Skip to main content
. 2022 Oct 30;8:33. doi: 10.21037/mhealth-22-11

Table 1. Summary of reviewed articles.

Primary author [year] Objective(s) Sample description Methods Results re. health literacy level Health literacy integration into design HLO 2016 strategies (2010 strategy*)
Abujarad [2018] To describe how an mHealth tool was designed, developed, and evaluated for advancing the informed consent process Connecticut, USA
N=14
Patients and researchers from an asthma clinic and a university institutional review board member
Age: 21–74 years
55.7% female
66.7% white
77.8% Bachelor+
Development and evaluation of app
User-centered design methodology
Focus groups, pilot of app
General literacy
Literacy tool: not used
Not reported Desired reading level was at 8th grade level 2.6: Write in plain language
Text-to speech translation is a key feature of VIC and is achieved by online and automated text-to-speech translation 3.11: Make your site accessible to people with disabilities
Text-to-speech interfaces addresses literacy issues and makes the IC process an option for inexperienced computer users 5.1: Share information through multimedia
Bahadori [2020] To assess the readability of the information provided within total hip replacement and total knee replacement apps to understand more about the impact this could have on patients Location: UK
N=15 apps
Systematic review of apps
General literacy
GFI, FKGL, FRES
Only one app reached “easy to read” criteria across all three indices Consider specific needs of target population 1.2*: Understand their motivations
Target a GFI and FKGL of 6 and FRES of 70 2.6: Write in plain language
Decrease number/length of sentences 3.1: Limit paragraph size. Use bullets & short lists
Involve patients in app development and user acceptance testing 6.1: Recruit users w. limited literacy/health literacy skills
Monitor patient experience to see if readability needs to be improved 6.4: Test whether your content is understandable and actionable
Ben-Zeev [2013] To describe the development of a smartphone illness self-management system for people with schizophrenia. Illinois, USA
N=8
Practitioners from a psychiatric rehabilitation agency
Age: not reported
Sex: not reported
Race/ethnicity: not reported
Education: not reported
Development of app
Survey, focus group
General literacy
Literacy tool: not used
Not reported Apps and technological systems must be usable by people with low literacy levels and cognitive impairments 1.1: Reading & cognitive processing challenges
Deploying existing mHealth resources intended for the general population may prove problematic 1.4: Mobile considerations
6.1: Recruit users w. limited literacy/health literacy skills
6.4: Test whether your content is understandable & actionable
Bender [2016] To describe promoters’ and health care providers’ current practices and experiences disseminating health education and perceptions regarding visuals promoting physical activity and limiting sedentary behavior for a visually enhanced low-text mHealth app Location: California, USA
N=21
Eligibility: bilingual healthcare providers in low-income Latino communities
Age: mean 41.2 years
86% female
Race/ethnicity: not reported
Education: not reported
Evaluation of app
Focus groups, qualitative interviews
Health literacy
Literacy tool: not used
Not formally assessed in clinics, but difficulty frequently observed in ad-hoc assessments
Limited health educational materials with visual aids exist
Use visuals with simple text and culturally tailored themes and imaging 3.8: Use images that help people learn
   Make sure the meaning of your image s clear to all users
Formalize health literacy measurements NA
Boyd [2015] To describe the design, methodology, limitations, and results of the MyIDEA tablet app Illinois, USA
N=5
Advisers of drug-eluting stent patients
Age: not reported
Sex: not reported
Race/ethnicity: not reported
Education: not reported
Development of app
App development
Health literacy
Literacy tool: not used
Identified by 5 patient advisors as a key attribute of the patient population Write text at a sixth-grade reading level and provide narration as an additional method for individuals with low literacy to understand text-based information 2.6: Write in plain language
Include audio and images as supplemental information for people below a sixth-grade reading level 3.8: Use images that help people learn
Casey [2014] To explore patients’ views and experiences of using smartphones to promote physical activity in primary care UK
N=12
Smartphone owners
Age: 17–62 (mean 42) years
75% female
Race/ethnicity: not reported
Education: not reported
Evaluation of app
Interviews
Smartphone literacy
Literacy tool: not used
83% had emailed on phone, 33% had downloaded apps previously Reduction, or simplifying a task to influence behavior, was evident by the reports that the app was easy to use, required basic numerical literacy, and was highly visible on the home screen 4.1: Create a simple & engaging homepage
4.2: Label & organize content with your users in mind
4.3: Create linear information paths
4.7: Provide easy access to home & menu pages
Ceasar [2019] To utilize focus groups for gathering qualitative data to inform the development of an app that promotes physical activity among African American women in Washington, DC Washington DC and Maryland, USA
N=16
African American women in low-income areas of Washington DC
Age: 51–74 (mean 62.1) years
Bachelor+: 63%
Development of app
Focus group
Technology literacy
Literacy tool: not used
Technology literacy identified as a perceived barrier towards using apps to promote physical activity Use focus groups as a collaborative tool to inform app development 2.1: Identify user motivations and goals.
6.1: Recruit users with limited literacy skills
6.4: Test whether your content is understandable and actionable
Increase relatability with local information 5.3: Provide tailored information
Check-ins or IT support to address technical difficulties 6.4: Test whether your content is understandable and actionable
6.8: Test on mobile
Chaudry [2013] To (1) determine whether the interface design can help a low literacy population accurately estimate portion sizes of various liquids; and (2)
to confirm the successful results of our previous study when the interface is high fidelity
Indiana, USA
African American patients with chronic kidney disease
Study 1 (n=10): mean age 58 years, 40% female
Study 2 (n=18): mean age 53 years, 72% female
Education: not reported
Development and evaluation of app
Health literacy
REALM
Literacy only assessed in study 1 because participants were embarrassed to complete the test in front of peers
6/10 patients read below a 9th grade level
People with varying literacy skills were able to comprehend and navigate the design of the interface to search and select specific portion sizes
Recommend using literacy tests other than REALM to reduce discomfort when speaking aloud 1.1: Reading and cognitive processing challenges
6.2: Identify and eliminate logistical barriers to participation
Connelly [2016] To provide a case study of design of an ecological momentary assessment mobile app for a low-literacy population. New York, USA
N=41
Farming population of Mexican American women, primarily Spanish speaker, none completed college
Ages: 18–45 years for Phases 1–3, mean age 28.8 years for Phase 3
Development and evaluation of app
Focus groups
Health literacy
SAHL-S&E, NVS
Phase 1: Mean SAHL 16.1, 3/8 women scored as low literacy, all women struggled to complete tasks
Phase 2: Literacy not assessed
Phase 3: Mean SAHL 14.2, 4/11 women scored as low literacy. Mean NVS score of 1
Phase 4: 5 of 7 participants had low literacy skills
Differences in health literacy better identified with NVS than SAHL with usability best tested in situ 1.1: Reading and cognitive processing challenges
6.3: Create plain language testing materials
Interface has larger pictures with short labels and could be read aloud 3.8: Use images that help people learn
Mobile app focus groups to explore app design 6.1: Recruit users with limited literacy skills
Provide a case study of design of an ecological momentary assessment mobile app for a low-literacy population 6.4: Test whether your content is understandable and actionable
Iterative, user-centered design process with focus groups was essential for designing the app rather than merely replacing words with icons and/or audio 6.4: Test whether your content is understandable and actionable
Coughlin [2017] To develop an app to provide women with information about how they can reduce their risk of breast cancer through healthy behaviors. Washington and Georgia, USA
N=5
Women interested in breast cancer risk reduction
Age: not reported
Race/ethnicity: not reported
Education: not reported
Development of app
eHealth literacy
Literacy tool: not used
Not reported Varying levels of eHealth literacy will be addressed by using simple navigation features and providing straightforward instructions about how to use the app and connect it to commercially available products 1.2: Understanding navigation
2.5: Provide specific action steps
It will be possible for women to use the app without interfacing with commercial Internet sites NA
Dev [2019] To present feedback on a family planning app. Kenya
N=42
Postpartum women (n=25) and family planning providers (n=17) from maternal and child health clinic
Age: 14–21 years for patients (n=15) and 18–58 years for providers
Education: not reported
Development and evaluation of app
Interviews
General literacy and technology literacy
Literacy tool: not used
General and technological literacy were seen as potential barriers Increasing graphics, audio, and video were recommended to overcome literacy barriers 5.1: Share information through multimedia.
5.2: Design intuitive interactive graphics and tools
Dunn-Lopez [2020] To determine: readability, types of functions, and linkage to authoritative sources of evidence for self-care focused mHealth apps targeting heart failure available in the Apple and Google Play Stores N=10 apps
Inclusion: mHealth apps targeting patients with heart failure in the Apple and Google Play app stores
Review of apps
General literacy
FKGL
Average reading grade level 9.35
Only 1 app had a reading grade level of <6th grade
Essential elements in providing health literate content at a 6th grade reading level include plain language, short sentences, brief paragraphs, bulleted or numbered lists, and actionable content 2.5: Provide specific action steps
2.6: Write in plain language
3.1: Limit paragraph size. Use bullets and short lists
Fontil [2016] To (I) adapt the literacy level and cultural relevance of online program content for low-income, underserved populations; and (II) test the feasibility and acceptability of the modified program California, USA
Sample size not reported
Low-income prediabetes patients at a large safety net clinic
Age: not reported
Sex: not reported
Race/ethnicity: not reported
Education: not reported
Development and evaluation of app
Focus groups
Technology literacy
Literacy tool: not used
Not reported In addition to simplifying overall language, we simplified explanations of scientific concepts, preserving core concepts while improving understandability 2.3: Describe the health behavior – just the basics
To address concerns about the complexity of the curriculum, we adapted the readability level of each lesson (originally 9th grade or higher) to mostly a 5th-grade level or below 2.6: Write in plain language
Creating technical assistance tools for various stages of the program to address lower technology literacy 6.5: Use moderators who have experience with users with limited literacy skills
Gibbons [2014] To explain health information technology (HIT) universal design principles derived from the human factors engineering literature that can help to overcome potential usability and/or patient safety issues that are associated with unrecognized, embedded assumptions about cultural groups when designing HIT systems Review study Reviews of app studies
Health literacy, IT literacy
Literacy tool: not used
Not reported Use disparities-oriented use cases when designing an app NA
Use symbols that have been found to be common across culture 3.8: Use images that help people learn
Include a target population with low health literacy during usability evaluation 6.1: Recruit users with limited literacy skills—and limited health literacy skills
Giunti [2018] To examine how mHealth can facilitate physical activity among those with multiple sclerosis (MS) and understand the motivational aspects behind adoption of mHealth solutions for MS. Switzerland
Patients with MS and healthcare professionals
N=12 patients, 12 professionals
Age: 35–62 years for patients, 26–64 years for professionals
50% female
Race/ethnicity not reported
Bachelors+: 33%
Evaluation of app
Mixed methods: focus group, interview, survey
eHealth literacy
eHEALS
Patient eHealth literacy median score 17.75 (IQR 11–28.5) Personas were created to represent persons with MS at different eHealth and health literacy levels 3.8: Use images that help people learn
Huang [2015] To enhance foreign visitors’ capabilities in communication during exchange information with local foreign doctors by developing an effective patient-physician communication mobile system Austria and Taiwan
Sample size not reported
Foreign students seeking medical care and physicians
Age: not reported
Sex: not reported
Race/ethnicity: not reported
Education: not reported
Evaluation of app
Case studies and interviews
Health literacy
Literacy tool: used but the name of the tool not reported
Foreign patients scored significantly higher after exposure to eHealth system compared to before the exposure The voice-to-text bilingual function will be used to assist the patients with low health literacy 5.1: Share information through multimedia
Lord [2016] To explore provider and staff perceptions of implementation of the A-CHESS mobile recovery support app with clients in 4 addiction service settings United States
N=12
Clinicians and administrators from 4 agencies that serve people with substance use disorders
Age: 25–53 years
50% female
91% white
Education: not reported
Evaluation of app
Qualitative interviews, deductive analysis guided by CFIR model
General literacy and technology literacy
Literacy tool: not used
Not reported Use speech-to-text functionality to help individuals with low literacy 5.1: Share information through multimedia
Mackert [2017] To explore the perceived role of men in prenatal health, use of an e-health application, and participant suggested ways of improving the application Texas, USA
N=23
General population of adult males
Age: mean 26.0 years
52% white
100% some postsecondary ed
Evaluation of app
Semi-structured interview
Health literacy
NVS
Average NVS score 5.3, suggesting the sample had adequate levels of health literacy
Can balance between being broad applicability and individualization, regardless of level of health literacy users have
Need app design to be engaging and interactive, from adding videos and games inside the application, to personalizing the experience, to changing font size and color 5.1: Share information through multimedia
5.2: Design intuitive interactive graphics and tools
Encouraged dynamic personalization allowing users to input personal data 5.3: Provide tailored information
Miller [2017] To determine whether patients from vulnerable populations could successfully navigate and complete an mHealth patient decision aid North Carolina, USA
Patients due for colorectal cancer screening
N=450
Age: 50–74 years
53.8% female
37.6% African American
Education: not reported
Evaluation of app
Secondary usability analysis
Health literacy
Literacy tool: validated item, “How confident are you filling out medical forms by yourself?”
36.9% with limited health literacy Design apps for those with low health literacy and low computer literacy: use a simple interface displaying only one question per screen with large response buttons, similar to what would be found at an automated teller machine or self-checkout kiosk 1.4: Mobile considerations
5.4: Create user-friendly forms and quizzes
Use simple language and include audio narration to assist those with literacy barriers 2.6: Write in plain language
5.1: Share info through multimedia
Monkman [2013] To (I) adapt a set of existing guidelines for the design of consumer health Web sites into evidence-based heuristics; and (II) apply the heuristics to evaluate a mobile app NA Evaluation of app using heuristics
Health literacy
Literacy tool: not used
As the heuristic evaluation yielded valuable recommendations for improving the app, this approach (based on modifying evidence-based design guidelines) to developing heuristics for investigating usability and health literacy appeared to be successful Although the majority of the recommendations from the HLO guide for Web sites were applicable for assessing mobile usability, the heuristics generated in this study may benefit from being complemented with other evidence-based heuristics specific to mobile devices 1.4: Mobile considerations
2.2: Put the most important information first
2.4: Stay positive. Include the benefits of taking action.
2.5: Provide specific action steps
2.6: Write in plain language
2.7: Check content for accuracy
Category 3: display: 3.1–3.11
Category 4: organize: 4.1–4.10
5.1: Share information through multimedia
5.3: Provide tailed information
5.5: Consider social media sharing options
Mueller [2020] To develop, pilot, and assess a serious game for mobile devices that teaches geohazard, maternal, and neonatal health messages Nepal
N=71
Age: mean 40 years
Education: informal to bachelor’s degree
Development and evaluation of app
Observation and focus groups
Development and field evaluation of a game designed for individuals with low literacy
General literacy
Literacy tool: not used
Not reported Co-design of images with intended population 1.1*: ID your users. Who are they?
Pictogram sets can be switched out for newly designed pictograms that are contextualized and localized to other study areas, countries, or topics 3.8: Use images that help people learn (choose realistic images)
Muscat [2020] To develop an intervention that addressed health literacy for Australian adults with kidney failure requiring dialysis to promote active patient participation in CKD management and decision-making Location: Australia
No participants other than the research team
Development of app
Health literacy
Literacy tool: not used
Not reported Calculate readability statistics 5.4: Create user-friendly forms & quizzes
6.4: Test whether your content is understandable & actionable
Apply the Patient Education Materials Assessment Tool  6.4: Test whether your content is understandable & actionable
Supplement written content with audiovisual formats  5.1: Share information through multimedia 
Incorporate micro-learning and interactive quizzes  5.4: Create user-friendly forms & quizzes 
Improve literacy skills with question prompt lists, volitional help sheets, and skills training NA
Ownby [2012]  To evaluate the extent to which an electronic intervention targeting health literacy and organized by the elements of the Information-Motivation-Behavioral Skills model could improve patients’ health literacy and medication adherence.  Location: Florida, USA
N=124
Persons with HIV
Age: 20–67 (mean 47.1) years
29% female
63.4% African American, 36.6% white
10.5% college graduates 
Evaluation of app
Health literacy
TOHFLA
Mean TOFHLA: numeracy 46.02, reading 42.46, total: 88.48
6 participants with inadequate health literacy, 10 marginal,
108 adequate
Intervention led to greater increases in adherence among those with lower numeracy and lower baseline adherence
Present numeric dosing data in a graphic calendar format 5.2: Design intuitive interactive graphics and tools
Poduval [2018]  To determine whether there was evidence of a digital divide when a Web-based self-management program for type II diabetes mellitus was integrated into routine care London, UK
N=330
Adults with type 2 diabetes
Age: mean 58.4 years
44.5% female
45.5% white
48.8% bachelors or more
Evaluation of app
Retrospective analysis
General and digital health literacy
Literacy tool: not used
Not reported Consideration of literacy levels and audio/visual media for usability 2.6: Write in plain language
5.1: Share information through multimedia 
Text written for people with a reading age of 12, all essential information was provided in video as well as text format 2.6: Write in plain language
5.1: Share information through multimedia 
Personal stories included 5.3: Provide tailored information
Povey [2020] To use a participatory design research approach to understand adaptations which might improve the engagement, reach and acceptability of this resource from the perspective of Aboriginal and Torres Strait Islander youth Torres Strait
N=120
Co-design group: Islander youth (n=45) aged 10–
18 years, 47% female, 93% in secondary school
Survey: Islander people (n=75), 51% under 18, 60% female
Evaluation of app
Mixed methods, participatory design
General literacy and mental health literacy
Literacy tool: not used
Not reported Engagement via humor, music, vibrant colors, relatable images, and stories about positive change 2.4: Stay positive. Include benefits of taking action
5.1: Share info through multimedia
Audio and intuitive visuals encouraged for lower literacy 3.8: Use images that help people learn (choose realistic images – photos of “real” people)
5.1: Share information through multimedia 
Sustain use with customization, interactive activities, and challenges/records of progress over time and options for sharing 5.3: Provide tailored information 
Povey [2016]  To explore Aboriginal and Torres Strait Islander community members’ experiences of using two culturally responsive e-mental health apps and identify factors which influence the acceptability of these approaches Torres Strait
N=9
People identifying as Aboriginal/Torres Strait Islanders who spoke English and did not have a severe level of mental illness.
Age: 18–60 years
66.7% female
Education: not reported
Development and evaluation of app
Qualitative focus group
General literacy
Literacy tool: not used
Not reported Graphics and animation perceived as supporting motivation 2.4: Stay positive. include benefits of taking action (give users motivation to make a change)
Culturally relevant graphics, voices, animation, and optional short video clips may assist in engagement with content and overcome literacy issues. 3.8: Use images that help people learn (choose realistic images)
Schnall [2015]  To understand the perceived ease of use, usefulness, risk and trust that contribute to behavioral intention to use a mobile app for meeting the healthcare needs of persons living with HIV (PLWH) Location: New York, USA
N=80
PLWH and clinicians/case managers
PLWH (n=50): ages 18–59 years, 26% female, 52% Black, 50% Hispanic
Clinicians/case managers (n=30): ages 23–62 years, 83.3% female, 56.7% white, 20% Hispanic
Education: not reported
Evaluation of app
Qualitative participatory design via focus groups, app evaluation
General and technology literacy
Literacy tool: not used
Not measured App should not rely on internet connectivity NA
Present information with simplicity 2.2: Put the most important information first
2.3: Describe the health behavior – just the basics
2.6: Write in plain language
Siedner [2015] To identify predictors of uptake of an mHealth application for a low-literacy population of people living with HIV (PLWH) in rural Uganda and; evaluate the efficacy of various short message service (SMS) text message formats to optimize the balance between confidentiality and accessibility Location: SW Uganda
N=385
PLWH undergoing CD4 testing and can access a mobile phone
Age: median 32 years
65.2% female
10.6% post-secondary
Evaluation of app
Secondary data analysis from randomized clinical trial
General literacy
Ability to read a complete sentence
Confirmed literacy at the time of enrollment was a robust predictor of SMS text message receipt, identification, and appropriate response for PLWH in rural Uganda Coded messages, which obviate the need for literacy, were as effective as direct messages and might augment privacy 1.1: Reading & cognitive processing challenges
In person confirmation of mobile phone competency was highly predictive and should be considered for future similar interventions where possible
End-user characteristics, particularly literacy and technology experience are important predictors of an mHealth intervention for PLWH in rural Uganda
1.1*: ID your users. Who are they?
Thorough assessments of end-user written literacy and technology experience should be made before and during implementation design 6.1: Recruit users with limited literacy skills – and limited health literacy skills
Coded messages can have similar efficacy as text messages, while maintaining confidentiality 6.4: Test whether your content is understandable and actionable
Sox [2010] To create an interface for parents of children with ADHD to enter disease-specific information to facilitate data entry with minimal task burden Massachusetts, USA
N=17
English or Spanish speaking parents who are primary caretakers of a school-aged child with ADHD
Age: not reported
Sex: not reported
Race/ethnicity: not reported
Education: not reported
Development and evaluation of app
Needs analysis, usability testing, and performance testing
Health literacy
TOFHLA
2/10 participants with lower health literacy (<81) Alternative text explanations and audio files to support lower health literacy 5.1: Share information through multimedia 
Acknowledge tension between expectations of a highly-educated parent and a parent with limited health knowledge NA
Srinivas [2019]  To report a case study involving the design and evaluation of a mobile ecological momentary assessment (EMA) tool that supports context-sensitive EMA-reporting of location and social situations accompanying eating and sedentary behavior Midwest, USA
N=59
Obese women a referred to HealthyMe program
Age: 35–64 years
83% Black, 17% White
61% college
Development and evaluation of app
Focus groups, semi-structured interviews, prototype testing, 2 field trials
Health literacy
NVS
59.3% low health literacy Specific to reducing burden while capturing a user response, we suggest designing a system that uses simple-worded, direct questions with fewer words that are easier to read and quicker for the participant to understand and has simple response options that are easier to read, quicker for the participant to understand and select from 3.1: Limit paragraph size. Use bullets & short lists
5.2: Design intuitive interactive graphics & tools
5.4: Create user-friendly forms & quizzes
Wildenbos [2018] To synthesize literature on aging barriers to digital (health) computer use, and explain, map and visualize these barriers in relation to the usability of mHealth by means of a framework NA Review of app studies
Scoping review
Computer literacy
Literacy tool: not used
Cognitive barriers impact satisfaction via diminishing age dependent abilities (numeracy & representational fluency)
Motivational barriers impact learnability via diminishing age-dependent computer literacy
Encourage designers, programmers and developers should be to create mHealth interventions with inclusive design, or flexible enough to be usable by people with no limitations as well as by people with functional limitations related to disabilities or old age 3.11: Make your site accessible to people with disabilities 
The MOLD-US framework can aid mHealth designers in inclusive design efforts. The visual overview of MOLD-US enables a quick assessment of aging barriers and medical conditions that involve deteriorating capacity 3.11: Make your site accessible to people with disabilities 
Wildenbos [2019]  To assess usability problems older patients, encounter in two mHealth apps, aiming show the value of MOLD-US, a recent aging barriers framework, as a classification tool to identify the intrinsic cause of these problems.  Netherlands
N=23
Age >50 years, can read Dutch
Sex: not reported
Education: not reported
Evaluation of app
Case-study
Computer literacy
Think Aloud method
28 high severe usability issues of the mHealth apps were identified
Core natures were related to motivational and cognitive barriers of older adults
Participants had difficulties understanding app navigation structure, missing important text, buttons and icon elements
Cognitive load should be minimized, i.e., by a clear navigational structure and aligning an interface with expectations of older adults mind 4.2: Label and organize content with your users in mind
Advise to put more emphasis on addressing motivational barriers of older adults within user interface design and guidelines 1.2*: Understanding their motivations. Why are they here?
2.1: Identify user motivations & goals. Why are they here?
User-interface design elements such as font size and buttons should be adjusted to the older adult user population. 3.3: Use a readable font that’s at least 16 pixels
Advise to involve older populations as co-creators in the requirements analysis and design phases when developing mHealth 6.1: Recruit users with limited literacy skills – and limited health literacy skills
Usability evaluation approaches may need adjustments to prevent reporter bias and become better suited for testing mHealth services with the older adult and chronically ill patient populations 6.2: ID & eliminate logistical barriers to participation
Colored information visuals explaining navigation and consequences of decision could be used as a decision aid tool since these types of visuals have a positive effect on the accuracy of the decisions made by older adults in eHealth tools NA
Using feedback messages in interfaces should not only inform users on (the result of) their actions but should also offer the user options to recover from wrong actions and return to previously retrieved information or actions 1.2: Understanding Navigation
A clear (video) instruction on how to use an app should be given when older users register for an app, including an aid to return to this instruction during any point in an app’s usage” NA

*, Recommendation from 2010 guidelines. CKD, chronic kidney disease; HIV, human immunodeficiency virus; ADHD, attention-deficit hyperactivity disorder; eHEALS, eHealth Literacy Scale; CFIR, Consolidated Framework for Implementation Research; VIC, Patient Centered Virtual Multimedia Interactive Informed Consent tool; IQR, Interquartile range; GFI, Gunning Fog Index; FKGL, Flesch-Kincaid Grade Level; FRES, Flesch Reading Ease Score; NVS, Newest Vital Sign; REALM, Rapid Estimate of Adult Literacy in Medicine; SAHL-S&E, Short Assessment of Health Literacy-Spanish and English; TOFHLA, Test of Functional Health Literacy in Adults; HLO, Health Literacy Online; NA, not applicable.