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临床试验/NCT07108452
NCT07108452尚未招募不适用

Leveraging AI to Transform Dietary Choices for Cardiovascular Health in Young Adults Experiencing Food Insecurity

University of California, Davis1 个研究点 分布在 1 个国家目标入组 114 人开始时间: 2026年10月1日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
尚未招募
入组人数
114
试验地点
1
主要终点
App acceptability by version assigned to participants

研究概览

简要总结

The goal of this feasibility study is to determine the adherence, acceptability, and usability of the behavioral intervention of a mobile AI application and its effects on food choices and diet quality. A secondary goal is to assess whether the app's accuracy or feasibility differs by food security status. Study participants are UC Davis students aged 18-24 years. The main question it aims to answer is:

- Does the gamified app version that delivers behavioral nudges have a higher adherence and acceptability rate, and does this translate to better dietary behaviors?

Participants will use either the intervention app (dietary assessment + gamification) or the control app (non-gamified, dietary assessment only) for six weeks to record all their food intake. Diet quality will be assessed at baseline and endline, and a Likert scale acceptability questionnaire will be administered at endline.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Other
盲法
None

入排标准

年龄范围
18 Years 至 24 Years(Adult)
性别
All
接受健康志愿者
是

入选标准

  • •Willing to use their smartphones with app to record all foods consumed
  • •UC Davis student

排除标准

  • •eating disorders
  • •Participant in the validation study that tested the app's accuracy against weighed food records

研究组 & 干预措施

Control group- Limited app version, dietary assessment only

Active Comparator

Participants will be randomized at enrollment to the control group, which will receive a "limited" app version that only provides a daily report of caloric and nutrient intake, without delivering behavioral nudges.

干预措施: Limited app version for dietary assessment only (Other)

Intervention group- Gamified app version; dietary assessment + gamification

Experimental

Participants will be randomly assigned at enrollment to the intervention group, which will receive a gamified app that delivers behavioral nudges and provides a daily report of caloric and nutrient intake.

干预措施: A mobile application that uses AI to deliver behavioral nudges that encourage healthy food choices. (Other)

结局指标

主要结局

App acceptability by version assigned to participants

时间窗: Measured at endline: at the end of the 6 week period

Acceptability will be assessed using a structured questionnaire based on a Likert scale from 1 (strongly agree) to 5 (strongly disagree) administered at the end of the study period.

App's usability by version assigned to participants

时间窗: Measured at endline: at the end of the 6 week period

Focus group discussions will be conducted with a select group of participants to assess usability (i.e. facilitators and barriers to app usage) at the end of the study period.

App adherence rates by version assigned to participants

时间窗: Assessed at midline (3 weeks) and endline (6 weeks)

App usage adherence will be evaluated based on analytics data, with a 70% usage threshold defined for both the midline and endline assessments.

次要结局

  • Diet quality assessment by app version, measured using Healthy Eating Index scores at baseline and endline.(From enrollment till study completion at 6 weeks)
  • App usability by food security status assessed using the USDA 10-item food security survey module(Food security assessed at baseline)
  • App adherence rates by food security status assessed using the USDA 10-item food security survey module(Food security assessed at baseline)
  • App acceptability by food security status assessed using the USDA 10-item food security survey module(Food security assessed at baseline)

研究者

申办方类型
Other
责任方
Sponsor

研究点 (1)

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