Usability inquiry of a gamified behavior change app for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorderopen access
- Authors
- Lee, Daehyoung; Frey, Georgia C; Min, Aehong; Kim, Bogoan; Cothran, Donetta J; Bellini, Scott; Han, Kyungsik; Shih, Patrick C
- Issue Date
- Dec-2020
- Publisher
- SAGE PUBLICATIONS INC
- Keywords
- Autism; behavior change app; gamification; physical activity; usability
- Citation
- HEALTH INFORMATICS JOURNAL, v.26, no.4, pp.2992 - 3008
- Indexed
- SCIE
SCOPUS
- Journal Title
- HEALTH INFORMATICS JOURNAL
- Volume
- 26
- Number
- 4
- Start Page
- 2992
- End Page
- 3008
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/187338
- DOI
- 10.1177/1460458220952909
- ISSN
- 1460-4582
- Abstract
- The purpose of this study was to conduct the first usability inquiry of a gamified, behavior change theory-guided mobile appPuzzleWalkfor 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 thePuzzleWalksystem 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 thePuzzleWalksystem on increasing physical activity and reducing sedentary behavior in adults with and without ASD in real-world settings.
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