Pilot-Testing Real-Time Engagement for Learning to Effectively Control Type 2 Diabetes
This study is testing a new smartphone app called Healthmine. The app is designed to help young people with type 2 diabetes manage their condition by combining information from a continuous glucose monitor (CGM), which tracks blood sugar levels, and a Fitbit, which tracks physical activity. The goal is to see how easy the Healthmine app is to use and to get feedback on the app's features and health messages. You may be able to join if you are 16-24 years old, were diagnosed with type 2 diabetes before age 18, and speak English. This study is looking for 30 participants, but its current recruitment status is unclear.
- Study design
- This is an interventional study involving 30 participants. It is designed to test a new smartphone app and devices.
- What's involved
- You would wear a continuous glucose monitor (CGM) and a Fitbit for 30 days, while also using the Healthmine app. You would complete surveys before and after this period, and an interview at the end.
- Compensation
- Not stated in the trial record.
- Follow-up
- The primary endpoint for usability is measured at 15 and 30 days after starting the CGM and app use.
AI-generated from the public study record. Only the study team can confirm whether you're eligible — confirm details with them before making decisions.
Pilot-Testing Real-Time Engagement for Learning to Effectively Control Type 2 Diabetes
At a glance
Conditions
Where it's being run
1 sites across 1 statesStudy leadership
- Mary Ellen Vajravelu, MD, MSHP · PRINCIPAL_INVESTIGATOR · University of Pittsburgh
Who to contact
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Do you actually qualify for this trial?
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Inclusion
What this trial measures
- Usability of Healthmine app15 days and 30 days after starting study-provided CGM and Healthmine app use
Assessed via the System Usability Scale (SUS), a 10-item questionnaire measuring perceived usability of a system or technology. Each item is rated on a 5-point Likert scale ranging from 1 ("strongly disagree") to 5 ("strongly agree"). The total SUS score is calculated by summing the score contributions from each item (for odd-numbered items, subtract 1 from the user response; for even-numbered items, subtract the user response from 5), multiplying the sum by 2.5, resulting in a score ranging from 0 to 100. Higher scores indicate better perceived usability, with scores above 68 considered above average usability.