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Creating Gameful Design in mHealth: A Participatory Co-Design Approach

机译:在mHealth中创建游戏设计:参与式协同设计方法

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Background Gameful designs (gamification), using design pieces and concepts typically found in the world of games, is a promising approach to increase users’ engagement with, and adherence to, electronic health and mobile health (mHealth) tools. Even though both identifying and addressing users’ requirements and needs are important steps of designing information technology tools, little is known about the users’ requirements and preferences for gameful designs in the context of self-management of chronic conditions. Objective This study aimed to present findings as well as the applied methods and design activities from a series of participatory design workshops with patients with chronic conditions, organized to generate and explore user needs, preferences, and ideas to the implementation of gameful designs in an mHealth self-management app. Methods We conducted three sets of two consecutive co-design workshops with a total of 22 participants with chronic conditions. In the workshops, we applied participatory design methods to engage users in different activities such as design games, scenario making, prototyping, and sticky notes exercises. The workshops were filmed, and the participants’ interactions, written products, ideas, and suggestions were analyzed thematically. Results During the workshops, the participants identified a wide range of requirements, concerns, and ideas for using the gameful elements in the design of an mHealth self-management app. Overall inputs on the design of the app concerned aspects such as providing a positive user experience by promoting collaboration and not visibly losing to someone or by designing all feedback in the app to be uplifting and positive. The participants provided both general inputs (regarding the degree of competitiveness, use of rewards, or possibilities for customization) and specific inputs (such as being able to customize the look of their avatars or by having rewards that can be exchanged for real-world goods in a gift shop). However, inputs also highlighted the importance of making tools that provide features that are meaningful and motivating on their own and do not only have to rely on gameful design features to make people use them. Conclusions The main contribution in this study was users’ contextualized and richly described needs and requirements for gamefully designed mHealth tools for supporting chronic patients in self-management as well as the methods and techniques used to facilitate and support both the participant’s creativity and communication of ideas and inputs. The range, variety, and depth of the inputs from our participants also showed the appropriateness of our design approach and activities. These findings may be combined with literature and relevant theories to further inform in the selection and application of gameful designs in mHealth apps, or they can be used as a starting point for conducting more participatory workshops focused on co-designing gameful health apps.
机译:背景技术游戏性设计(游戏化)使用了游戏世界中常见的设计作品和概念,是一种增加用户对电子健康和移动健康(mHealth)工具的参与和遵守的有前途的方法。尽管识别和满足用户的要求和需求都是设计信息技术工具的重要步骤,但对于慢性病自我管理环境下用户对游戏设计的要求和偏好知之甚少。目的本研究旨在介绍一系列针对慢性病患者的参与性设计研讨会的发现以及应用方法和设计活动,这些研讨会的举办是为了产生和探索用户需求,偏好以及在mHealth中实施游戏设计的想法自我管理应用程序。方法我们进行了三组连续两次的联合设计研讨会,共有22名慢性病患者参加。在讲习班中,我们采用了参与式设计方法,使用户参与了各种活动,例如设计游戏,场景制作,原型制作和便笺练习。对研讨会进行了拍摄,并对参与者的互动,书面产品,想法和建议进行了主题分析。结果在研讨会上,参与者确定了在设计mHealth自我管理应用程序时使用游戏元素的各种要求,关注和想法。有关应用程序设计的总体投入涉及各个方面,例如通过促进协作而不是明显地输给某人或通过将应用程序中的所有反馈设计为令人振奋和积极的态度来提供积极的用户体验。参与者既提供了一般性输入(关于竞争力的程度,奖励的使用或定制的可能性),又提供了特定的输入(例如能够自定义化身的外观或获得可以兑换成现实世界商品的奖励)在礼品店)。但是,投入也凸显了制作工具的重要性,这些工具必须能够提供有意义且具有动力的功能,而不仅仅是依靠游戏性的设计功能来使人们使用它们。结论这项研究的主要贡献是用户对背景情况进行了充分描述并充分描述了游戏设计的mHealth工具的需求和要求,这些工具可支持慢性患者进行自我管理,以及用于促进和支持参与者的创造力和思想交流的方法和技术。和输入。参与者输入的范围,多样性和深度也表明了我们设计方法和活动的适当性。这些发现可以与文献和相关理论相结合,以进一步为mHealth应用程序中游戏设计的选择和应用提供信息,也可以将它们用作开展更多参与式研讨会的起点,这些研讨会的重点是共同设计游戏健康应用。

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