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.
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App acceptability by version assigned to participants
Timeframe: Measured at endline: at the end of the 6 week period
App's usability by version assigned to participants
Timeframe: Measured at endline: at the end of the 6 week period
App adherence rates by version assigned to participants
Timeframe: Assessed at midline (3 weeks) and endline (6 weeks)