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Usability inquiry of a gamified behavior change app for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder

Title
Usability inquiry of a gamified behavior change app for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder
Author
한경식
Keywords
Autism; behavior change app; gamification; physical activity; usability
Issue Date
2020-09
Publisher
SAGE PUBLICATIONS INC
Citation
HEALTH INFORMATICS JOURNAL, v. 26, no. 4, page. 2992-3008
Abstract
The purpose of this study was to conduct the first usability inquiry of a gamified, behavior change theoryguided mobile app PuzzleWalk for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder (ASD). Eighteen adults with and without ASD participated in a mixed-methods study that consisted of cognitive walkthrough, system usability assessment, and qualitative interviews. The results of the system usability testing indicated satisfactory quality of the PuzzleWalk system that can be readily applicable to both adults with and without ASD. Several notable issues were identified from the qualitative interviews that address critical insights into unique health and social needs in adults with ASD. Future work is warranted to examine the long-term effects of the PuzzleWalk system on increasing physical activity and reducing sedentary behavior in adults with and without ASD in real-world settings.
URI
https://journals.sagepub.com/doi/10.1177/1460458220952909https://repository.hanyang.ac.kr/handle/20.500.11754/170624
ISSN
1460-4582; 1741-2811
DOI
10.1177/1460458220952909
Appears in Collections:
COLLEGE OF ENGINEERING[S](공과대학) > ETC
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