THE USABILITY EVALUATION OF ADOLESCENT DEPRESSION SCREENING MODEL USING COGNITIVE WALKTHROUGH

Nurul Fasihah Jamaludin, Tengku Siti Meriam Tengku Wook
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Abstract

This study focuses on evaluating the usability of a newly developed model for depression screening. The model was designed to address the issue of adolescent motivation during the gamification-based depression screening. Depression causes adolescent to experience emotional changes including hopelessness, lack of self-confidence and a sense of worthlessness which ultimately makes them unmotivated to undergo a face-to-face depression screening in medical institution. In this regard, the model applied gamification elements comprises game mechanics and components, extrinsic and intrinsic motivational elements, and types of user. A prototype was developed to validate the generated model. Subsequently, the prototype was evaluated using the cognitive walkthrough method which examines its usability. Five respondents with expertise in the field of adolescent counselling and human-computer interaction were involved in the evaluation. The analysis found that the model has a high level of usability, as all respondents have given positive feedback on the sets of task provided. These findings validated the model in diagnosing depression through the inspection testing. It can be concluded that the model could be adopted as a guideline in developing an actual depression screening system. The model has also undergone some improvements, specifically by providing clearer details on every gamification design element involved.
基于认知演练的青少年抑郁症筛查模型可用性评价
本研究的重点是评估一种新开发的抑郁症筛查模型的可用性。该模型旨在解决基于游戏化的抑郁症筛查中青少年动机的问题。抑郁症使青少年经历情绪变化,包括绝望、缺乏自信和无价值感,最终使他们没有动力去医疗机构接受面对面的抑郁症筛查。在这方面,应用游戏化元素的模型包括游戏机制和组件、外在和内在动机元素以及用户类型。开发了一个原型来验证生成的模型。随后,使用认知漫游法对原型进行评估,以检验其可用性。五名在青少年咨询和人机交互领域具有专业知识的受访者参与了评估。分析发现该模型具有很高的可用性,因为所有受访者都对所提供的任务集给出了积极的反馈。这些发现验证了该模型在抑郁症诊断中的应用。该模型可作为开发实际抑郁症筛查系统的指导。该模型也经历了一些改进,特别是通过提供所涉及的每个游戏化设计元素的更清晰细节。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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