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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 disorderopen access

Authors
Lee, DaehyoungFrey, Georgia CMin, AehongKim, BogoanCothran, Donetta JBellini, ScottHan, KyungsikShih, 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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