Mum2012 tchang


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Personal well-being is influenced by small daily decisions such as what or when to eat or whether to go jogging. The health consequences of these decisions accumulate over time. Mobile applications can be designed to support people in everyday decisions and thus help to improve well-being real-time. In this paper we propose a framework to study the influential factors for users to download and use applications from the wide selection currently available in App stores. The framework includes attractiveness, value, ease-of-use, trust, social support, diffusiveness, as well as fun and excitement. We illustrated how the framework works in practise by applying it to an online survey to assess 12 mobile Apps for well-being. The results showed that these influential factors did match the decisions on users’ attitudes toward taking Apps into use. User feedback explained how people assessed the influential factors before actually using the applications.

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  • In the next 15 to 20 minutes, I will share with you a study we did to understand why users would or would not take apps into use, and how this knowledge could be analysed and applied. For immediate questions, please feel free to ask during the presentation, but I’ll try reserve 5 minutes in the end for questions, thoughts or discussions.
  • I was brought in to the salwe project – the Finnish research program for mind and body, last year around May. The project manager asked me to ”design a dream app for well-being”After discussion, we concluded this quote that it should ”works like a drug, and spread like a virus”. It may not sound very positive, especially when it comes to descripting a app for well being... But a practical example would be – Facebook. As a user researcher and interaction designer, the plan was to first figure out what’s out there, then see what can we learn from them, and then apply this knoweldge to our design process. We want to know both from users and experts what’s good and bad about these apps.
  • During summer last year, I went on a search both in Android market and App store. I browsed .... Searched... And created a pool of 111 apps ...
  • From there we started this selection process based on the features, ratings in the market, relevancy to the project goals. Then we created this map of apps using two axies / social or individual use, and mental or physical focus. A hope from the project team is to cover overall well-being, including mental, physical, and social wellbeing. In the end, 12 “best of the best” apps were selected and you can find more details of each apps in the paper. From here, we first asked experts from user acceptance, mobile technology, and persuasive design, to provide evaluation criteria and detailed evaluations of all 12 apps.
  • Thenwe mapped the expert provided criteria according to the context of use. Here you can see that the dialogue / interaction between the app and the user can be influenced by ... The users – intension to useThe social network that may influence or be influenced by the user.
  • We then created an online survey, mimicking the outlook of app market to provide participants the experience as they were looking at App store / Andorid market and decide if they would down the app to use. Then we asked their opinions based on the framework, as well as their comments about the apps. 68 participants spent an ave. Of 28 minutes on this survey and we collected both the ratings and the comments. We were very lucky that participants were very much familiar and welling to spend time on such way of providing their opinions, based on the current culture of forums and webstores. So what do we do with all these data?
  • Some of you might find this familiar – the ones who play RPG games And for the others – rolling playing games often provide visually the strength and weakness of each player on a map similar to this. Do so helps us to understand & access such information systematically and more easily.
  • So let’s play with some Apps, the first one is healthy habits, which is an app that helps users to track their habits. Users consider this very useful, helpful and looks informative
  • The 2nd one is My Calm beat, which is an App designed to reduce stress by practicing breathing. It is one of the highest ranked on trust, participants say they can even imagine their doctors recommending this to them. And therefore they would also recommend this app to their friends and family.
  • Hopefully we have time for one more, so this is Mood meter, which automatically collect user data via mobile and while participants point out the automatic tracking is easy, they find it limited and the UI is not so attractive for many ppl.
  • So after mappingall twelve apps, this is what we got. From perceived value top 3 apps and the rest of the low onesAttractiveness there are three groups f&X low ones don’t stand a chanceDiffusiveness low and few highFinally social support is mainly lowThe take away for mobile app developers
  • Gameapp - example
  • Utilising mobile technology more for measures and interactivity. Actual sensor measures and multimodal interactions instead of textual input and passive reading.
  • Utilising mobile technology more for measures and interactivity. Actual sensor measures and multimodal interactions instead of textual input and passive reading.
  • Wider range of intervention features to promote actual behaviour change, tailored to the user, e.g. games or rewards. Most Apps merely collected data without interpretation and suggestions, or provided static information without personalized approach.
  • A copy of this presentation can be found on SlideShare shortly, or on linkedIn: with this study – MobiHealth 2012 , ”Persuasive Design in Mobile Applications for Mental Well-being: Multidisciplinary Expert Review”.It is ourhope that you may find this framework useful to evalute your App, feel free to request for more details. Contact the authors: Ting-Ray Chang
  • Mum2012 tchang

    1. 1. 04/12/2012 1What Influence Users’ Decisions to Take Apps into Use? A Framework for Evaluating Persuasive and Engaging Design in Mobile Apps for Well-Being Ting-Ray Chang1,2, Eija Kaasinen1, & Kirsikka Kaipainen1 1 VTT, Technical Research Centre of Finland 2 University of Cambridge MUM 2012, Ulm
    2. 2. 04/12/2012 2 Introduction”Design a ’dream app’ for well-being” ”Works like a drug, spreads like a virus” Experts What can we What’s out User-Centric-Design learn from there? Process / Iterations them? Users
    3. 3. 04/12/2012 3 App marketsSummer 2011, from App markets of Android and iOSBrowsing top 300 free and top 150 paid in health &fitness,Browsing top 50 of all categoriesKeyword search – mood, social, mental, behavio(u)r,happiness, training, monitor(ing), smoke, awareness,well(-)beingA pool of 85 i-apps and 26 android-apps from 5k+ Apps
    4. 4. 04/12/2012 4App selectionMapping apps bysocial-individual use,mental-physical focus12 selected Apps.
    5. 5. 04/12/2012 5What makes an a dream App? Experts & literature says…
    6. 6. 04/12/2012 6 User Survey I would download this App and use it. This App seems easy to use. I find this App attractive. This App suits my needs. I find this App exciting. This App seems useful. This App seems fun. This App seems safe and trustworthy. I would consider mentioning this App to my friends or family. I would like to connect my Facebook profile with this App. I would like to use this App because: I dont want to use this App because:totally somewhat somewhat totally I don’tagree agree disagree disagree know
    7. 7. 04/12/2012 7
    8. 8. 04/12/2012 8Healthy Habits
    9. 9. 04/12/2012 9My Calm Beat
    10. 10. 04/12/2012 10Mood Meter
    11. 11. 04/12/2012 11
    12. 12. 04/12/2012 12Single Focus or Overall Well-being Users appreciate both!
    13. 13. 04/12/2012 13 Social Support MechanismInstead of one-way sharing/synching on social media, providesocial support mechanisms that allow users connect and sharewith a selected group of friends or peers with similar goals.For gaining feedback and feeling belong.
    14. 14. 04/12/2012 14 InteractivityMultimodal interactions instead of textual input and passive reading
    15. 15. 04/12/2012 15 Automatic data collectionUtilising mobile technology for sensor measurements and interactivity
    16. 16. 04/12/2012 16Naming and UI – What users LOVE/HATE/ or even NEVER want to associate themselves with…
    17. 17. 04/12/2012 17Games, rewards, challenges, storyline, practical usages
    18. 18. 04/12/2012 18 Thank you! Questions?A copy of this presentation can be found on SlideShare shortly,or on linkedIn: with this study – MobiHealth 2012 , ”Persuasive Designin Mobile Applications for Mental Well-being: MultidisciplinaryExpert Review”.It is our hope that you may find this framework useful to evaluteyour App, feel free to request for more details.Contact the authors: Ting-Ray Chang