106,801 research outputs found
Applicability of the user engagement scale to mobile health : a survey-based quantitative study
Background: There has recently been exponential growth in the development and use of health apps on mobile phones. As with most mobile apps, however, the majority of users abandon them quickly and after minimal use. One of the most critical factors for the success of a health app is how to support usersâ commitment to their health. Despite increased interest from researchers in mobile health, few studies have examined the measurement of user engagement with health apps.
Objective: User engagement is a multidimensional, complex phenomenon. The aim of this study was to understand the concept of user engagement and, in particular, to demonstrate the applicability of a user engagement scale (UES) to mobile health apps.
Methods: To determine the measurability of user engagement in a mobile health context, a UES was employed, which is a psychometric tool to measure user engagement with a digital system. This was adapted to Ada, developed by Ada Health, an artificial intelligenceâpowered personalized health guide that helps people understand their health. A principal component analysis (PCA) with varimax rotation was conducted on 30 items. In addition, sum scores as means of each subscale were calculated.
Results: Survey data from 73 Ada users were analyzed. PCA was determined to be suitable, as verified by the sampling adequacy of Kaiser-Meyer-Olkin=0.858, a significant Bartlett test of sphericity (Ï2300=1127.1; P<.001), and communalities mostly within the 0.7 range. Although 5 items had to be removed because of low factor loadings, the results of the remaining 25 items revealed 4 attributes: perceived usability, aesthetic appeal, reward, and focused attention. Ada users showed the highest engagement level with perceived usability, with a value of 294, followed by aesthetic appeal, reward, and focused attention.
Conclusions: Although the UES was deployed in German and adapted to another digital domain, PCA yielded consistent subscales and a 4-factor structure. This indicates that user engagement with health apps can be assessed with the German version of the UES. These results can benefit related mobile health app engagement research and may be of importance to marketers and app developers
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Towards a tool for the subjective assessment of speech system interfaces (SASSI)
Applications of speech recognition are now widespread, but user-centred evaluation methods are necessary to ensure their success. Objective evaluation techniques are fairly well established, but previous subjective techniques have been unstructured and unproven. This paper reports on the first stage of the development of a questionnaire measure for the Subjective Assessment of Speech System Interfaces (SASSI). The aim of the research programme is to produce a valid, reliable and sensitive measure of users' subjective experiences with speech recognition systems. Such a technique could make an important contribution to theory and practice in the design and evaluation of speech recognition systems according to best human factors practice. A prototype questionnaire was designed, based on established measures for evaluating the usability of other kinds of user interface, and on a review of the research literature into speech system design. This consisted of 50 statements with which respondents rated their level of agreement. The questionnaire was given to users of four different speech applications, and Exploratory Factor Analysis of 214 completed questionnaires was conducted. This suggested the presence of six main factors in users' perceptions of speech systems: System Response Accuracy, Likeability, Cognitive Demand, Annoyance, Habitability and Speed. The six factors have face validity, and a reasonable level of statistical reliability. The findings form a userful theoretical and practical basis for the subjective evaluation of any speech recognition interface. However, further work is recommended, to establish the validity and sensitivity of the approach, before a final tool can be produced which warrants general use
Virtual Reality Human-Human Interface to Deliver Psychotherapy to People Experiencing Auditory Verbal Hallucinations: Development and Usability Study
BACKGROUND
Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functionality remain largely unknown.
OBJECTIVE
We aimed to study the usability of a therapeutic virtual reality human-human interface, created in a game engine.
METHODS
Participants were psychiatric hospital staff who were introduced to the therapeutic platform in a hands-on session. The System Usability Scale (SUS) was employed for evaluation purposes. Statistical evaluation was conducted using descriptive statistics, the chi-square test, analysis of variance, and multilevel factor analysis.
RESULTS
In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49 (SD 11.1). Psychotherapists (mean 86.44, SD 8.79) scored significantly higher (F=6.136; P=.003) than nursing staff (mean 79.01, SD 13.30) and administrative personnel (mean 77.98, SD 10.72). A multilevel factor analysis demonstrates a different factor structure for each profession.
CONCLUSIONS
In all professional groups in this study, the usability of a digital psychotherapeutic tool developed using a game engine achieved the benchmark for an excellent system, scoring highest among the professional target group (psychotherapists). The usability of the system seems, to some extent, to be dependent on the professional background of the user. It is possible to create and customize novel psychotherapeutic approaches with gaming technologies and platforms.
TRIAL REGISTRATION
Clinicaltrials.gov NCT04099940; http://clinicaltrials.gov/ct2/show/NCT04099940
The Effect of Web Usability on Usersâ Web Experience
The ease with which a website visitor can find what they need is positively correlated with visitor satisfaction(Institute for Dynamic Educational Advancement, 2008). Web usability is a field that studies what factors affect the visitorâs ability to navigate through a website. Although there are publications outlining specific usability guidelines, many of them have little or no academic research to support the claim. HHS developed a list of 209 guidelines and rated each according to their strength of evidence (research-based support, 5 â high, 1 â low). Using heuristic evaluation and usability testing, this study provides additional research-based knowledge for those guidelines rated with a low strength of evidence. Results indicate that users desire printer-friendly webpages, require feedback on their location within the website, find linking to related content helpful, and expect a search option to be provided on every page. Additional research is necessary to determine if providing descriptive page titles or labeling pushbuttons clearly is important to web usability
PERFORMANCE EVALUATION ON QUALITY OF ASIAN AIRLINES WEBSITES â AN AHP PPROACH
In recent years, many people have devoted their efforts to the issue of quality of Web site. The concept of quality is consisting of many criteria: quality of service perspective, a user perspective, a content perspective or indeed a usability perspective. Because of its possible instant worldwide audience a Websiteâs quality and reliability are crucial. The very special nature of the web applications and websites pose unique software testing challenges. Webmasters, Web applications developers, and Website quality assurance managers need tools and methods that can match up to the new needs. This research conducts some tests to measure the quality web site of Asian flag carrier airlines via web diagnostic tools online. We propose a methodology for determining and evaluate the best airlines websites based on many criteria of website quality. The approach has been implemented using Analytical Hierarchy Process (AHP) to generate the weights for the criteria which are much better and guarantee more fairly preference of criteria. The proposed model uses the AHP pairwise comparisons and the measure scale to generate the weights for the criteria which are much better and guarantee
more fairly preference of criteria. The result of this study confirmed that the airlines websites of Asian are neglecting performance and quality criteria
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An evaluation methodology for ergonomic design of electronic consumer products based on fuzzy axiomatic design
This article is posted with permission of OCP Science imprint. Copyright @ 2008 Old City Publishing Group.The development life cycle of software and electronic products has been shortened by the growth of rapid prototyping techniques. The evaluation of electronic consumer products should consider hardware and software as well as the ergonomic usability, emotional appeal and aesthetic integrity of the design. This research follows a systematic approach to develop an evaluation methodology for electronic mobile products on ergonomic design. The proposed methodology is based on fuzzy multi attribute decision making and fuzzy axiomatic design realized in three steps; determination of ergonomic attributes for electronic consumer products, determination of a representative set of alternatives, and selection of the best alternative in terms of ergonomic design by utilizing fuzzy axiomatic design. A case study is also provided to support the proposed methodology
From the visual book to the WEB book : the importance of design
This paper presents the results of two studies into electronic book production. The Visual book study explored the importance of the visual component of the book metaphor for the production of more effective electronic books, while the WEB book study took the findings of the Visual book and applied them to the production of books for publication on the World Wide Web (WWW). Both studies started from an assessment of which kinds of paper book are more suitable for translation into electronic form. Both also identified publications which are meant to be used for reference rather than those which are read sequentially, and usually in their entirety. This group includes scientific publications and textbooks which were both used as the target group for the Visual book and the WEB book experiments. In this paper we discuss the results of the two studies and how they could influence the design and production of more effective electronic books
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