This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on http://formative.jmir.org, as well as this copyright and license information must be included.
Poor-quality dietary patterns are often characterized by inadequate consumption of fruits and vegetables. Changing dietary behavior is difficult, and although it is often clear what needs to change, how to enact change is more difficult. Smartphones have characteristics that may support the complexity of changing dietary behavior.
This paper describes the iterative process of developing a theory-based smartphone app called VegEze that aimed to increase vegetable consumption.
To upscale, reach target users, and create a user-friendly end product, a collaborative research-industry partnership was formed to build the app over a 20-week period. The Integrate, Design, Assess, and Share framework was used as a scientific basis to guide the development. The behavior change wheel was also used as a theoretical grounding in combination with other theory-based strategies, such as self-monitoring, social comparison, and gamification—which have all been shown to be successful in dietary change or digital health interventions. We conducted 1 consumer survey (N=1068), 1 usability testing session (N=11), and a pilot effectiveness and usability trial (N=283) to inform the design of the app.
The target behavior for the app was defined as
Combining a theoretical framework with an industry perspective and input resulted in an app that was developed in a timely manner while retaining its evidence-base. VegEze is an iOS app currently available in the App Store, and the overall impact of the VegEze app will be evaluated in an uncontrolled, quantitative study.
Australian New Zealand Clinical Trials Registry ACTRN12618000481279; http://www.anzctr.org.au/TrialSearch.aspx?searchTxt=ACTRN12618000481279 (Archived by WebCite: at http://www.webcitation.org/769oG9EaA)
Poor diet quality is one of the most important modifiable risk factors for chronic disease [
Population-level nutrition and obesity prevention interventions have had small to modest success in improving diet quality [
Smartphones have characteristics which may support the complexity of changing dietary behavior. For example, smartphones are increasingly ubiquitous, have the ability to reach individuals at nearly any time or place, can be highly interactive, can deliver information in a way that is engaging and rewarding, and provide timely feedback [
An explosion of healthy eating smartphone apps has occurred in recent years (eg, MyFitnessPal, Lifesum, Lose It!, and Easy Diet Diary). However, many commercial apps are not scientifically developed, based on behavioral theory or evidence, and have yet to undergo rigorous evaluation [
This paper describes the iterative development process to build a mobile app that considers both the scientific and commercial validity and that targets a complex and critically important dietary behavior—increasing vegetable consumption. The Integrate, Design, Assess, and Share (IDEAS) framework was used as a scientific basis to guide the development of the app [
The development and evaluation of the app was approved by the Commonwealth Scientific and Industrial Research Organisation (CSIRO) Health and Medical Human Research Ethics Committee Low Risk Review Panel (LR13/2017) and registered with the Australian New Zealand Clinical Trials Registry (ACTRN12618000481279).
The development of the VegEze app was conducted using the IDEAS framework. The IDEAS framework brings together a combination of approaches necessary for the development of effective technologies. The framework draws on behavioral theory, design thinking, user-centered design, rigorous evaluation, and dissemination—which have all been shown to be important for digital health interventions [
The application of the IDEAS (Integrate, Design, Assess, and Share) framework to the development of the VegEze smartphone app. Due to project requirements, the first 3 phases of part 1 of this study took place in a different order to original IDEAS framework. COM-B: capability, opportunity, and motivation to engage in the behavior.
The first 3 phases of the IDEAS framework were designed to gather insights from users and behavioral theory to focus the intervention process around a specific and measurable target behavior.
Specifying the target behavior was, in the first instance, an evidence-based decision drawing on existing data and literature, which was later tested with potential users before proceeding with the app development. To determine the degree of the problem, which is inadequate consumption of vegetables in the Australian population, we examined data from the Australian National Nutrition and Physical Activity survey. This is the latest nationally representative survey of dietary intake available in Australia [
To more precisely define a specific target behavior within the context of increasing vegetable consumption, secondary data analysis of the CSIRO Healthy Diet Score survey was performed. The CSIRO Healthy Diet Score is an online short food survey that has collected data from over 198,000 Australians [
The development of the app also drew on the behavior change wheel (BCW) as a theoretical grounding [
The app also drew on theory-based behavior change techniques (BCTs). The final version of the app was independently coded by 2 trained research assistants for inclusion of techniques from the 93 BCTs taxonomy [
We conducted an online consumer survey with potential users to understand how the identified target behavior (eat 3 different vegetables at dinner) was received by potential users, and to elicit perceptions about performing this behavior.
Potential users were recruited via email from a database of individuals who had previously participated or expressed an interest in participating in online nutrition and health-related surveys or programs. An email was sent to 9900 individuals on the database and 1068 individuals completed the survey within 24 hours. These participants were majoritively female (84% female) with an average age of 56 years (range 20-90 years).
To upscale, reach target users, and create a user-friendly end product, a collaborative research-industry partnership was formed which brought a multidisciplinary team together to build the app over a 20-week build phase. The team was led by a product development manager (from industry) and nutrition scientist (researcher), and included research dietitians, behavioral scientists, product developers, and software engineers. The multidisciplinary project team met regularly throughout the development process to ensure a rapid build phase. The ideation phase also focused on translating insights from users and theory into features of the app. The process of brainstorming ideas for the app was highly iterative and incremental.
The app was built using the principles of agile software development which supports a
The build started by prototyping different ways to track vegetable intake. On the basis of the importance of self-monitoring as a BCT and its rating by potential users in the consumer survey (a tracker for vegetable intake was the second highest rated feature that users expected and highest in terms of a functionality feature), this feature was going to be a core component of the app. In addition to communicating progress, a tracker can be used to communicate and reinforce the specific target behavior.
Initial user testing was conducted in a small sample of people, who were not known to the project team. Members of the development team approached individuals and asked them to complete 4 tasks on the prototype provided. The individuals were observed using the prototype app as they were asked to: add cauliflower, sweet potato, and corn to dinner; add capsicum to breakfast; add salad for lunch; and add carrots for a snack.
A total of 11 people were approached within a local cafe and asked to participate in the initial user testing session. They were asked to use to the app to do the 4 tasks and provide feedback on their experience. The perceived age of the participants was 25 to 45 years (demographic information was not asked to maintain anonymity).
The beta version of the app was developed with fully functional versions released and tested iteratively by the project team, with feedback provided to the project lead of the development team at regular intervals. To ensure the effectiveness and usability of the app could be assessed, evaluation surveys were designed and embedded into the app using Apple ResearchKit software. The length and usability of these surveys were tested as part of this phase as well. The beta version of the app focused on the onboarding process, refining the vegetable tracker and user experience, developing a framework for providing feedback, and the visual branding. In addition, a creative team was engaged to assist in the branding of the app to ensure it had an identity that reflected the fun and simple nature of the underlying behavior.
The aim of this phase was to conduct a small-scale evaluation to test the potential effectiveness of the app and to inform final refinements as required. In this phase, it was also important to understand potential of usage of the app in terms of frequency and duration of use, as well as user satisfaction with the app. Potential users were invited to use the app for 3 days, providing feedback through 3 evaluation surveys that included 1 immediately post download, 1 after 24 hours of use, and 1 after 3 days of use. On the basis of the feedback and experience of the participants, a list of suggestions for improvements was compiled. The list of suggestions was discussed among the project team and prioritized before it was implemented into the final version of the app.
A new sample of potential target users, recruited through the same database described above, was invited to download the beta version of the app. A total of 553 participants registered their interest in the pilot study. Of these, 311 downloaded the app (311/553, 56% of those interested) and 283 completed the baseline survey (283/311, 91% of those who downloaded the app). Participants used the app for about 24 hours and were asked to complete a second survey (post download survey, n=146), followed by a final survey about 3 days after download (post pilot survey, n=103). The sample that completed the baseline survey was largely female (84%), with mean age 48 years, and 46% were overweight or obese.
Data from the latest Australian National Nutrition survey suggest that less than 4% of adults consume enough vegetables to meet the Australian Dietary Guidelines [
Data from the CSIRO Healthy Diet Score survey showed that respondents reporting “always” having 3 different types of vegetables at their evening meal had higher overall vegetable consumption relative to other frequencies. These people were also more likely to meet the recommended daily intakes [
The app draws on the BCW framework, and the COM-B self-evaluation questionnaire was administered as part of the online consumer survey to elicit reasons associated with individuals’ COM-B. When asked what they thought it would take to increase vegetable intake, 37% of responses from survey participants were reasons associated with their capability (eg, have better planning skills, cooking skills, and knowing how to eat more vegetables), 33% were for reasons associated with motivation (eg, developing better plans and a habit of eating more vegetables, feeling like I want to eat more vegetables), and 30% were reasons associated with opportunity (eg, having more time and triggers to prompt me to eat more vegetables). Therefore, respondents reported needing help in all areas of behavior change according to the COM-B theory (
Most common reasons reported for wanting to eat more vegetables from the consumer survey (N=1068). Survey question: “Why might you want to eat more vegetables?”
Response to survey question | Users, n (%) |
To be healthier | 822 (77) |
Increase nutrient intake | 726 (68) |
Increase fiber intake | 662 (62) |
Want to lose weight | 555 (52) |
Feel better | 491 (46) |
Meet recommendations | 267 (25) |
Feel like I should | 160 (15) |
Doctor or health professional told me to | 32 (3) |
Friends/family eat more than I do | 11 (1) |
The online consumer survey aimed to understand how the target behavior (eat 3 different vegetables at dinner) was received by potential users, and to elicit perceptions about performing this behavior. Respondents were generally health conscious and health literate, with 94%-99% reporting that they felt it was “important” or “very important” to eat enough and a wide variety of vegetables each day, and 71% correctly identifying the daily recommended number of serves of vegetables. However, 66% of this sample still believed they would like to eat more vegetables, and this was largely for health-related reasons (
In addition, 56% of respondents were “interested” or “very interested” in an app to specifically help with achieving the target behavior of eating 3 types of vegetables at dinner (
In addition to administering the COM-B self-evaluation questionnaire, the survey respondents indicated their preferences for features in an app and their current vegetable eating behaviors. App features that users reported to want included recipes and meal ideas (82% of users), functionality to track their intake (62%), and information on how to prepare vegetables (51%,
Most people reported to consume vegetables at their dinner meal (98% of respondents), but many also included vegetables with lunch (85%). Consuming vegetables at breakfast (11%) or as a snack (19%) was less common. The most common ways participants indicated eating vegetables in their meals were by including vegetables in dishes such as stir fries (48%), salads (39% as a side salad and 38% as a main), and 32% reported
Most common reasons from the Capability, Opportunity, and Motivation to Engage in the Behavior Self-Evaluation Questionnaire about what it would take to increase vegetable intake from the consumer survey (N=1068). Survey question: “What do you think it would take to increase your vegetable intake?”
Response to survey question | Users, n (%) |
Having better planning skills | 150 (14) |
Developing better plans for eating more vegetables | 128 (12) |
Developing a habit for eating more vegetables | 107 (10) |
Having more time | 96 (9) |
Having better cooking skills | 85 (8) |
Knowing how to eat more vegetables | 75 (7) |
Having more triggers to prompt me to eat vegetables | 64 (6) |
Developing greater will power | 53 (5) |
Feeling that I want to eat more vegetables | 53 (5) |
Evaluation questions about the proposed app from the consumer survey (N=1068).
Survey question | Users, n (%) | |
Very interested | 299 (28) | |
Interested | 299 (28) | |
Neutral | 224 (21) | |
Not interested | 96 (9) | |
Not at all interested | 117 (11) | |
Less than 7 days | 53 (5) | |
7 days | 96 (9) | |
14 days | 107 (10) | |
21 days | 85 (8) | |
30 days or more | 726 (68) | |
Recipes | 726 (82) | |
Tracker | 662 (62) | |
How to info | 545 (51) | |
Weekly reports | 459 (43) | |
Info on guidelines | 417 (39) | |
Health info | 342 (32) | |
Challenges | 310 (29) | |
Rewards | 235 (22) | |
Engage family | 150 (14) | |
Photo gallery | 96 (9) | |
Social sharing | 64 (6) | |
Leaderboard | 43 (4) |
The multidisciplinary project team met twice per week throughout the 20-week development process that allowed us to generate and refine ideas and implement behavior change strategies within features that target users had reported to expect from the app. This was done collaboratively to retain the scientific evidence base while also maximizing the user experience.
At the end of each of the 7 development sprints, usable features were released, reviewed, and tested by the project team. From the fourth sprint, we started to release features to test with users. By using this approach, we were continually able to provide feedback to the development team and facilitate a rapid assembly of the app.
Consumer feedback indicated that a large proportion of users consumed vegetables at lunch as well as dinner, so the project team decided that the tracker would allow vegetables to be tracked at all meals across the day.
To empathize with users, the vegetable tracker feature needed to be quick and simple to use, highly applicable to a range of users by including a large variety of different vegetables and accommodating of users from across the health and motivation spectrums. Unlike traditional scientific methods, emphasis was therefore placed on simplicity and intuitiveness of this dietary intake recording tool. Its core functionality was to record variety of vegetables consumed (ie, the types) as well as servings (ie, the amount). A vegetable list of 125 vegetables was created, and a prototype vegetable tracker allowed users to scroll the vegetable list and click through to record the type and amount of vegetables consumed at each meal of the day. The prototype featured only the core component to ensure the app reached the target behavior as effectively as possible (
Early low resolution wireframes used in iterating the prototype for the vegetable tracker functionality of the app.
The initial user testing provided feedback on the prototype and assessment of the functionality of navigating the vegetable list and logging vegetables consumed in meals. The key observations were that all participants were able to complete all tasks in minimal time and the flow of entering items was reasonably easily learnt. The meal icons for breakfast, lunch, dinner, and snacks appeared to be confusing, as users were not able to easily differentiate meals. Using circles for the meal icons also appeared to be confusing as users seemed to require more context in terms of what they were aiming for and how to fill them in. The recommendations for refinement from the development team included (1) further iteration on the design of meal icons, (2) creation of onboarding screens to help the user navigate, (3) more focus on the development of
The beta version of the app was developed with fully functional versions released and tested iteratively by the project team, with feedback provided to the project lead of the development team at regular intervals. The beta version of the app focused on the onboarding process, refining the vegetable tracker and user experience, developing a framework for providing feedback, and the visual branding.
The onboarding process included ethics documentation and consent as well as the baseline evaluation survey. The consent process and evaluation surveys were embedded into the app using Apple ResearchKit software (
The user experience for the early versions of the app was centered on perceived ease of logging intake and usability of the vegetable list. In the prototype, the vegetable list was ordered by frequency of consumption per meal based on population intake data from the Australian National Nutrition Survey [
The framework for the frequency and content of feedback messages sent via push notifications was developed by the project team. A total of 3 types of notification messages would be sent including daily feedback for logging as well as content and recipe notifications which were sent on a random schedule 3 to 4 times per week. Daily feedback messages for logging intake and communicating progress were designed to be engaging and fun using friendly and positive language and emoji icons. Daily and weekly feedback and graphs on the variety and serves of vegetables logged were designed to be simple and informative and reinforce monitoring.
Finally, the creative team proposed various names and logos that were tested as part of the pilot study (phase 8). The name
A sample of screenshots of the consent process which was embedded in the app using Apple ResearchKit software.
The majority of the participants who registered (492/553, 89%) reported they thought they would like to use the app at least once a day, and 87% felt they would use the app for 2 to 3 min per day or more. When asked how long they thought they could maintain the challenge of eating 3 different types of vegetables at dinner, 67% of users at baseline felt they could maintain it for 21 days or more.
During the testing period (7 days), 265 (265/283, 94%) users who completed the baseline survey logged their vegetable intake at least once. Users averaged 5 sessions in the app during this period, with an average daily engagement time of 3 min 54 seconds. There were 1419 vegetable logs recorded, an average of 5.4 logs per user. The majority of these logs were for the evening meal (1042/1419, 73%).
After downloading the app, at least 80% of users
A powerful motivator - more than I expected. I liked the quality of the images of vegetables and the search function.
I find the information about how much a serving size is for each vegetable is really useful. I would probably just assume I’m eating enough by having a few beans, pieces of carrot and broccoli florets for dinner - but know I know exactly how much I need to eat.
I like the scroll and search option to find veges and the incremental steps to measure vege intake. REALLY liked the option to click on the vege to show what a serving actually is AND the photo of the vege - great; ease of use, thumbs up.
Immediately following download, 75% of users (104/146) felt their overall experience of using the app was positive, and after a few days of using the app, 81% of users felt their experience was positive. Immediately following download, 86% of users reported they would use the app at least once a day, and this remained high at the end of the pilot trial (78% of users). Post download and post pilot, 80% and 87% of users, respectively felt they would use the app for 2 to 3 min. About one-third of users felt they would use the app for 1 to 3 months, and another third for more than 3 months. Finally, 63% of users who completed the post pilot survey (n=103) felt the app was easier or much easier than other health apps, and 69% indicated they would give the app 4 out of 5 stars
Enjoying using the app so far and it’s definitely challenged me to increase my veg intake at dinner.
Yes, I’m very impressed with how many veggies there are to choose from. Being a creature of habit it certainly opens your eyes to what you can eat.
On the basis of the pilot evaluation, a few issues were identified by users in regard to the vegetable list and logging of vegetables that were addressed in the final sprint of the app. For example, the development team further refined the process for adding and deleting vegetables at different meal times to make it easier for users, the order of the vegetable list was revisited, and finally, users wanted more visual feedback of their total vegetable servings in addition to total types.
The final sprint focused on the gamification elements of the app and the content, which was not part of the beta version. The consumer survey in phase 3 suggested that gamification features such as challenges and rewards were expected by 29% and 22% of respondents, respectively. Although these were not the most highly ranked features, gamification is increasingly popular within apps [
The consumer survey described in phase 3 suggested that 82% of respondents expected recipe and meal ideas in the app as well as information on how to prepare vegetables (51% of respondents). The content framework divided articles into 3 categories: (1) evidence-based fun facts on vegetables, (2) recipe and meal ideas all containing 3 different vegetables, and (3) tips and tricks on how to prepare and include vegetables in meals (
Two-way user feedback was central to the app (
As described in phase 2, the app drew on theory-based BCTs. The final release version of the app was independently coded by 2 trained research assistants, who identified 16 BCTs used within the app, most of which were from the goals and planning subsections of the BCT taxonomy (
A sample of screenshots from the VegEze app as published in the App Store. (a) Log in and welcome screen; (b) Home screen displaying motivational feedback message, progress for current day for types of vegetables consumed, and vegetable log; (c) Vegetable list and logging functionality; (d) Example of a standard serve of vegetables; (e) Summary challenge screen and level achieved; (f) Feedback screen of serves of vegetables consumed for the day and across the challenge; (g) Leader board of achievements; (h) Example of “How to” content from the Learn section; (i) Learn screen; (j) Example of a recipe from the Meal ideas section.
The VegEze app was coded for the inclusion of 16 behavior change techniques (BCTs) from the BCT taxonomy.
BCT category | BCT description | Example of intervention component in the app | |
1.1 Goal setting (behavior) | Set or agree a goal defined in terms of the behavior to be achieved | Sets a goal to eat 3 types of vegetables at dinner each day for 21 days | |
1.4 Action planning | Prompt detailed planning of performance of the behavior | Encourages planning and preparation to eat a variety of vegetables at dinner | |
1.5 Review behavior goals | Review behavior goals in light of achievement | Daily feedback messages and visual displays provided on types of vegetables consumed | |
1.6 Discrepancy between current behavior and goal | Draw attention to discrepancies between current behavior and the goal | Home screen and daily feedback messages point out differences between the number of types of vegetables consumed and target; and feedback screen provides feedback about consumption of serves of vegetables relative to Dietary Guidelines | |
1.7 Review outcome goals | Review the outcome goal in light of achievement | At the end of the challenge, feedback on achievement is provided and a new goal can be set | |
2.2 Feedback on behavior | Monitor and provide informative or evaluative feedback on behavior | Daily feedback messages and visual displays provided on types of vegetables consumed | |
2.3 Self-monitoring of behavior | Establish a method for the person to monitor and record their behavior | Vegetable log asks participants to record consumption daily | |
5.1 Information about health consequences | Provide information about health consequences of behavior | Learn section provides information on the health benefits of consuming vegetables | |
5.3 Information about social and environmental consequences | Provide information about social and environmental consequences of behavior | Learn section provides information about the benefits to their family and environmental benefits to consume and not waste vegetables | |
5.6 Information about emotional consequences | Provide information about emotional consequences of behavior | Learn section provides information that eating vegetables increases energy and sense of well-being | |
6.2 Social comparison | Draw attention to other people’s performance to allow comparison with own performance | A leaderboard displays the different awards and the percentage of individuals using the app who are striving for each award | |
8.1 Behavioral practice or rehearsal | Prompt practice of the behavior to increase habit | Daily push notifications to prompt behavior | |
8.3 Habit formation | Prompt rehearsal and repetition of the behavior in the same context repeatedly | Push notification to prompt consumption of 3 types at dinner each day | |
10.3 Nonspecified reward | Arrange delivery of a reward if there have been effort and progress in behavior | Virtual rewards received for logging and achieving progress toward 3 vegetables at dinner | |
10.6 Nonspecific incentive | Inform that a reward will be delivered if effort and progress in behavior are made | Information section informs of virtual rewards for logging and achieving progress toward 3 vegetables at dinner | |
14.5 Rewarding completion | Build up behavior by arranging reward following final component of the behavior | Participants receive virtual rewards for eating 3 vegetables, which is contingent on them buying, cooking, and eating vegetables |
It is planned that the overall impact of the VegEze app will be evaluated using the Reach, Effectiveness, Adoption, Implementation, and Maintenance (RE-AIM) framework [
VegEze is currently available in the App store as a standalone research app, and participants have been recruited to take part in the evaluation study through television, radio, and social media. The results of this evaluation will be published and the execution of a communication plan will ensure the results are shared widely at the completion of the trial (phase 10 of the IDEAS framework but not discussed here).
This paper has described the theoretically and commercially derived development of the VegEze app and its features and functionality. Combining a theoretical framework with an industry perspective and input has resulted in an app that was developed in a timely manner while retaining its evidence-base. It has been suggested that the pace of the development, evaluation, and dissemination cycle is too structured and slow in academia, inhibiting the progress in meaningful and engaging smartphone interventions [
There are advantages and disadvantages of a rapid build phase that should be acknowledged. The sequential sprints and the staged release of new app features at the completion of each sprint allowed the project team to provide timely feedback to the development team in a highly iterative and continuous refinement process. The rapid development phase also ensured the project team focused on the essential functionality and core features expected by the target users and spent relatively less time on the
Internet and mobile phone technology are commonly used as a delivery medium to promote health behavior, both in research and within the health and wellness industry. It has been estimated that half of all mobile phone users have downloaded a health-related app, with fitness and nutrition apps being most commonly downloaded and used at least once daily [
Review of literature suggest interventions in the general adult population can increase consumption of fruits and vegetables by 0.2 to 0.6 serves per day or up to 1.4 in more controlled environments [
Self-monitoring is one of the most commonly used BCT within smartphone interventions [
Although the development of the app was informed by large groups of potential users, they were individuals who had previously registered or participated in health-related initiatives and are likely to have a higher vegetable intake overall than the general population. The barriers to consumption and strategies to increase intake may differ in those who are already consuming vegetables compared with those with low consumption or compared with those who intend to increase consumption. The appeal and impact of the app to a broader range of users will be part of the evaluation. In addition, the majority of the consumer sample were women, aged in their late 40s or early 50s, health motivated, and all volunteered to help in the development of an app targeting vegetable consumption. It is possible that the particular nature of this sample may have informed the development of app features that do not appeal as much to other groups of the population. We expect using mass and social media to recruit for the evaluation trial will result in a more diverse group of users so that as part of the evaluation we can better understand the variation in uptake and usage of the app by different user characteristics. Participants of the pilot trial used the app for 5 out of a possible 7 days, with an average daily engagement time of almost 4 min. Another literature suggests that, among mobile phone users in the United States, 65% opened their health apps once per day, and 44% used their app for between 1 and 10 min [
The development of VegEze was the result of a research-industry partnership that brought together scientific evidence and commercial
behavior change techniques
behavior change wheel
capability, opportunity, and motivation to engage in the behavior
Commonwealth Scientific and Industrial Research Organisation
integrate, design, assess, and share
reach, effectiveness, adoption, implementation, and maintenance
The project team would like to thank the SP Health Co Pty Ltd Technical team for their role in supporting the App development company in building the VegEze app. The project team would also like to acknowledge Pennie McCoy from SP Health Co Pty Ltd for her assistance in coordinating the email recruitment and survey administration for the consumer surveys; and Dr Sinead Golley from the Commonwealth Scientific and Industrial Research Organisation Health & Biosecurity for her behavioral science expertise and feedback on elements of the gamification design features. Finally, the authors would also like to acknowledge Brittany Johnson and Chelsea Mauch from the Flinders University who took time to code the BCTs of the app.
This project was funded by Horticulture Innovation Australia Ltd through the Research and Development levy.
None declared.