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首页> 外文期刊>jmir serious games >User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial
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User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial

机译:男男性行为者 HIV 自检转介计划中 Neumorphism 和游戏化用户界面设计的用户体验和可用性:前瞻性开放标签平行组随机对照试验

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Background: Digital interventions have been applied for promoting HIV prevention and care among men who have sex with men (MSM). As user interface (UI) design plays a role in determining usability and user experience (UX), the intervention outcome could be affected. Objective: In this study, we hypothesized that 2 UI design styles, namely gamification and neumorphism, could impact usability and be differentially preferred by distinct groups of MSM. Methods: A prospective parallel-group open-label randomized controlled trial was conducted in Hong Kong. Eligible participants were adult MSM recruited by the research team or referred by enrolled participants, who followed instructions for performing an HIV self-test and promoted its use within their social network. Participants were randomized in a 1:1 ratio into either a gamification or neumorphism arm, with primarily visual differences in the UI only. The primary outcome was usability measured by the System Usability Scale (SUS) between the 2 arms. Distinct characteristics of promoters in the 2 arms who gave an SUS score of 80 or above were identified. Results: Of 463 MSM registered in the study, 232 and 231 were randomized to the gamification and neumorphism arms, respectively. Excluding those who did not request a self-test kit, data from 218 and 216 participants in the gamification and neumorphism arms, respectively, were analyzed (totally 434 participants). With a median SUS score of 80 overall, participants in the neumorphism arm gave a higher score (P<.001), with a higher proportion giving a promoter-level SUS score (P=.002). Promoters used social media for sex networking (P=.02), used pre-exposure prophylaxis in the preceding year (P=.006), had higher satisfaction in UI design (P<.001), and had made a self-test referral (P=.04). In general, higher usability was recorded among participants who were confident in performing the HIV self-test (P<.001), and this was associated with a promoter-level SUS score in both arms. While no other personal characteristics were associated with promoters in the neumorphism arm, those in the gamification arm had higher HIV-related knowledge (P=.01), preferred a specific partner body image type (P=.03), and progressed toward peer referral by completing online training (P=.04). Conclusions: Both gamified and neumorphic UI designs were well-accepted by MSM. UX and satisfaction of UI were both crucial in influencing the willingness of MSM to promote the application by referring their peers in the community to participate. The simplistic visual design of neumorphism conferred a more general acceptance in the community, whereas gamification was preferred in certain MSM subcommunities. Appropriate UI/UX design should be considered when developing digital interventions targeting the MSM community. Trial Registration: ClinicalTrials.gov NCT04379206; https://clinicaltrials.gov/ct2/show/NCT04379206
机译:背景:数字干预措施已被用于促进男男性行为者 (MSM) 的 HIV 预防和护理。由于用户界面 (UI) 设计在确定可用性和用户体验 (UX) 方面起着重要作用,因此干预结果可能会受到影响。目的:在这项研究中,我们假设 2 种 UI 设计风格,即游戏化和新同态化,可能会影响可用性,并被不同的 MSM 群体不同地偏好。方法:在香港进行一项前瞻性平行组开放标签随机对照试验。符合条件的参与者是由研究团队招募或由注册参与者推荐的成年 MSM,他们按照指示进行 HIV 自检并在其社交网络中推广其使用。参与者以 1:1 的比例随机分配到游戏化或中性组,主要仅在 UI 中存在视觉差异。主要结局是通过两组之间的系统可用性量表(SUS)衡量的可用性。确定了 SUS 评分为 80 分或以上的 2 组启动子的明显特征。结果:在研究中登记的 463 名 MSM 中,分别有 232 名和 231 名被随机分配到游戏化组和中性组。排除那些没有要求自检试剂盒的人,分别分析了游戏化组和中性化组的218名和216名参与者的数据(共434名参与者)。总体 SUS 得分中位数为 80,新同态组的参与者得分更高 (P<.001),启动子水平 SUS 评分的比例更高 (P=.002)。发起人使用社交媒体进行性网络(P=.02),在前一年使用暴露前预防(P=.006),对UI设计的满意度更高(P<.001),并进行了自我测试推荐(P=.04)。一般来说,在有信心进行HIV自检的参与者中,有更高的可用性(P<.001),这与两组的启动子水平SUS评分有关。虽然没有其他个人特征与神经同态组的启动子相关,但游戏化组的发起人具有更高的HIV相关知识(P=.01),更喜欢特定的伴侣身体形象类型(P=.03),并通过完成在线培训(P=.04)向同伴推荐迈进。结论:游戏化和中性UI设计均被MSM广泛接受。用户体验和UI满意度对于影响MSM通过推荐社区中的同行参与来推广应用程序的意愿都至关重要。新形态主义的简单视觉设计在社区中得到了更普遍的接受,而游戏化在某些 MSM 亚社区中更受欢迎。在开发针对 MSM 社区的数字干预措施时,应考虑适当的 UI/UX 设计。试验注册:ClinicalTrials.gov NCT04379206;https://clinicaltrials.gov/ct2/show/NCT04379206

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