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Using Engineering Methods During Intervention Design to Increase
Participant Engagement: A Case Study
Emily A. Waterman, Meg L. Small, Siri Newman, & Jessica Menold
The Pennsylvania State University
Conclusions and Future Directions
The authors sincerely thank Kerry Small and the Live It staff for their tireless efforts on the current project, as well as support from the Social Science Research Institute and the National Institute on Drug Abuse (T32 DA017629, P50 DA10075, P50
DA039838) for support. The views expressed in this work are ours and do not necessarily reflect the funding agency. For information about Live It, visit www.liveitu.com. For more information, contact Emily Waterman at eaw237@psu.edu.
Live It Online Platform
Parallel Prototyping
• Engineering design aims to optimize the product and
service design process via techniques such as parallel
prototyping
• Parallel prototyping is the rapid creation of multiple
versions of a product or service to test with users
• Parallel prototyping increases product satisfaction, which is
linked to higher consumer adoption and return on
investment (Anderson et al., 1994; Häggman et al., 2013; Neeley et al.,
2013)
• Time between intervention development and
dissemination is about ten years (Balas & Boren, 2000), and
interventions often lack high participant engagement (Miller
& Shinn, 2005)
• Intervention developers could use parallel processing to
rapidly test intervention components
• Live It is an online platform that aims to build college
students’ identity and skills while facilitating college
adjustment and social connections (Azmitia et al., 2013; Côté,
2005; Waterman et al., 2016) using custom co-curricular
experiences
• Due to the versatility of the Live It platform, we wanted to
determine which co-curricular experience format would be
most desirable to the users, college students
• Aim: To apply parallel prototyping to the Live It
platform as an intervention development
method
• Using parallel prototyping, we were able to identify students’ reactions to the Live It platform early in the
intervention development process. We gained valuable insight, including students’ desire for a choice in
their experience and the types of skills they practiced during the experience.
• Parallel prototyping may be used by preventionists to design programs with high user engagement,
improving the scalability of programs after they are tested with a randomized controlled trial.
• Intervention program developers who wish for more rigorous testing of intervention component
prototypes might consider the Multiphase Optimization Strategy (MOST; Collins, Murphy, & Strecher, 2007).
Process and Results from 5 Classes
Class Question Data
1 Do students want a choice of
different Live It experiences?
• 100% of students agreed: “I felt empowered
by having a choice between several Live It
experiences.”
2 What skills do students use
during Live It experiences?
• 87% of students described using
communication and other social skills during
the Live It experience.
3 Can Live It experiences be
implemented with a large class
with minimal instruction?
• 86% of students completed the Live It
experience.
4 Will students complete the Live
It experience if it is not
required for class?
• 53% of students completed the Live It
experience when it was not required for the
class.
5 Will students share their
experiences on the online
platform?
• 100% of students downloaded pictures or
text descriptions of their experience.

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Using Engineering Methods During Intervention Design to Increase Participant Engagement: A Case Study

  • 1. Using Engineering Methods During Intervention Design to Increase Participant Engagement: A Case Study Emily A. Waterman, Meg L. Small, Siri Newman, & Jessica Menold The Pennsylvania State University Conclusions and Future Directions The authors sincerely thank Kerry Small and the Live It staff for their tireless efforts on the current project, as well as support from the Social Science Research Institute and the National Institute on Drug Abuse (T32 DA017629, P50 DA10075, P50 DA039838) for support. The views expressed in this work are ours and do not necessarily reflect the funding agency. For information about Live It, visit www.liveitu.com. For more information, contact Emily Waterman at eaw237@psu.edu. Live It Online Platform Parallel Prototyping • Engineering design aims to optimize the product and service design process via techniques such as parallel prototyping • Parallel prototyping is the rapid creation of multiple versions of a product or service to test with users • Parallel prototyping increases product satisfaction, which is linked to higher consumer adoption and return on investment (Anderson et al., 1994; Häggman et al., 2013; Neeley et al., 2013) • Time between intervention development and dissemination is about ten years (Balas & Boren, 2000), and interventions often lack high participant engagement (Miller & Shinn, 2005) • Intervention developers could use parallel processing to rapidly test intervention components • Live It is an online platform that aims to build college students’ identity and skills while facilitating college adjustment and social connections (Azmitia et al., 2013; Côté, 2005; Waterman et al., 2016) using custom co-curricular experiences • Due to the versatility of the Live It platform, we wanted to determine which co-curricular experience format would be most desirable to the users, college students • Aim: To apply parallel prototyping to the Live It platform as an intervention development method • Using parallel prototyping, we were able to identify students’ reactions to the Live It platform early in the intervention development process. We gained valuable insight, including students’ desire for a choice in their experience and the types of skills they practiced during the experience. • Parallel prototyping may be used by preventionists to design programs with high user engagement, improving the scalability of programs after they are tested with a randomized controlled trial. • Intervention program developers who wish for more rigorous testing of intervention component prototypes might consider the Multiphase Optimization Strategy (MOST; Collins, Murphy, & Strecher, 2007). Process and Results from 5 Classes Class Question Data 1 Do students want a choice of different Live It experiences? • 100% of students agreed: “I felt empowered by having a choice between several Live It experiences.” 2 What skills do students use during Live It experiences? • 87% of students described using communication and other social skills during the Live It experience. 3 Can Live It experiences be implemented with a large class with minimal instruction? • 86% of students completed the Live It experience. 4 Will students complete the Live It experience if it is not required for class? • 53% of students completed the Live It experience when it was not required for the class. 5 Will students share their experiences on the online platform? • 100% of students downloaded pictures or text descriptions of their experience.