consultation | Consultation with stakeholders associated with the program, defined as service or program providers or clinicians | |
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Academic expert consultation | Consultation with academics with expertise in the program’s content | |
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Testing | Processes or activities which allow users to engage with a prototype, and provide input about the experience of using the intervention | |
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End user testing | Testing with users of the program, defined as parents or caregiver program participants | |
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Stakeholder testing | Testing with stakeholders associated with the program, defined as service or program providers or clinicians | |
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Academic expert testing | Testing with academics with expertise in the program’s content | |
Enrollment strategies | |||
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Targeted recruitment strategy | Efforts to increase the likelihood that the intended population or sample will be recruitedb | |
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Partnerships | Efforts to collaborate with and involve relevant communities or services in the recruitment of intervention usersb | |
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Practical support | Provision of services or materials that facilitate users to use and engage with the program (eg, loaning of technological equipment, technical assistance, provision of childcare). | |
Program-specific strategies | |||
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Content- behavior change techniques | Tools, features, or strategies used in the intervention to promote behavior change | |
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Goal-setting | Encourages the user to list and set goals relevant to the intervention’s contentb | |
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Action plans | Supports the user to list specific behaviors or actionable strategies that they intend to completeb | |
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Feedback | Allows the user to receive feedback (may be automated or via an interventionist)b | |
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Self-monitoring tools | Tracks a user’s performance or status to support achieving goalsb | |
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Content: rewards | Features that offer reward upon user’s performance of a target behavior | |
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Praise | Offers praise to the end user on any occasionb | |
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Content: summaries | Features which provide the user with a summary of intervention content or activityb | |
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Content: social support features | Features that facilitate the receipt of social support | |
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Web-based discussion forums | Provides the opportunity for users to see other users use the intervention or performing the target behaviorb | |
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Content: supplementary resources | Features which centralize a range of resources relevant to the user or interventionb | |
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Content: reminders | Features that serve to remind users about using the intervention or performing target behaviors | |
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Delivery: mode | Intentional use of a given technology mode, thought to enhance engagement, to deliver intervention contentb | |
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Delivery professional support features | Features that enable remote contact with a professional | |
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Clinical support | Provides clinical, coaching, or therapeutic support to facilitate behavioral changeb | |
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Nonclinical support | Provides nonclinical support to facilitate use, eg, technical, encouragement, progress monitoringb | |
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Delivery: control features | Features that make users feel in control of and free to make choices about how to interact and use the intervention | |
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All-at-once | Users receive the whole intervention at once and are not required to complete predetermined steps to progress through the intervention | |
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Reviewability | Users have the ability to review old contentb | |
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Delivery: tunneling | Features that lead users through predetermined steps to progress through intervention | |
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Delivery: novelty | Features that provide the user with regular content updates | |
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Delivery: ease of use | Features that support the use of the intervention to feel natural | |
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Delivery: personalization | Features that deliver content in a way that is adapted to the user on an individual level | |
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Delivery tailoring | Features that deliver content in a way that is adapted to factors relevant to the user’s potential needs, interest, use context or other factors relevant to the user’s social group | |
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Delivery: message tone | The terminology and wording used to communicate the content’s message | |
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Credibility features | Features whose presence is designed to inculcate a feeling of trust or familiarity within the user | |
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Narrative | The presence of a storyline to deliver intervention content or concepts | |
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Delivery: esthetics and design | Visual features that are designed to be attractive to users | |
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Delivery: guidance | Features that provide the user with tutorials or how-to-use guides to inculcate feelings of comfort and ease of use | |
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Delivery: interactivity | Features that promote a two-way flow of information between the intervention and its user | |
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Rehearsal | Features that invite the user to rehearse a behavior or content of the intervention | |
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Challenge | Features that invite the user to test or apply their knowledge of program conceptsb | |
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Gamification | Features that stimulate users to compete with themselves or the program in achieving a target behavior | |
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Reflection | Features that invite the user to reflect on the program content or their behaviorb | |
Research involvement strategies | |||
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Reminders | Features that serve to remind users about using or completing the program’s research component (eg, questionnaires, or measures) | |
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Rewards and incentives | Features that offer reward upon user’s use or completion of the program’s research component (eg, questionnaires, or measures) |
aStrategy subtypes are italicized.
bDefined by authors.