Usability inquiry of a gamified behavior change app for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder

Daehyoung Lee, Georgia C. Frey, Aehong Min, Bogoan Kim, Donetta J. Cothran, Scott Bellini, Kyungsik Han, Patrick C. Shih

Research output: Contribution to journalArticlepeer-review

16 Scopus citations

Abstract

The purpose of this study was to conduct the first usability inquiry of a gamified, behavior change theory-guided mobile app PuzzleWalk for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder (ASD). Eighteen adults with and without ASD participated in a mixed-methods study that consisted of cognitive walkthrough, system usability assessment, and qualitative interviews. The results of the system usability testing indicated satisfactory quality of the PuzzleWalk system that can be readily applicable to both adults with and without ASD. Several notable issues were identified from the qualitative interviews that address critical insights into unique health and social needs in adults with ASD. Future work is warranted to examine the long-term effects of the PuzzleWalk system on increasing physical activity and reducing sedentary behavior in adults with and without ASD in real-world settings.

Original languageEnglish (US)
Pages (from-to)2992-3008
Number of pages17
JournalHealth Informatics Journal
Volume26
Issue number4
DOIs
StatePublished - Dec 2020
Externally publishedYes

Bibliographical note

Publisher Copyright:
© The Author(s) 2020.

Keywords

  • Autism
  • behavior change app
  • gamification
  • physical activity
  • usability

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