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Puzzle Walk: A Gamified Mobile App to Increase Physical Activity in Adults with Autism Spectrum Disorder

机译:拼图步行:赌博的流动应用程序,以增加具有自闭症谱系障碍的成人体育活动

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Research shows that adults with Autism Spectrum Disorder (ASD) are less physically active than those without ASD. Persuasive augmented reality smartphone apps may be an effective intervention to target this health disparity. A gamified mobile app, Puzzle Walk was developed to elevate physical activity (PA) engagement in the target population following an iterative user-centered design process, including a literature review, identification of target behaviors, needs analysis, health behavior theory evaluation, and prototype design. We found that walking is the most common form of PA in the target users and they have an affinity to using technology devices. These insights led us to design the Puzzle Walk app that incorporates behavior change techniques (BCTs) (e.g., user instruction, self-monitoring, visual rewards, feedback on performance, and goal-setting). We describe the emerged design that includes animated gamification and visualized user interfaces. The usability assessment plan is discussed as future work.
机译:研究表明,与自闭症障碍(ASD)的成年人比那些没有ASD更少的体力活动。有说服力的增强现实智能手机应用程序可以是指定这些健康差距的有效干预。一个游戏化移动应用程序,益智城的开发是为了提高在目标人群以下迭代用户为中心的设计过程中的体力活动(PA)的参与,包括文献综述,目标行为的识别,需求分析,健康行为理论的评价,和原型设计。我们发现,行走在目标用户PA的最常见的形式,他们必须利用技术设备的亲和力。这些见解使我们设计难题步行的应用程序,结合行为改变技术(旅战斗队)(例如,用户指令,自我监控,可视的奖励,绩效反馈和目标设定)。我们描述了出现设计,其中包括动画游戏化和可视化的用户界面。可用性评估计划为今后的工作进行讨论。

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