Computer Architecture and Technology, University of Sevilla, Spain.
International Center for Health Information Technology (ICHIT), Taipei Medical University, Taipei, Taiwan.
Comput Methods Programs Biomed. 2019 Dec;182:105042. doi: 10.1016/j.cmpb.2019.105042. Epub 2019 Aug 23.
BACKGROUND: Mobile apps have a great potential to support patients in healthcare, and to encourage healthy behavioral changes such as smoking cessation. Nevertheless, the user rejection levels are still high. A set of factors that has impact on the app effectiveness is related to the quality of those features that lead to positive user experiences when using the app. This work aims to evaluate the user experience, and more specifically the usability and the user satisfaction with a mobile application for smoking cessation. This will also provide a basis for future improvements. METHODS: We provided a smoking cessation mobile Android app to two different user cohorts, the smokers as valid users and the experts, for three weeks. The app featured usual functionalities to help quit smoking, including an achieved benefits section, mini-games to distract during cravings, and supportive motivational messages. We collected information about user experience, through game playability and message satisfaction questionnaires, and the experts' opinions. We also considered usage of app sections, the duration of the mini-game sessions, and the user ratings for motivational messages. RESULTS: We included 45 valid users and 25 experts in this study. The questionnaire indicated 80% satisfaction rate for the motivational messages. According to game questionnaires, over 69% of the participants agreed that the games have good usability features, however, for questions related to mobility and gameplay heuristics, agreements were below 67%. The most accessed app sections were achieved benefits and the one with motivational messages. The experts described issues that could help to improve the application. CONCLUSIONS: The combination of questionnaires with expert reports allowed to identify several problems and possible corrections. Our study showed that motivational messages have a good satisfaction rate, although it is necessary to consider technical features of some mobile devices that may hinder message reception. Games have good usability and it's expected that the addition of difficulty levels and a better accessibility to the game menu could make them more attractive and increase its usage. Future development of mHealth apps based on gamification and motivational messages need to consider these factors for better user satisfaction and usability.
背景:移动应用在医疗保健中具有很大的潜力,可以鼓励健康的行为改变,如戒烟。然而,用户的拒绝率仍然很高。一组影响应用程序效果的因素与那些功能的质量有关,这些功能在使用应用程序时会带来积极的用户体验。这项工作旨在评估用户体验,更具体地说,是评估戒烟移动应用程序的可用性和用户满意度。这也为未来的改进提供了基础。
方法:我们为两个不同的用户群体(吸烟者作为有效用户和专家)提供了一个戒烟的移动安卓应用程序,为期三周。该应用程序具有帮助戒烟的常用功能,包括已实现的益处部分、分散烟瘾的迷你游戏以及支持性的激励信息。我们通过游戏可玩性和信息满意度调查问卷收集用户体验信息,以及专家的意见。我们还考虑了应用程序部分的使用情况、迷你游戏会话的持续时间以及用户对激励信息的评分。
结果:我们在这项研究中纳入了 45 名有效用户和 25 名专家。问卷调查显示,激励信息的满意度为 80%。根据游戏问卷,超过 69%的参与者同意游戏具有良好的可用性功能,但对于与移动性和游戏操作提示相关的问题,同意率低于 67%。访问最多的应用程序部分是已实现的益处和激励信息。专家描述了一些可以帮助改进应用程序的问题。
结论:将问卷与专家报告相结合,使我们能够发现一些问题并提出可能的改进方案。我们的研究表明,激励信息的满意度较高,但需要考虑一些可能会阻碍信息接收的移动设备的技术特性。游戏具有良好的可用性,预计增加难度级别和更好地访问游戏菜单可以使它们更具吸引力并增加其使用量。基于游戏化和激励信息的移动健康应用程序的未来开发需要考虑这些因素,以提高用户满意度和可用性。
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