EatsUp®的可用性测试:监测青少年均衡饮食习惯和积极生活方式的移动应用程序-印度尼西亚雅加达的一项研究。

IF 3.2 Q1 HEALTH CARE SCIENCES & SERVICES
Frontiers in digital health Pub Date : 2025-06-13 eCollection Date: 2025-01-01 DOI:10.3389/fdgth.2025.1506952
Erfi Prafiantini, Rina Agustina, Betty Purwandari, Dian Novita Chandra, Dini Rahma Bintari, Fellatinnisa Zafira Rajwadini, Jihan Farhanah, Aryono Hendarto
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引用次数: 0

摘要

背景:青春期是养成终身健康习惯的关键时期,但许多人采取了不健康的行为,导致肥胖和其他非传染性疾病。移动应用程序为通过教育提供卫生干预提供了一个很有前途的平台。可用性测试对于确保手机应用功能符合青少年偏好并促进持续的行为改变至关重要。方法:我们于2024年6月至8月在印度尼西亚雅加达对使用EatsUp®移动应用程序的15-18岁青少年进行了一项实验性可用性研究。参与者连续七天使用该应用程序,完成日常任务和用户体验问卷。使用7分李克特量表对用户体验进行了六个方面的评估——吸引力、清晰度、效率、可靠性、刺激和新奇。描述性统计用于分析数据,并将其与已建立的用户体验基准进行比较。结果:共有30名高中生参与调查(平均±SD年龄16±0.70岁),其中女性23人,占76.7%。大多数参与者(90.0%)至少连续7天使用EatsUp®应用程序。这款应用在所有六个参数中都获得了积极和很高的用户体验评分,平均得分超过0.8。与之前UEQ研究的基准数据相比,该应用程序的五个参数被评为“优秀”类别(前10%),而清晰度被评为“良好”类别(前25%)。结论:EatsUp®应用程序展示了强大的可用性,总体上具有积极的用户体验。除清晰度外,5项用户体验参数均为“优秀”,非常适合青少年使用。然而,清晰度需要改进,以提高易用性。研究的局限性包括主要来自雅加达学校的女性样本,限制了普遍性。未来的研究应该包括更多样化的人群,并探索游戏化等功能,以提高长期用户粘性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Usability testing of EatsUp®: mobile application for monitoring balanced dietary practices and active lifestyle among adolescents-a study in Jakarta, Indonesia.

Background: Adolescence is a critical period for establishing lifelong health habits, yet many adopt unhealthy behaviors, leading to obesity and other non-communicable diseases. Mobile apps offer a promising platform for delivering health interventions through education. Usability testing is essential to ensure mobile app features align with adolescent preferences and promote sustained behavior change.

Methods: We conducted an experimental usability study from June to August 2024 in Jakarta, Indonesia targeting adolescents aged 15-18 who used the EatsUp® mobile application. Participants engaged with the app for seven consecutive days, completing daily tasks and a user experience questionnaire. User experience was assessed across six domains-Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty-using a 7-point Likert scale. Descriptive statistics were used to analyze the data, which were compared against established user experience benchmarks.

Results: A total of 30 high school students participated (mean ± SD age 16 ± 0.70 years), of whom 23 (76.7%) were female. Most participants (90.0%) used the EatsUp® application for at least seven consecutive days. The app received positive and high user experience ratings across all six parameters, with mean scores exceeding 0.8. Compared to the benchmark data from previous UEQ studies, the app ranked in the "Excellent" category (top 10%) for five parameters, while Perspicuity was rated as "Good" (top 25%).

Conclusion: The EatsUp® app demonstrated strong usability, with an overall positive user experience. It ranked as "Excellent" in five user experience parameters except perspicuity, making it well-suited for adolescents. However, perspicuity needs improvement to enhance ease of use. Study limitations include a predominantly female sample from Jakarta-based schools, limiting generalizability. Future studies should include a more diverse population and explore features like gamification to enhance long-term engagement.

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CiteScore
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