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Does Social User Experience Improve Motivation for Runners?: A Diary Study Comparing Mobile Health Applications

机译:社交用户体验是否可以改善跑步者的动力?:一项比较移动健康应用程序的日记研究

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In efforts to enhance the user experience (UX), mobile fitness applications are beginning to incorporate gameplay mechanics and social elements in their design. Unlike the more traditional health applications, m-health applications can provide a richer social user experience that caters to mobile usage contexts, such as fitness. In this paper we discuss to what extent gamification and social elements improve user motivation and lead to short-term positive behavior change. We examine the efficacy of social features in three different m-health running applications with varying levels of social and gamification functionality, each supporting the core task of tracking a user's running activity. Data was collected over a week from 15 mobile app users and runners based in the USA with an online diary study followed by short interviews. The analysis of the diary entries indicates that apps can provide motivation to maintain or increase physical activity, but that the usability, design and feature richness of social and gamification elements negatively impacted user adoption. Moreover, the adoption of social elements, was impacted by interface usability, integration with new music services like Spotify, accuracy of the GPS and so on. The results show that intrinsic motivation and individual goals can enhance short-term positive behavior change, an important dimension for the design of m-health apps. In addition, many users were comfortable with social UX elements, but social elements in and of themselves did not contribute to motivation in running due to the design and usability of each apps social UX strategy. The results from this study will be useful for designers of m-health apps in formulating appropriate design strategies for incorporating social and game mechanics into mobile UX strategy.
机译:为了增强用户体验(UX),移动健身应用程序开始将游戏玩法机制和社交元素纳入其设计。与更传统的健康应用程序不同,m-health应用程序可以提供更丰富的社交用户体验,以满足移动使用情况(例如健身)的需求。在本文中,我们讨论游戏化和社交元素在多大程度上改善了用户动机并导致短期积极的行为改变。我们在具有不同级别的社交和游戏功能的三个不同的m-health跑步应用程序中检查了社交功能的功效,每个应用程序都支持跟踪用户跑步活动的核心任务。在一周的时间里,他们从15位来自美国的移动应用程序用户和跑步者收集了数据,并进行了在线日记研究,随后进行了简短采访。对日记条目的分析表明,应用程序可以提供动力来维持或增加身体活动,但是社交和游戏化元素的可用性,设计和功能丰富性对用户采用率产生负面影响。此外,社交元素的采用还受到界面可用性,与新音乐服务(如Spotify)的集成,GPS准确性等的影响。结果表明,内在动机和个人目标可以增强短期积极行为的改变,这是移动医疗应用程序设计的重要方面。此外,许多用户对社交UX元素感到满意,但是由于每个应用程序社交UX策略的设计和可用性,社交元素本身及其自身并没有助长运行动机。这项研究的结果将对m-health应用程序的设计人员制定将社交和游戏机制纳入移动UX策略的适当设计策略很有用。

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