Table 1.
Author | Year | Study Design | Key Preferences Identified |
---|---|---|---|
Carpenter et al. | 2016 | Observational—usage of two asthma self-management apps over one week period by adolescents | Ability to increase self-observation and self-judgement via reminders, self-check quizzes, charting and tracking features such as symptoms and triggers Ability to share data and information from app with family, healthcare providers, school |
Schneider et al. | 2016 | Observational—usage of two asthma apps over 7–10 days by adolescents | Ability to receive messages through the app, including reminders for medications, measuring peak flow, attend appointments Ability to receive alerts if deteriorating peak flow Motivational and supportive messages Visual aids (graphs/charts) to monitor trends of asthma status Ability to enter data such as peak flow Ability to share information and communicate with healthcare providers and others Customisation (e.g., ‘personally designed avatar’) and age-appropriate graphics Gamification |
Roberts et al. | 2018 | Observational—usage of two asthma apps over one week by adolescents | Ease of use Simple layout Visual aids such as graphs and pictures Customisation—including medication lists, triggers, visuals and graphics of apps Gamification Ability to track asthma control Medication reminders Appointment reminders Information with videos |
Ramsey et al. | 2019 | Qualitative | Ability to track symptoms Ability to track treatment and medications Reminders for medications, appointments Ability to deliver information on asthma and self-management (personalised medications and asthma plans) Be customisable to fit with daily life Ability to share data and information with health care providers and parents |
Schneider et al. | 2020 | Qualitative, exploratory—asthma self management app trialled for 3 months by adolescents | Reminders for medications or checking peak flow Option to share information with health care provider Ability to review asthma patterns over time Age friendly visuals and graphics of app including backgrounds, fonts Ability to customise Availability of asthma training material e.g., videos on self-management strategies Ability to interact and communicate with others (healthcare providers, other teenagers, technological support) ‘Fun’ elements including gamification and incentives |