Table 1.
COM-Ba model component, TDFb construct, and factors | Description | |||
Psychological capability | ||||
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Knowledge | |||
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User guidance | Instructions on how to effectively use a health app | |
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Statistical information | A visual or numerical summary of progress or quantification of the behavior | |
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Health information | Educational information related to health and well-being aspects | |
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Memory, attention, and decision processes | |||
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Reduced cognitive load | The app is not too time-consuming, is easy to use, and requires minimal input | |
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Reminders | Preferably customizable notification-type messages | |
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Behavior regulation | |||
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Self-monitoring | The ability of the app to support self-regulation of the target behavior | |
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Routines | The ability to support routine or habit formation | |
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Safety netting | Retaining the app for a potential upcoming event in the future | |
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Stepping-stone | App as a first step in the behavior change process | |
Physical opportunity | ||||
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Environmental resources | |||
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Tailoring | Innovative features, adaptability, and interactive and 2-way communication between the app and user | |
Social opportunity | ||||
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Social influences | |||
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Peer support | Including social interaction with users with similar needs within the app or within their community; a choice to connect to social media platforms, competitions, and challenges with others or with themselves | |
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Social support (practical) | Possibility to contact health professionals and practitioners within the app | |
Reflective motivation | ||||
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Beliefs about capabilities | |||
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Self-confidence | Perceived capability to change one’s behavior using an app | |
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Goals | |||
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Goal setting | Establishing what the user would like to achieve | |
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Action planning | Establishing how the user would like to achieve set goals | |
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Beliefs about consequences | |||
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Commitment | The level of commitment while engaging with an app to change the behavior and achieve set goals | |
Automatic motivation | ||||
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Reinforcement | |||
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Feedback | Feedback regarding the user’s performance | |
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Rewards | Tangible (eg, objects and discounts) and intangible (eg, badges and certificates) rewards in response to the user’s effort and gamification elements | |
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Encouragement | Additional ways to provide reinforcement (eg, encouraging messages) | |
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Emotions | |||
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Positive emotions | Triggered by the included user guidance, statistical information, additional health information, embedded professional support, community networking possibilities, tracking features, and rewards | |
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Negative emotions | Triggered by lack of user guidance, invasive push notifications, cognitive overload, and unrevealed in-app costs | |
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Mixed emotions | Triggered by reminders |
aCOM-B: Capability, Opportunity, Motivation–Behaviour.
bTDF: Theoretical Domains Framework.