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. 2026 Jul 29;28:e91999. doi: 10.2196/91999

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
  • Goal setting and action planning: joint goal setting with the coach

  • SMARTb goals are achievable within 6 weeks

  • Focus on 1 risk factor at a time

  • Self-monitoring and feedback: activity logging with feedback from app and coach

  • Social support: regular coach contact (meetings and messaging) and Family and friend involvement encouraged

  • Knowledge and skills: clear and practical information

  • Step-by-step brief rehearsing (eg, blood pressure monitoring and exercise demonstrations)

From literature, theory, usability testing, and PPIc: positive framing sustains behavior change Use strengths-based and positive reinforcement
  • Encouragement and rewards

  • Strength-based language

  • Emphasis on short-term gains and long-term benefits

  • Relatable success stories

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
  • Single active risk-factor module at a time

  • Sequential progression guided by participant priorities and the coach

  • Module completion before starting next

  • Simple language

  • Clear and simple in-game instructions and feedback

  • Icons and videos prioritized over text

  • A ≤12-year reading level

  • Clear navigation

  • Coach support for basic app use

  • Jargon and text-heavy information avoided

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
  • Unified visual theme

  • Positive reinforcement (messages, stars, and virtual meadow)

  • Classic cognitive games with adaptive difficulty, personal progress rewards only; no competitive leaderboards

From PPI discussions: early, visible improvements are motivating and self-reinforcing Design for rapid and observable progress
  • Components with effects within 6 weeks

  • Trackable metrics (eg, blood pressure and steps)

  • Early positive feedback

From PPI discussions: keeping the intervention “in-house” reduces participant and coach burden Minimize external navigation
  • Most activities are delivered within the app

  • Clear signposting to essential in-person care (eg, general practitioner and smoking cessation)

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
  • Participant choice of risk factor module order and goals

  • Multiple activity options and difficulty and mobility levels per module (eg, exercise videos)

  • Customizable app settings (eg, sound and volume)

  • One-to-one coaching to address individual needs

aBCT: behavior change technique.

bSMART: Specific, Measurable, Achievable, Relevant, and Time-Bound.

cPPI: patient and public involvement and engagement.