Puzzle Walk: A Gamified Mobile App to Increase Physical Activity in Adults with Autism Spectrum Disorder

Daehyoung Lee, G. Frey, Alison Cheng, Patrick C. Shih
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引用次数: 18

Abstract

Research shows that adults with Autism Spectrum Disorder (ASD) are less physically active than those without ASD. Persuasive augmented reality smartphone apps may be an effective intervention to target this health disparity. A gamified mobile app, Puzzle Walk was developed to elevate physical activity (PA) engagement in the target population following an iterative user-centered design process, including a literature review, identification of target behaviors, needs analysis, health behavior theory evaluation, and prototype design. We found that walking is the most common form of PA in the target users and they have an affinity to using technology devices. These insights led us to design the Puzzle Walk app that incorporates behavior change techniques (BCTs) (e.g., user instruction, self-monitoring, visual rewards, feedback on performance, and goal-setting). We describe the emerged design that includes animated gamification and visualized user interfaces. The usability assessment plan is discussed as future work.
益智行走:一个游戏化的移动应用程序,以增加成人自闭症谱系障碍的身体活动
研究表明,患有自闭症谱系障碍(ASD)的成年人比没有自闭症谱系障碍的成年人更少运动。有说服力的增强现实智能手机应用程序可能是针对这种健康差距的有效干预措施。通过以用户为中心的迭代设计过程,包括文献综述、目标行为识别、需求分析、健康行为理论评估和原型设计,开发了一款游戏化移动应用《Puzzle Walk》,以提高目标人群的体育活动参与度。我们发现,步行是目标用户中最常见的PA形式,他们对使用技术设备有亲和力。这些见解促使我们设计了融入行为改变技术(游戏邦注:如用户指导、自我监控、视觉奖励、表现反馈和目标设定)的《Puzzle Walk》应用。我们描述了出现的设计,包括动画游戏化和可视化用户界面。讨论了可用性评估计划作为未来的工作。
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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