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男男性行为者艾滋病毒自检转诊项目中拟态和游戏化用户界面设计的用户体验与可用性:前瞻性开放标签平行组随机对照试验

User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial.

作者信息

Kwan Tsz Ho, Chan Denise Pui Chung, Lee Shui Shan

机构信息

Stanley Ho Centre for Emerging Infectious Diseases, The Chinese University of Hong Kong, Hong Kong, China (Hong Kong).

出版信息

JMIR Serious Games. 2022 Jun 22;10(2):e35869. doi: 10.2196/35869.

Abstract

BACKGROUND

Digital interventions have been applied for promoting HIV prevention and care among men who have sex with men (MSM). As user interface (UI) design plays a role in determining usability and user experience (UX), the intervention outcome could be affected.

OBJECTIVE

In this study, we hypothesized that 2 UI design styles, namely gamification and neumorphism, could impact usability and be differentially preferred by distinct groups of MSM.

METHODS

A prospective parallel-group open-label randomized controlled trial was conducted in Hong Kong. Eligible participants were adult MSM recruited by the research team or referred by enrolled participants, who followed instructions for performing an HIV self-test and promoted its use within their social network. Participants were randomized in a 1:1 ratio into either a gamification or neumorphism arm, with primarily visual differences in the UI only. The primary outcome was usability measured by the System Usability Scale (SUS) between the 2 arms. Distinct characteristics of promoters in the 2 arms who gave an SUS score of 80 or above were identified.

RESULTS

Of 463 MSM registered in the study, 232 and 231 were randomized to the gamification and neumorphism arms, respectively. Excluding those who did not request a self-test kit, data from 218 and 216 participants in the gamification and neumorphism arms, respectively, were analyzed (totally 434 participants). With a median SUS score of 80 overall, participants in the neumorphism arm gave a higher score (P<.001), with a higher proportion giving a promoter-level SUS score (P=.002). Promoters used social media for sex networking (P=.02), used pre-exposure prophylaxis in the preceding year (P=.006), had higher satisfaction in UI design (P<.001), and had made a self-test referral (P=.04). In general, higher usability was recorded among participants who were confident in performing the HIV self-test (P<.001), and this was associated with a promoter-level SUS score in both arms. While no other personal characteristics were associated with promoters in the neumorphism arm, those in the gamification arm had higher HIV-related knowledge (P=.01), preferred a specific partner body image type (P=.03), and progressed toward peer referral by completing online training (P=.04).

CONCLUSIONS

Both gamified and neumorphic UI designs were well-accepted by MSM. UX and satisfaction of UI were both crucial in influencing the willingness of MSM to promote the application by referring their peers in the community to participate. The simplistic visual design of neumorphism conferred a more general acceptance in the community, whereas gamification was preferred in certain MSM subcommunities. Appropriate UI/UX design should be considered when developing digital interventions targeting the MSM community.

TRIAL REGISTRATION

ClinicalTrials.gov NCT04379206; https://clinicaltrials.gov/ct2/show/NCT04379206.

摘要

背景

数字干预已被应用于促进男男性行为者(MSM)的HIV预防和护理。由于用户界面(UI)设计在决定可用性和用户体验(UX)方面发挥着作用,干预结果可能会受到影响。

目的

在本研究中,我们假设两种UI设计风格,即游戏化和拟态,可能会影响可用性,并且不同组的MSM会有不同的偏好。

方法

在香港进行了一项前瞻性平行组开放标签随机对照试验。符合条件的参与者是由研究团队招募或由已登记参与者推荐的成年MSM,他们按照指示进行HIV自我检测,并在其社交网络中推广该检测的使用。参与者以1:1的比例随机分为游戏化组或拟态组,两组之间仅在UI上存在主要的视觉差异。主要结局是通过系统可用性量表(SUS)测量的两组之间的可用性。确定了两组中SUS得分在80分及以上的推广者的不同特征。

结果

在该研究中登记的463名MSM中,分别有232名和231名被随机分配到游戏化组和拟态组。排除那些未申请自我检测试剂盒的人后,分别分析了游戏化组和拟态组中218名和216名参与者的数据(共434名参与者)。总体SUS得分中位数为80分,拟态组的参与者得分更高(P<0.001),给出推广者水平SUS得分的比例更高(P=0.002)。推广者使用社交媒体进行性网络活动(P=0.02),在前一年使用暴露前预防措施(P=0.006),对UI设计的满意度更高(P<0.001),并且进行了自我检测推荐(P=0.04)。一般来说,对进行HIV自我检测有信心的参与者的可用性得分更高(P<0.001),这与两组中推广者水平的SUS得分相关。虽然拟态组中没有其他个人特征与推广者相关,但游戏化组中的推广者有更高的HIV相关知识(P=0.01),更喜欢特定的伴侣身体形象类型(P=0.03),并且通过完成在线培训向同伴推荐方面有进展(P=0.04)。

结论

游戏化和拟态UI设计都被MSM很好地接受。UX和UI满意度在影响MSM通过推荐其社区中的同伴参与来推广应用的意愿方面都至关重要。拟态的简约视觉设计在社区中获得了更广泛的接受,而游戏化在某些MSM亚群体中更受青睐。在开发针对MSM社区的数字干预措施时,应考虑适当的UI/UX设计。

试验注册

ClinicalTrials.gov NCT04379206;https://clinicaltrials.gov/ct2/show/NCT04379206

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