SBIR/STTR Research Award

Web-Based Support for Implementation of Evidence-Based HIV Prevention (PCC)

Award identifier 959b18bce11e4748509daae3b9b1da061a8c337e9d74b8028ef549de650af673Awarding agency Department of Health and Human Services · National Institutes of Health

Award amount

$150,000

Program and phase

SBIR · Phase I

Award year

2013

Explore This Research Award in CaptureIQ

Research the technology, evaluate the recipient and agency, identify related opportunities, and explore potential follow-on work with CaptureIQ.

Award details

Awarding agency
Department of Health and Human Services
Branch
National Institutes of Health
Recipient company
Caktus Consulting Group, LLC
Proposal award date
Not reported
Contract end date
Not reported
UEI
ECA9C6KCKLE6
Solicitation number
PA12-088
Topic code
NIMH

Research abstract

DESCRIPTION (provided by applicant): Although strict adherence to antiretroviral therapy (ART) is required to achieve health benefits of treatment, there are no known interventions that have improved ART adherence among young Black men who have sex with men (YBMSM). Novel, sustainable interventions that improve adherence to ART among HIV+ YBMSM are needed to improve individual health, decrease health care costs, and reduce HIV transmission risk. The overall objective of the proposed research is to design anovel mobile phone application ( app ) utilizing game mechanics and social networking features to improve and optimize the durability of ART adherence among YBMSM ages18-29. The rationale that drives the proposed research is that innovative approaches thatutilize widely available technology and are engaging, interactive, tailored and theory driven are more likely to improve ART adherence among YBMSM than existing interventions. Data demonstrating high levels of access to and use of mobile phones among YBMSM points to the importance of using tools based in these technologies. The proposed SBIR Phase I research has three specific aims: 1) Formative research: Conduct focus groups to better understand the ART information, motivation and behavioral skills needsof the target population and identify the best strategies for addressing these needs through the mobile game app; 2) Technology development: Develop the smartphone app (Daily Dose, or 2D) based on the Information, Motivation, and Behavior Skills model of ART adherence supplemented by gamification principles; and 3) Usability testing: Test the intervention with an internal testing group and members of the target population to identify any potential problems with the mobile game app and allow for optimizationof the intervention. The proposed research is innovative because it will develop a mobile game app that uses a wide range of smartphone features to create an ART adherence intervention for HIV+ YBMSM that is individually tailored, highly interactive and engaging, provides opportunities to learn important self-management skills related to medication adherence and is highly relevant in today's world and the lives of YBMSM. This research is significant because it will address a critical need for effective ARTinterventions for HIV+ YBMSM that is delivered through a widely utilized technology medium and uses a game approach, which is expected to be highly appealing and engaging for the targeted population. Moreover, the creation of a novel technology based adherence tool could be easily adapted for other highly prevalent and costly chronic diseases that require consistent medication adherence. Key indicators of success in Phase I include: functional prototypes of the 2D app and mock- up representations of otherapp features; usability test results; and an action plan for Phase II. PUBLIC HEALTH RELEVANCE PUBLIC HEALTH RELEVANCE: The development of a mobile phone ART adherence game app as we propose will have a high public health impact because it willreach the group with the highest incidence of new HIV infections, young black men who have sex with men (BMSM). Our intervention will address determinants of poor adherence behaviors such as a lack of adherence information, motivation, and behavioral skills and most importantly, engage young BMSM in a fun, ongoing and unremitting way. The advanced technologies used in the proposed novel intervention are consistent with NIH's emphasis on innovation. We plan to use the Information, Motivation Behavior (IMB) model to develop, and usability test a mobile phone based game app intervention called 2D (Daily Dose) to improve adherence to ART among HIV infected young BMSM.

Technology keywords

Not reported

Other awards by this recipient

Verified by the same UEI. These are other public SBIR/STTR award pages, not a merged company record.

Awards with the same topic code

Verified by an exact topic code match. This is not a text-similarity match.

Research funding history

2 SBIR/STTR records share this UEI (2013–2015). Reported award amounts total $1,146,311. Reported amounts are not federal obligations.

Phases: Phase II, Phase I

Agencies: Department of Health and Human Services

Agency intelligence

Department of Health and Human Services

Back to SBIR/STTR Research Awards

Don't take our word for it. Ask AI about RFPCapture.

See what leading AI assistants have to say about RFPCapture and CaptureIQ.

Gemini opens without a prefilled question. The question is copied to your clipboard when the button works. You can also copy it here:

What is RFPCapture.com and its CaptureIQ platform from Smart Logic AI? How does it help federal contractors discover opportunities, evaluate bid/no-bid decisions, research government contracts, and prepare proposals? How does it compare with other federal capture platforms? Use independent sources where available.