a healthy lifestyle persuasive application for patients with type-2 diabetes
TRANSCRIPT
Persuasive applicationCREATIVE PRESENTATION TEMPLATEFor
Patients with Type-2 Diabetes
A Healthy Lifestyle
PREPARED BY SERAG.M.IMHEM
ED[GS41028]
SUPERVISORDR.AZRINA
KAMARUDDIN
Introduction1
4Diabetes- Prevalence WorldwideDiabetes is a chronic disease that occurs either when the pancreas does not produce enough insulin or when the body can’t effectively use the insulin it produces. IDE(2015) , WHO(2012)
30MUS
4MUK 3.3M
MALAYSIA
WP Region138 Million People. WToday
387 Million - Diabetic worldwide
T By 2035More than 1 / 2 Billion People
P
Malaysia3.3 Million People with Diabetes.
MBY 2035More than 202 Million People.
F
5
Diabetes in MalaysiaDiabetes is a major health concern worldwide and is increasing due a high blood sugar levels, population, aging as well as the huge increasing of obesity and physical inactivity. WHO(2012)
In the year 2015, 3.3 million people in Malaysia were living with diabetes. Age ≥ 18 - which makes
16%
BlindnessFoot
Problems StrokeHigh
Blood Pressure
Heart Disease
Cos t pe r pe r son$ 570
S ign ifican t Effec ts
Prevalence of diabetes in adults, age ≥ 18
6
90 - 95%
5- 10%
Type II
Two main types of diabetes
Type I
10%
90 %
• Known as Insulin-Dependent or childhood -oneset.
• More triggered by genetic and it’s incurable.
• Characterized by deficient insulin production and required daily administration of insulin. WHO(2012)
• Formally called non-insulin-dependent or adult-onset
• Results from the body’s ineffective use of insulin. • Is largely the result of excess body weight &
physical inactivity.• 80% of type 2 diabetes are believed to be
preventable and reversible. WHO(2012)
Type II Diabetes is a lifestyle Disease
Over the age of ≥ 40, develop type 2 diabetes.
II
1 in 20
Symptoms =
In order for type 2 diabetes patients to manage and sustain healthy- lifestyle. They need to;
How IT help diabetes Patients
Weight management
Healthy eating Exercise
E-health technologies are presented as enabler’s in diabetes prevention and care. They can provide an interactive information tools to boost patient knowledge and self management.
However, e-health services for diabetes care have been implemented with varied success due to cost implications, poor reception and in apropos design of applications.
How IT help diabetes Patients
YYIn 2014There were over 20, 000 health apps in popular app store in the year. (Deloitte, 2014).
DOver 1000 AppsWere classified as diabetes related.(Deloitte, 2014).
% Statistic shows 70% of the apps have achieved minimal success with only 30% of the app managing to obtain 90 days user retention. (Deloitte, 2014).
lack of personalized feedback
Usability issues
Lack of customizability
Problem StatementDiabetes is a major health concern worldwide and is increasing due to a high blood sugar levels, population, aging
as well as the huge increasing of obesity and physical inactivity (WHO,2012). Diabetes requires carefully regulated
management that calls for strict adherence to diet, exercise and medical regimens. Given the life-long, austere and
disruptive nature of these regimens, patients find it hard to integrate diabetes therapy and medication into their daily
routine often resulting to sub-optimal management that results in debilitating effects. M-health applications targeting
diabetic patients need not to only motivate the adoption of healthy behaviors but promote sustained devotion to
these behaviors. Most m-health apps have achieved minimal success due to poor reception from practitioners and
patients alike(El-Gayar, Timsina, Nawar, & Eid, 2013). This is because these applications have failed to be human-
centered in their design ignoring underlying context-specific , psycho-social and socio-cultural norms, needs and
lifestyles of the patient (Baumer et al, 2012). In order for diabetes mobile apps to be functional and appropriate,
interventions such as healthy-eating, physical activity need to move away from prescription to persuasion,
information to behavior change and position patients at the centre of planning, development and implementation
(Baumer et al, 2012).Therefore, this study is conducted to combine both the prescription and persuasion factor as
the design focus for type-2 diabetic mobile health application using the user-centered approach.
11
Objectives
To a comprehensive user persona for type-2 diabetic
patients.
PersonaTo design a mobile application for Type-2 Diabetes patients to
maintain a healthy lifestyle such as eating habit.
Design & DevelopTo evaluate the usability of the
mobile application
Usability
12
Scope Of StudyThe scope of this project is to develop a mobile-based app which intends to improve or change diabetic patients’ behaviors and attitudes toward healthy eating and lifestyle. s
1Demographic Study the Demographic of Type-2 dia-betes in Malaysia particularly concerning healthy eating and lifestyle
2Model & StrategiesStudy the health behavior model and the-ory that could be useful in choosing the appropriate persuasive strategies.
3Persona & DevelopmentPrototype and evaluate its usability.
Literature Review
2
Insert Image
B.J.Fogg described Captology as “the study on the design, research and user’s interaction with any computing system that are created with a focus on the psychological drivers for the purpose of
changing people’s attitudes or behaviors without coercion or deception”(B. J. Fogg, 2003)
Dr. B. J. Fogg
Persuasive TechnologyCaptology
15
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CaptologyIn other words, the concept of persuasive technology is the notation persuasion, which is the process through which an attempt to shape, reinforce, or change behavior, feelings or thoughts about an issue, object or action. This means in order for persuasion to works, it requires intentionality (B. Fogg, 1998).
1Product of a HCI examines on how people are persuaded when interacting with computing products as opposed to computer-mediated communication(CMC)
2Focus on intentionality a technology must focus on intentionality and planned persuasive effects,
3Focus on endogenously which means the strategy and techniques to persuade are embedded in the technology itself as the opposed of exogenously and autogenously
Three Criteria must meet
Interactive technology can permit individuals to experience information particularly created to shape their feelings
As MediaTechnologies can increase people’s ability to perform a target behavior and allowing people to do things more easily
As Toolpersuasive technologies invoke social reactions from users or tackle pseudo-human role. Provide social support
As Social actor
Functional triads
17
Persuasive As a tool – Related work iCrave (Hsu et al., 2014)
• “iCrave” that investigates the efficacy of ‘just-in-time’.
• Mental imagery based interventions when attempting to improve snacking behavior.
• iCrave was developed to be used during the onset of a food craving that asks the user to imagine a particular scene for 10 seconds and then report on whether they had a healthy snack, unhealthy snack.
• The use of mental imagery to reduce food cravings is based on the Elaborated Intrusion Theory of Desire which posits that as cravings are created through a cycle of mental elaboration. (Hsu et al., 2014)
LunchTime (Orji et al., 2012).
• Persuasive game for motivating healthy eating in young adults.
• It allows players to play role of restaurants visitors and their goal is to choose the healthiest option from a list of food choices.
• The players are awarded points based on the relative healthiness of their choice. (perceived benefit )
• Studies showed that playing the LunchTime game increased the players‘ nutrition knowledge and their general feeling of self-efficacy about their ability to initiate and maintain healthy eating behavior. (Orji et al.,
2012).
Methodology
3
19Research in a production Process Topic Identification
Consultation With Specialist
Target Audience Research
Preliminary survey
Data analysis
User Persona Formulation
Purposed the solution
Build a prototype
Literature Review
Evaluation
Pre-Test (Target Audience )
Post-Test (Target Audience )
Post-Test (Experts )
Result & Dicussion
Empathy Map.
User Profile
Persona.
Understanding Type-2 Diabetes.
Identifying Additional Elements
Categorizing Patients based on BMI
Finalized 3 Personas were produced
Design target using Behavioral Model
Use-case and Use Scenario
Conceptual data Model Design
Metaphor
Application Map
Low-Fidelity
High Fidelity
User and Task Flow
Implementation
20Data Analysis and Target Audience• We collected extensive research on causes, symptoms and treatments for type-2
diabetes conditions and evaluated competitors to assess their strengths and weaknesses against our user’s needs.
• We also conducted a range of interviews with potential users and health practitioners to identify user goals and pain points. We then synthesized our research to identify insights and created personas, user scenarios and other tools to guide the next phase of the project.
• Based on our research, we created three primary personas to represent the goals, motivations and behaviors of our target demographic. We used these personas throughout the project to guide design decisions and priorities.
• The target audience for this research is type-2 diabetes in Malaysia aged >18. Our study reveals that majority of people with type 2 diabetes are from middle to low-income. They aged are under 60 years old in line with previous findings [25](Alberti et al., 2004), on the prevalent age group of the disease. Meanwhile, for high-income countries, a growing population over the age of 60 makes up the largest proportion of diabetes prevalence.
21Empathy, Empathy-Map We used Empathy Map, to extract and gain the information that shaped our proposed persona template. From these empathy Map, we can identify what the persona’s pain points are and what will constitute gains.
Empathy Map
BMILAILI
BMIADAM
BMIMUSA
25-29.9 18-24.9 >30
22
23
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24
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Behavioral Analysis
4
26Behavioral Design Process
The first step to apply when design for a behavioral change is to determine the type of behavior to design. This could be done by studying the demographic of target users and analysis their needs , frustration and behavioral elements such as motivation and ability. An interview is a great way to collect more insight about the target behavior. After deciding, determine how motivated your users are as well as how difficult the target behavior is for them now.
Determine the target behavior
Design the right trigger for the target behavior• Using the Fogg Behavior Model, determine where the users lie with regards to motivation and ability. BJ Fogg
frequently states the best approach is to make it easier for people to do the things they already want to do.• For every behavior, target users who already have the motivation and ability but have not yet experienced a
trigger. Design for ability.Next, target users who have motivation but not ability. Implement facilitators that simplify the task and create a progression dynamic where these users work towards a final goal.
Pick the right strategy• After determining which triggers an app might use to facilitate behavioral change, reconsider Fogg’s seven
strategies, which we will explain further during the design phase of our application. • Once the decision is made about which strategy to be used in the app, then we should pick an
implementation that is feasible.
(B. J. Fogg, 2003)
(B. J. Fogg, 2003)
(B. J. Fogg, 2003)
27
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THE FOGG BEHAVIOUR MODEL
The Fogg Behavior Model shows that three elements must converge at the same moment for a behavior to occur:.
Behavior = MAT
MMotivation
AAbility
TTrigger
Behavior Elements
Core Motivator
TTime
MMoney
EEffort
RRoutine
28Behavioral Model Based on Personas
1 2
29
Transtheoretical model (TTM)Uses the Stages of Change to integrate the most powerful principles and processes of change from leading theories of counseling and behavior change
Precontemplation
Contemplation
Maintenance
Preparation
Aware of the problem and Have the desire to change
Intends to take action
Unaware Of the problem
Work to sustain the behavior Actions
Practices the desired behavior
Create awareness; change values and
beliefs
Persuade and motivate
Educate
Facilitate Action
Reinforce changes Reminder and
communication
(Prochaska, DiClemente, & Norcross, 1992.).
30
Behavior Strategies Self-MonitoringObserving and recording of patient’s behavior such as food intake ( eg. Amount, type, calorie , carbs and nutritional value of the foods consumed).
01Goal SettingsSpecify clear. Attainable and measurable goals for eating habits, physical activity. It determines patient’s confidence
03Stimulus ControlModifying environment cues to eating ( eg. Reducing exposure to high-calorie or sugar food) Purchase portion-controlled foods
05
Decision Support (Suggestion)encouraging a patients to consume more water and the tool would remind the patients about “the benefit of consuming more water" every 30 minutes or so. Such as Just-in-time Messages
02Reinforcement (Rewards)Reinforcement management provides consequences for taking steps in a positive direction. Perceived value
04Counter Conditioning Counter conditioning requires learning healthy behaviors as substitutes for problem behaviors. E.g Walking as a healthier alternative than “comfort foods” as a way to cope with stress.
06
Analysis Competitive
5
32Comparative Matrix
33
Impact on Information ArchitectureFrom the research and investigations of the most rated and recommended applications both in android and iOS platform, we conclude that usable, useful and appealing user interface(UI) design must include incentives to lead to behavior change. Well structured health-oriented app
01DATABASE
02CUSTOMIZATI
ON03
S O C I A L S U P P O R T
04I N C E N T I V E
It’s significantly important for the app to have a large and up-to -date database. From user point of view, an app with large database of food selections is more preferable than the one that doesn’t have.
An app must be flexible and tailored to change, where the database should be more customizable by which the patient can easily add more information. This is critically an important factor as it increases usage and an inevitable competitive advantage for the diabetes app.
Team-oriented and social support and comparison is a great incentive for behavior change. It encourage people to exercise more and carry out better diet control.
Incentive is a great way to motivate people and educate users through entertainment, games and rewards and otherincentives strategies
D C S \
05A B I L I T Y - N O T
MOTIVATION06FUN
Motivation can be uphill battle and it’s hard to keep up. Providing an easy to use goals and tasks that can provide a user with ability to keep up in order to achieve a desired behavior. This can be great turns of short-term to long-term change.
AAttractiveness, likability is a great tool to motivation and encourage the user to use the app. Additionally, a fun designed app with well-designed games will serve as additional appealing incentive to teach, train and to inform users about how to select meal combinations wisely, how to exercise efficiently and effectively and other techniques of nutrition's.
F
34
INFORMATION ARCHITECTURE
Condition
Food Consumption
Weight/ Height
Activity
Health Insights
Summary
Strategies
Goal Settings
Action Plan
Stimulus Control
Decision Support
Budget Comparison
Tips & Support
Social Support
Goal Settings
Decision Support
Glucose & Food Readings
Incentives
Rewards
Family Encouragement
Healthy Choices
Activity Game
35Analysis 1. The adoption of empathy approach helps in creating a usable, yet comprehensive personas
that may arguably enhance design and development performance for type-2 diabetes application in many ways: Empathize with this particular type of user Designing for ability by simplifying task and create a dynamic progression. To increase the level of understanding diabetic patients and their context are achieved by
expanding and embellishing traditional profile and persona content to include health beliefs, psychographic, behavioristic, and physical health considerations.
2. The Behavior Model helps designers determine and answer: Who to focus-on and design-for, where our target-audience “groups” are in the Behavioral
model. The right kind of trigger to use in – or what kind of trigger is missing from – their work. For
example, if someone ignores their goal (motivation) of doing daily push-ups (within their ability), a mobile application might to remind them to do so (trigger) (B. J. Fogg, 2003).
3. The purpose of creating IA is to help users find information, complete tasks and understand where they are, what they have found and what to expect(Rosenfeld & Morville, 2002).
DesignThis section contains the a) conceptual design and b)
physical design
6
37
USE-CASE
Patient
set health InformationCreate Profile
View summery
food Entry
Nutrition optimisation
update daily intake
Set New Goal
<<include>>
<<extend>>
<<extend>>
<<include>>
BG - Logbook
Register AccountResetPassword
<<include>>
Display Health
<<include>>
Display Achievement
<<include>>
<<extend>>
Update BG
<<extend>>
<<extend>>
Conceptual ModelThis chapter contains
conceptual design, Application Map, Task-Flow diagram
6a
39
Conceptual Design Modelerd earns
Patient
Food_Consumption
health Activity
Achievement
Meal
1
has
1..*
1
logs
1..*
1
contains
1
1
has
1..*tracks
1
earns
1Conceptual model capturing the meaning of data from the viewpoint of the user. A commonly-used conceptual model is called an entity-relationship model.
40Entity-Relationship Diagram Paitent
Meal
Food_Consumption
Activity
Achievements
User_id:int(11)PK
Username:string(255)
password:string(255)
Meal_id:int(11)PK
name:string
picture:string(255)
Nutrifacts:Text
FC_id:int(11)PK
user_id:int(11)FK
dateTime:datetime
Meal_id:int(11)FK
contains
barcode:int(32)
GS_id Int(11)PK
purpose text
starttime datetime
endtime datetime
goalName String(255)
user_id Int(11)FK
tracks
gt_id Int(11)FK
insight Int(11)
ach_id:int(11)PK
user_id:int(11)FK
ach_name:string(255)
ach_date:datetime
has
fat:int(11)
Calories:int(11)
proten:int(11)
hight:Dacimal(2,10)
weight:Dacimal(2,10)
gender:int(1)
YearOfBirth:int(4)
logs
typeName String(225)
unit Decimal(2,10)
consumedCalories Int(11)
earns
Physical DesignMetaphor design, Dialogue
design, Media design, Presentation Design, Interface usability. Adoption of design
principles
6b
42
Design PrincipleWe have leveraged Material-Design as visual language for our application to synthesize the principle of a good design. However, to ensure the usability of our application, we followed the ten “Heuristic” rules of thumbs principles as guideline while designing the application(J. Nielsen, 1995).
Match between
system and real world
User control and freedom
Consistency and
standard
Visibility for the
system
Recognition rather than
recall
Flexibility & efficiency
of use
Aesthetic & minimalist
design
Help user, diagnose,
recover from error
Error prevention
Help and documenta
tion
43
Persuasive Design Principle Seven strategies to influence behavior
ReductionSimplifies a task that the user is trying to do.
01TailoringProvides custom information and feedback to the user based on their actions.
03Self-MonitoringEnables the user to track his own behavior to change his behavior to achieve a predetermined outcome.
05
TunnelingGuides the user through a sequence of activities, step by step.
02SuggestionGives suggestions to the user at the right moment and in the right context.
04
Surveillance Observes the user overtly in order to increase a target behavior.
07ConditioningRelies on providing reinforcement (or punishments) to the user in order to increase a target behavior.
06
44
MOBILE CONSTRAINTS
Limited data & Battery
Handedness
Divide attention
Small screen
1
2
3
4
45
Application Map The application map provides an overall snapshot of the structure and navigation of the app. It served as a reference point while creating various task flows and wireframes.
46
Main Flow of our application. This diagram illustrates the high level concept of our application task flow
Landing page Sign Up Dashboard Meal & Activity Tracking
Data Exporting/Sync
Sign Up
Skip
Login Load Data Get data
Sign required
To improve the user-experience, we provided two ways to get the user access to the dashboard
01 02SIGN UP SKIP AND GET
STARTED
Task Flow of the Application
47ON BOARDING – TASK FLOW
Loading
Landing Page Login /Sign Up
Login
Error Invalid Email
Login Form
Email Password
Error Incorrect Password
Invalid Email Incorrect Password
Reset Password
Not Found
Email Not found
Re-Enter Re-Enter
Dashboard/Home
Success
Success
Success
Sign Up
Success
Email link to Reset password
Setup User Account
Password
User Profile Weight Height Gender Birthday Activity Level
Welcome Screen
Existing User
Existing User
Succss
Forgot
Get started / Skipped
48DASHBOARD– TASK FLOW
Dashboard Display current metric
dataBuffer Data Load Required
Data
Daily Need Nutrient
Calorie Budget
Pre-set Goal Activities
Blood Glucose History
Pre-set Activity? Yes
Physical Activity History
No
49Food Consumption – Adding Meal
Add Meal (LogBook)
Scan Item (Barcode)
Search Item (By name)
Manual Entry
Retrieve Data If Item exist in db ?
No
Take a PictureSave & Update
Save and Update User͛7s Daily
needs, CaloriesYes
Your daily needs updated
(Display remaining daily Nutrient )
Camera roll
App presets
Add a note Choose a category
Observe day͛7s meal intake,
Confirm?
Editing
Yes
Save / Edit Entry ?
50
METAPHORWe have created more than 22 icons for this application. A sample of our finalized icons are as listed below :
Prototyping8
Low-fidelity and High-fidelity
52
On boarding Low-Fidelity “Rough out on paper” method
We used a paper-based method to sketch the first iterations design of the system while evaluate different aspects of the design at different stages of the design process such as metaphor, structure, usefulness
53
Paper to computer Medium
54
Dashboard – Low Fidelity
55
UI - DesignHigh-fidelity mockups of the app, including the dashboard, all data measurements, settings, alerts and notifications. During this phase, we explored numerous ways to visualize the complex health data and make it digestible for the user.
56
MOOD BOARDWe started collecting pieces for the mood board while creating the wireframes to help define the look and feel of the coming design.
DESIGN ITERATIONS
User testing and other evaluation methods led to three major design iterations throughout the project. While the dashboard had a similar structure from start to finish, important details were constantly refined.
58
ITERATION II
59
Final Iteration
60
DEMO
Insert Image
61
Analysis based on PT Reduction – Our application simplifies the task of walking and eating by automatically
tracking a user’s steps and their daily intake goals. In effect, it eliminates the need to manually learn whether the meal is suited the patient’s diet, how much calories and carbs remaining, it calculates your progress towards your goals, and organize this information in one place.
Tunneling – By breaking challenging distances into smaller and more easily achievable steps, Our app helps you set goals and work towards them.
Tailoring – Depending on your specific goal, our app creates a customized eating and jogging plan for you while taking the age on consideration.
Self-monitoring – Our app helps you measure your progress over time visually and by the numbers towards your goal.
Conditioning – Our app encourages you to develop a healthy habit frequently through positive reinforcement.
Our App influences behavioral change using five of the seven strategies outlined by Fogg:
62
Analysis based on TTMFacilitating learning
Consciousness Raising process of behavior change identified by TTM, which occurs when people learn more and increase their knowledge about certain health behaviors. This can be identified by assessing the extent that individuals can recall information from educational materials. We leverage this by showing healthy and unhealthy Icons and emoji to express the decision made by the patients.
Keeping Patients’ motivation
Counter Conditioning process of behavior change identified by TTM, which involves learning more about healthier behaviors that can substitute for the unhealthy alternatives . Thus, our app helps patient not just to learn and think about the healthiness of individual meals presented in the daily entry but to extend this into their daily meal choices. We leveraged this by optimizing the meal selections and providing alternative options that our system will search and display similar healthier meal choice Reinforcement rewarding process of behavior that identified by TTM which means to provide consequences for taking steps in a positive direction. Perceived value. We leveraged this strategy by giving points and rewards on each healthy choices the patients made.Helping relationship process of behavior that identified by TTM which occurs when combine caring, trust, openness, and acceptance, as well as support for healthy behavior change. We leverage this by introducing a Walk-step challenges game that will defferine from one patients to another based on their age. Family members will be the primary focus to support the patient on attaining the positive behavioral.
(Prochaska, DiClemente, & Norcross, 1992.).
(Prochaska, DiClemente, & Norcross, 1992.).
(Prochaska, DiClemente, & Norcross, 1992.).
Usability Testing
9
Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process. (Nielsen Norman
Group,2016)
Usability is defined by these quality components:
1. Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
2. Efficiency: Once users have learned the design, how quickly can they perform tasks?3. Errors: How many errors do users make, how severe are these errors, and how easily can they
recover from the errors?4. Satisfaction: How pleasant is it to use the design?
Usability
65
The Usability –Test Plan The purpose of this test is to evaluate the usability of the app designed for type-2 diabetes. The plan consist of the following :
Scenarios Evaluation methods Test environment and
equipment Test Artifacts
• Screener • Pre-test questionnaire • Post-task
questionnaire • Post-test
questionnaire • Product reaction card
Content of Test Plan
5 inches screen
Android – OS
66
Participants
5 Patient
s3
Experts
“ … The best results come from testing no more
than 5 users and running as many small tests as
you can afford.” Jakob Nielsen principal, Nielsen Norman Group
67
EVALUATION METHODS
The test evaluation will include pre-test, post-task, and post-test questionnaires, post-test interviews and product reaction card responses. The combination of quantitative and qualitative data will be compiled and analyzed.
Qualitative User's comments and questions User responses to product reaction cards
Quantitative
Effectiveness, efficiency and satisfaction. Number of users able to complete task Number of attempts required to complete task Pre-test, Post-task, and Post-test questionnaires
“If you want to know whether your software… is easy enough to use, watch some
people while they try to use it and note where they run into trouble. Then fix it,
and test it again.” Steve Krug
68
Post-Task Questionnaire
st rong ly a g r ee a g ree disa g ree
20
60
20
Efficiencyx
agree neutral
80
20
Effectivenessx
agree neutral
66.7
33.3
Efficiency
x
x
100
effectivenessagree
agree
VS
Patients Review
Expert Review
69
Satisfaction
strongly agree agree neutral
20
60
20
Satisfactionx
agree neutral
33.3
66.7
Satisfaction
x
VS
Patients Review
Expert Review
Satisfaction was calculated based on overall and Metaphor on particular.
70
System usability Scale - SUSThe System Usability Scale (SUS) is a simple, widely used 10-statement survey developed by John Brooke while at Digital Equipment Corporation in the 1980s. It has ever since then been tested and at best trusted in finding out the experience of a user with regards to an application. The tool asks users to rate their level of agreement or disagreement to the 10 statements, of which half of them are negative and half, positive (Gardner et al, 1998). Its benefit is rely on its reliable results for small size users , it’s valid it can differentiate between usable and unusable system. The benchmark for the interpretation of the SUS scores is:
90-100= Best imaginable
80.3-89.9= Excellent
74-79= Good. (Bangor, 2008)
71
System usability Scale - ResultBased on our SUS Usability test, our findings as follow :
84.37%
85%
83.3%
Overall Usability ResultWhich is far greater than the minimum acceptable mean score of a SUS which is 68
Patients Reviewthe highest occurring score is 80, which is also the minimum score and lower than the mean value. This means that a greater population of the parameters studied just feels the work is excellent. The standard deviation is 3.535, which is very low and suggests that the scores are not so far apart from each other
Expert ReviewWith the minimum score being 80 and the maximum score being 87.5, it shows that the scores are closely related with patients mathematically, with a standard deviation of 3.11, which is very low
72Desirability Test
Expert Review Patient Review
Motivating Appeal
ingUsable Clear
Predictable Relevant
Intuitive
Calm creative
Professional
Fast
attractive
Entertaining
The Microsoft Desirability Toolkit (also known as the Microsoft Reaction Card Method) can help designers gauge users’ responses to the aesthetic qualities ( study of emotion and mind) of application.
73
Future work • As future work, we will conduct a full-scale evaluation of our application to find out its impact after using
the application for a short and long-term. The Pre-Post Intervention test would be applied to test the effectiveness and accuracy of the applied TTM strategies in our design.
• The next iteration of our application will also put into consideration some of the insights and the suggestions from this preliminary evaluation.
74
Conclusion Health behavior theories assist in understanding health behavior problems, developing
intervention based on salient determinants that affect behaviors and evaluating the effectiveness of the health interventions. The most effective persuasive interventions for behavior change usually occur when the intervention is behaviorally focused and theory driven(Consolvo, McDonald, & Landay, 2009).Therefore, persuasive technology can be made optimally effective, if they are also combined or supported by behavior change theories (Shegog, 2010).
The outcome have proven that the impact of user on PT designs for healthy lifestyle is critically important. Nonetheless, healthy lifestyle is without doubt one of the domains with deep user and cultural influences, as a result, a user must be considered when designing a persuasive technology application for healthy eating behavior. (Miller & Pumariega, 2001)
75
Conclusion This paper unfolds the benefit of using trans-theoretical and other behavioral theory with
Persuasive framework to build optimally effective and usable healthy-lifestyle application designed specifically for type-2 diabetes patients. The Persuasive design and trans-theoretical model have guided us through the understanding and empathizing with type-2 diabetes from the designer’s perspective.
This study resolved all identified problems as described. Objectives were achieved throughout the research process. A detailed user personas for Type-2 Diabetes app were produced and converted into a set of design interfaces of our App.
The usability evaluation shows that this proposed app gains a high acceptance by our target-users with accepted by the end-user with the SUS score of 84.375, which is far greater than the minimum acceptable mean of 8. his is a great sign of usability and acceptance.
The App has been proven in sum to be effective in achieving its aims, efficient and satisfactory enough with regards to the needs of the users.
76
Acknowledgement I would like to express my sincere gratitude and appreciation to
Dr. Azrina Kamaruddinfor her supervision and constant support. Her invaluable help of constructive comments and suggestions throughout this research.
Dr. Zulfitri 'Azuan Bin MatDr.Zulfitri has c
Dr. Alfian Abdul HalinMuch thanks and appreciation to Dr. Alfian for his time to test and give his valuable
comments and suggestion on the app. His compliment on the app was a great
incentive to continue with this app on the future.
Dr. Idyawati HusseinEven in her busiest schedule she devoted some of her time to do the usability test. Her input were exceptionally useful and
professionally insightful. I truly appreciate her time.
Diabetic PatientsWords can’t express how much I thank and appreciate the willingness and time that
most of patients have given into this project, throughout the analysis, validating the data and lastly taking the usability test and provided their recommendation. Much
appreciation
Terima Kasih
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