University of California, Davis
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.
Inclusion Criteria: * Willing to use their smartphones with app to record all foods consumed * UC Davis student Exclusion Criteria: * eating disorders * Participant in the validation study that tested the app's accuracy against weighed food records
As a mobile application for assessing dietary intake, the app provides a daily report of food intake- a core function that both the gamified and limited app versions have. The gamified version has the added functionality of delivering behavioral nudges that encourage healthy food selections.
This app version provides a daily report of energy and nutrient intake- available to those randomized to the control group
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