Abstract
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.
Original language | English (US) |
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Title of host publication | 2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Proceedings |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
ISBN (Electronic) | 9781538671238 |
DOIs | |
State | Published - Oct 15 2018 |
Externally published | Yes |
Event | 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Wurzburg, Germany Duration: Sep 5 2018 → Sep 7 2018 |
Publication series
Name | 2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Proceedings |
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Conference
Conference | 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 |
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Country/Territory | Germany |
City | Wurzburg |
Period | 9/5/18 → 9/7/18 |
Bibliographical note
Funding Information:This research has been supported by the Indiana University Collaborative Research Grants program.
Publisher Copyright:
© 2018 IEEE.
Keywords
- Augmented reality
- Autism spectrum disorder
- Behavior change techniques
- Gamification
- Physical activity