Table 2.
Guiding principles for ENHANCE (Tailored Intervention for Brain Health and Cognitive Enrichment for Cognitive Health) intervention development.
| Sources and key findings | Design objective | Intervention features |
| From the literature, behavior change theory, and usability testing, BCTsa have been shown to improve behavior change outcomes | Integrate evidence-based BCTs in the app and coaching |
|
| From literature, theory, usability testing, and PPIc: positive framing sustains behavior change | Use strengths-based and positive reinforcement |
|
| From literature, PPI, and usability testing: overburden—whether from multiple simultaneous behavior changes or complex app design—undermines engagement and sustained behavior change | Minimize cognitive and digital burden |
|
| From usability testing: gamification features—including progress tracking, personal rewards, and familiar or classic games with adaptive difficulty—enhanced engagement; competitive scoring relative to others was not preferred | Use of gamification features and familiar or classic games |
|
| From PPI discussions: early, visible improvements are motivating and self-reinforcing | Design for rapid and observable progress |
|
| From PPI discussions: keeping the intervention “in-house” reduces participant and coach burden | Minimize external navigation |
|
| From literature, PPI, and usability testing: participants valued personalization, choice, and flexibility, and had heterogeneous physical abilities, needs, and preferences | Promote autonomy and tailor to diverse capabilities |
|
aBCT: behavior change technique.
bSMART: Specific, Measurable, Achievable, Relevant, and Time-Bound.
cPPI: patient and public involvement and engagement.