scholarly journals Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process

10.2196/13695 ◽  
2019 ◽  
Vol 7 (4) ◽  
pp. e13695
Author(s):  
Charlotte Hemingway ◽  
Emmanuel S Baja ◽  
Godafreda V Dalmacion ◽  
Paul Mark B Medina ◽  
Ernest Genesis Guevara ◽  
...  

Background Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user’s subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement. Objective This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines. Methods Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period. Results Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game’s narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place. Conclusions User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures.

2019 ◽  
Author(s):  
Charlotte Hemingway ◽  
Emmanuel S Baja ◽  
Godafreda V Dalmacion ◽  
Paul Mark B Medina ◽  
Ernest Genesis Guevara ◽  
...  

BACKGROUND Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user’s subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement. OBJECTIVE This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines. METHODS Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period. RESULTS Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game’s narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place. CONCLUSIONS User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures.


2021 ◽  
Author(s):  
Jan Thomas Meyer ◽  
Selina Weber ◽  
Lukas Jäger ◽  
Roland Sigrist ◽  
Roger Gassert ◽  
...  

Abstract Background: Advanced assistive technologies (AAT) aim to exploit the vast potential of technological developments made in the past decades to improve the quality of life of people with disabilities. Combining complex robotic technologies with the unique needs of people with disabilities requires a strong focus on user-centered design to ensure that the AAT appropriately addresses the daily life struggles of target users. The CYBATHLON aims to promote this mindset by empowering the AAT target users (“pilots”) to compete on race tracks that represent daily life obstacles. The objective of this work was to investigate the influence of the CYABTHALON on AAT technology development, acceptance, and user involvement (i.e., application of user-centered design).Methods: With an online survey targetting the pilots and technical leads of teams preparing for the CYBATHLON 2020 Global Edition, we investigated to what extent the pilots were involved in device development and how this influences the perceived daily life usability of the showcased AAT. Furthermore, the effects of user-centered design variables on the individual race performances were analyzed.Results: A total of 81 responses from 35 pilots and 46 technical leads were collected in the two weeks prior to the event. Of all teams partaking in the included disciplines of the CYBATHLON 2020 Global Edition, 81.8% (36 of 44) were included in the study. User-centered design appeared to be a prevalent practice among the teams, as 85.7% of all pilots reported a certain level of involvement. However, only 25.5% of the pilots reported daily life usage, despite QUEST usability scores of both respondent groups showing moderate to high satisfaction with the respected AAT across all investigated disciplines. An explorative linear mixed model indicated that daily life usage (p < 0.05) and prolonged user involvement (e.g. more than 2 years, p < 0.001) have a significant positive effect on the race performance at the competition.Conclusions: We conclude that the CYBATHLON positively fullfills its conceptual goals of promoting active participation and inclusion of people with disabilities in the design and evaluation of AAT, thereby stimulating the development of promising novel technological solutions. Also, our data could underline the value of the competition as a benchmark, highlighting remaining usability limitations or technology adoption hurdles.


2020 ◽  
Author(s):  
Åsa Revenäs ◽  
Ann-Christin Johansson ◽  
Maria Ehn

BACKGROUND User-centered design (UCD) aims at understanding the users’ perspective and shape new solutions thereafter. UCD gives access to users’ needs and requirements and thereby improves solutions design. However, involving users in the development process does not per se guarantee that feedback from different sub-groups of users are equally shaping the development, and therefore resulting in solutions that are useful for the whole intended population. OBJECTIVE The aim of this study is to describe a protocol to integrate key characteristics of user sub-groups in collection and analysis of feedback in User-centered design (UCD) of a digital motivation support for fall preventive physical activity (PA) in seniors (older adults, 65 years of age or older). METHODS This study follows a UCD model, with early user involvement as one key principle. The protocol describes a method for systematic collection and prioritization of user feedback during the iterative development of two digital applications. For each of the four cycles in the iterative development, the aim is to recruit a group of at least 8 seniors (65 years or older, independent living) with equal distribution of men and women and a variation in both PA level and technology use. Procedures for collecting data during and after the user tests are mainly qualitative. RESULTS This paper describes a novel approach for integrating key characteristics of users sub-groups in UCD. We have developed a protocol for ensuring that feedback from both genders, persons with varied activity level and technology use are considered in the iterative development of a digital motivation support for seniors’ PA. The method has been applied in a study that has been approved by the regional ethics committee in Uppsala (Dnr 2018/044). Data collection and iterative development of the digital support has been conducted during Spring-Summer 2018 and the result is expected to be published during 2020/2021. CONCLUSIONS User involvement is the golden standard in systems design. However, it does not per se guarantee that feedback from different user sub-groups are equally shaping the development, and hence resulting in a solution that is useful for the whole intended population. Methods for systematic collection, analysis and prioritization of feedback from sub-groups might be particularly important in heterogenous groups, such as seniors. This protocol can contribute to identify and improve our understanding of potential differences in use and experiences of technical support systems for fall preventive PA among user-subgroups of seniors. This knowledge can be relevant for developing technology support that is appropriate, useful and attractive to the users and for enabling design of technology targeting specific user sub-groups, i.e. tailoring of the support. The protocol needs to be further used and investigated to understand its potential value.


2014 ◽  
Vol 16 (5) ◽  
pp. e124 ◽  
Author(s):  
Joan Vermeulen ◽  
Renée Verwey ◽  
Laura MJ Hochstenbach ◽  
Sanne van der Weegen ◽  
Yan Ping Man ◽  
...  

2021 ◽  
Vol 41 (3) ◽  
pp. 261-274 ◽  
Author(s):  
Gratianne Vaisson ◽  
Thierry Provencher ◽  
Michèle Dugas ◽  
Marie-Ève Trottier ◽  
Selma Chipenda Dansokho ◽  
...  

Background When designing and developing patient decision aids, guidelines recommend involving patients and stakeholders. There are myriad ways to do this. We aimed to describe how such involvement occurs by synthesizing reports of patient decision aid design and development within a user-centered design framework and to provide context by synthesizing reports of user-centered design applied to other personal health tools. Methods We included articles describing at least one development step of 1) a patient decision aid, 2) user- or human-centered design of another personal health tool, or 3) evaluation of these. We organized data within a user-centered design framework comprising 3 elements in iterative cycles: understanding users, developing/refining prototype, and observing users. Results We included 607 articles describing 325 patient decision aid projects and 65 other personal health tool projects. Fifty percent of patient decision aid projects reported involving users in at least 1 step for understanding users, 35% in at least 1 step for developing/refining the prototype, and 84% in at least 1 step for observing users’ interaction with the prototype. In comparison, other personal health tool projects reported 91%, 49%, and 92%, respectively. A total of 74% of patient decision aid projects and 92% of other personal health tool projects reported iterative processes, both with a median of 3 iterative cycles. Preliminary evaluations such as usability or feasibility testing were reported in 66% of patient decision aid projects and 89% of other personal health tool projects. Conclusions By synthesizing design and development practices, we offer evidence-based portraits of user involvement. Those wishing to further align patient decision aid design and development with user-centered design methods could involve users earlier, design and develop iteratively, and report processes in greater detail.


2016 ◽  
Vol 3 (1) ◽  
pp. 62
Author(s):  
Rhomita Sari ◽  
Ema Utami ◽  
Armadyah Amborowati

Business Placement Center membantu mengelola website alumni dalam memenuhi kebutuhan alumni salah satunya memberikan informasi mengenai lowongan pekerjaan. Website Alumni Amikom sudah memberikan informasi mengenai lowongan pekerjaan. Namun website alumni masih perlu ditambahkan fitur-fitur menu penunjang dalam mempermudah pencarian informasi pekerjaan yang sesuai keinginan pengguna. Penggunaan metode User Centered Design untuk mempermudah pengguna dalam menggunakan fasilitas yang ada pada website ketika mencari informasi lowongan pekerjaan dan pengguna berperan penting dalam setiap proses UCD. Dengan pendekatan User Centered Design diharapkan dapat menghasilkan tampilan dan fungsionalitas yang maksimal pada rancangan sistem yang dibangun sehingga sesuai dengan kebutuhan pengguna. Metode penelitian yang dilakukan yaitu observasi, wawancara dan kuesioner untuk mengetahui kebutuhan pengguna. Analisis dan perancangan menggunakan pendekatan User Centered Design dan implementasi perancangan sistem. Hasil penelitiannya adalah pengguna merasa nyaman dengan tampilan antarmuka website yang sudah dibangun, informasi yang disajikan mudah dipahami dan fitur-fitur menu sudah berhasil berjalansesuai fungsi.Business Placement Center help manage the website for the needs of alumnus one of them is to provide information on a vacancy. The alumnus website’s provides information about job vacancy. The website still need the support to facilitate the searching all the features the work in accordance with what the use. The method of user centered design to make it easy for users in the use of the existing facilities at the website while searching for information a vacancy and users play an important role in any proses UCD. User Centered Design approach is expected to produce the interface and functionality maximal built in the system so that in accordance with the need of users. Research methodology was by observation, interviews and quesionnaires to find out the need of users. Analysis and design using UCD approach and implementation of the system. The results of research is users feel comfortable with a display interface of website which have been built, the information is easily understood and menu features has been successfully run a function.


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