27 research outputs found

    Effective Use of User Interface and User Experience in an mHealth Application

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    The effect of user interface (UI) design decisions on system usability has been discussed in information system literature. These discussions evolved into investigating the effectiveness of UI and how it affects a system user’s performance, as well as his or her perception of the system as a whole. This paper investigates the role of UI design on facilitating effective use in the context of mobile applications. Based on the Effective Use Theory, we test four different UIs developed for frequent data input tasks in a mobile platform using a controlled experiment and a follow-up survey. Our findings indicate that UI design in terms of touch technique (tap vs. slide) and target direction (vertical vs. horizontal) has a significant impact on the task completion time, as well as the app UIs’ perceived usability and likability. We discuss both theoretical and empirical implications of the results and suggest future research directions

    Effects of User Interface Design and Task Complexity Level on User Experience in an mHealth Application

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    User interface (UI) is a crucial component of any application, including mHealth apps, as UI directly affects the user–app interaction, which then determines the concrete user experience with the app. This paper presents the results of an experimental study that examines the effects of data entry UI types and task complexity on user experience within the context of a mobile app. We used a 2 (touch technique: tap vs. slide) X 2 (target direction: vertical vs. horizontal) X 2 (task complexity: simple vs. complex) design. Our findings indicate that UI design in terms of touch technique and target direction, as well as task complexity have a significant impact on the task completion time. As for error rate, however, we did not find any significant differences by UI design or task complexity level

    Developing a theoretical framework for web credibility assessment—A case of social Q&A sites: preliminary findings

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    As part of a larger study, this poster reports on preliminary findings of efforts to develop a theoretical framework for assessing the credibility of information on social question-and-answer (Q&A) sites. A literature analysis was conducted to identify relevant criteria for assessing web credibility on social Q&A sites, which were then mapped to an existing framework of web credibility assessment [1]. Specifically, 21 criteria identified by the literature analysis were categorized into one of six types of web credibility assessments—operator (author) trustworthiness, operator (author) expertise, con-tent trustworthiness, content expertise, design trustworthiness, and design expertise—to develop an information platform type-specific framework of in-formation credibility. Results show that existing criteria used in the literature have focused primarily on content-related attributes (e.g., evidence-based, structural completeness, and semantic clarity and comprehensive-ness), but less on operator (author)-related attributes (e.g., credentials) or de-sign features (e.g., interactive design, appropriateness of design, ease of use). Implications of the findings and future research directions are discussed

    A New Framework for Web Credibility Assessment

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    This poster reports on a study that used a literature analysis to develop a new, extended conceptual framework for Web credibility assessment. The proposed a framework, named new framework for Web credibility assessment conceptualizes the relationship among the key dimensions of credibility (i.e., trustworthiness and expertise), related measures, and objects of those measures (i.e., source, message, and media) that have been identified in the literature. The framework will be tested through empirical data. In particular, an online survey questionnaire will be developed in accordance with the new framework and distributed to college students for data collection. The outcomes of this study will include the new framework and survey questionnaire that could be used as reusable knowledge resources in development of credibility assessment models in different online contexts.ye

    Using mHealth App to Support TKR Decision Making for Knee Arthritis Patients

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    Introduction: Mobile health (mHealth) technology can be used to integrate into medical decision making for patients with advanced knee arthritis. We explored patient preferences on content and design of a mobile health app to facilitate daily symptom capture and summary feedback reporting, in order to inform treatment decisions, including use of total knee replacement surgery (TKR). Methods: We developed an Android-based smart phone app for knee arthritis patients to assess arthritis symptoms and individual readiness for TKR surgery. Patient focus groups were conducted to gather requirements for mHealth app development and to refine the design and content of the app. Clinician (physical therapist, surgeon) interviews were conducted to understand clinician expectations from the summary trend report generated by the app. Results: Sixteen patients attended focus groups with an average age of 67 and 63% female, and three clinicians participated in clinician interviews. The preliminary findings revealed that the patients preferred easy tap user interfaces to multi-tap or slider methods, and vertical question layout to horizontal orientation. Patients liked to be engaged by progress feedback reports and educational tips. Both patients and clinicians found a trended outcome summary report helpful which provides more precise details on whether and how the symptoms are changing over time. Discussion: User input can inform the design and implementation of mHealth technology to deliver tailored knowledge to patients through a user-defined, patient-centered smart phone app. The tool will support future knee arthritis patient decisions regarding the need for, and timing of TKR surgery

    mHealth technologies for osteoarthritis self-management and treatment: A systematic review

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    Osteoarthritis is a common chronic disease that can be better treated with the help of self-management interventions. Mobile health (mHealth) technologies are becoming a popular means to deliver such interventions. We reviewed the current state of research and development of mHealth technologies for osteoarthritis self-management to determine gaps future research could address. We conducted a systematic review of English articles and a survey of apps available in the marketplace as of 2016. Among 117 unique articles identified, 25 articles that met our inclusion criteria were reviewed in-depth. The app search identified 23 relevant apps for osteoarthritis self-management. Through the synthesis of three research themes (osteoarthritis assessment tools, osteoarthritis measurement tools, and osteoarthritis motion monitoring tools) that emerged from the current knowledge base, we provide a design framework to guide the development of more comprehensive osteoarthritis mHealth apps that facilitate self-management, decision support, and shared decision-making

    College Students' Value Structure of Choosing and Using Mobile Health/Wellness Applications: Preliminary Findings

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    This work-in-progress poster reports on the preliminary findings regarding college students' value structure of how to choose and utilize mobile health/wellness applications. We have conducted surveys and follow-up interviews with college students who have been using mobile health/wellness applications. In this poster, we analyzed the survey data from sixteen participants and the interview data from five participants (three females and two males). The analysis showed that the most important purposes of using mobile health/wellness applications for college students were recording and managing personal health information/records and keeping up with their fitness plans. For selection criteria, easy to navigate, easy to use, quality of content, customizability, and ratings from other users seemed to play the most important role in college students' choices of certain mobile applications among alternatives.publishedye

    The Sonzogno Digital Library Project

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    ABSTRACT This poster reports on a work-in progress project of building a digital library for metadata records of books published by Sonzogno between 1800 and 1943. Metadata records from seven major libraries that have Sonzogno collections were harvested and used for building a unified collection for this project. Omeka, open-source software for building digital libraries, was used to host, manage, and provide the public with access to the collection. Currently, a sample set of the metadata of books published in 1885 is available from the digital library (http://sonzogno.cci.fsu.edu/). This poster reports on the current status of the project, explaining the process and challenges associated with building a digital library of the metadata collection (metadata harvesting and crosswalk) using Omeka

    Use of Mobile Wellness Applications and Perception of Quality

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    ABSTRACT This work-in-progress methodology poster introduces a research project which aims to investigate college students' use of mobile wellness applications and their perceptions of application quality and usefulness. The poster outlines the overall design of the project and reports on some of the preliminary findings from the first phase of the study. In particular, the poster discusses the findings of the content analysis of 250 consumer reviews on five top-tiered mobile applications for running sampled from Google Play. The analysis showed that the users greatly valued the accuracy of measurements, as well as the reliability and simplicity of the mobile applications. Keywords Wellness, health, mobile applications, quality. PROBLEM STATEMENT Wellness is generally defined as a lifestyle that involves a preventive approach for the purpose of maintaining good mental and physical health Mobile applications are rapidly gaining ground not just as channels of tailored health/wellness information distribution, but also as tools used to monitor, log, quantify, and manage the user's health and wellness activities. Mobile application stores (e.g., iTunes, GooglePlay) list hundreds of thousands of mobile applications. It is not always clear, however, whether those applications are grounded in high quality medical and kinesiology research and/or perform according to the specifications from their descriptions. At the same time, there is very little research on how consumers search and select mobile applications on the Web. Search engines specializing in mobile application search and retrieval are at startup stages (e.g., Quixey). More research is needed to determine how consumers perceive the usefulness and quality of mobile health/wellness applications, whether the consumerperceived quality corresponds to the actual quality of the application, and whether the models, constructs and heuristics of quality evaluation identified for Web health/wellness information resources are applicable to mobile applications. Identifying the structure of consumer decision-making in selecting a wellness application is also essential for search engines, online stores, review portals, and application developers to maintain their ranking algorithms and align them better with the consumer's perception of usefulness and quality. RELATED RESEARCH Our initial conceptualization of the information space that may influence consumer decision-making when selecting a particular wellness application in an application store consists of 5 dimensions or sources: 1) information supplied by the application's descriptive metadata and social cues, including other user comments and reviews from the application store; 2) information received through social networks such as suggestions from friends and family members; 3) information received from media, including social media; 4) information from health/wellness providers (e.g., physicians, trainers, health centers); 5) information obtained from a search engines. Although there is little research on the use of these information sources in selecting mobile applications, there is prior research on quality, credibility, consumer opinion/sentiment analysis, and the use of these information sources by consumers to make quality judgments for other types of information resources. Quality is generally defined as "fitness for use". Quality is contextual and dynamic, and it changes with the changes i
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