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04/12/2012   1




What 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
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
04/12/2012   3




                  App markets
Summer 2011, from App markets of Android and iOS

Browsing top 300 free and top 150 paid in health &
fitness,
Browsing top 50 of all categories

Keyword search – mood, social, mental, behavio(u)r,
happiness, training, monitor(ing), smoke, awareness,
well(-)being

A pool of 85 i-apps and 26 android-apps from 5k+ Apps
04/12/2012   4




App selection
Mapping apps by
social-individual use,
mental-physical focus
12 selected Apps.
04/12/2012   5




What makes an a dream App? Experts & literature says…
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 don't want to use this App because:


totally         somewhat              somewhat     totally              I don’t
agree             agree                disagree   disagree               know
04/12/2012   7
04/12/2012   8




Healthy Habits
04/12/2012   9




My Calm Beat
04/12/2012   10




Mood Meter
04/12/2012   11
04/12/2012   12




Single Focus or Overall Well-being




      Users appreciate both!
                  http://itunes.apple.com/ug/app/mybalance/id369094340?mt=8
04/12/2012   13




               Social Support Mechanism
Instead of one-way sharing/synching on social media, provide
social support mechanisms that allow users connect and share
with a selected group of friends or peers with similar goals.
For gaining feedback and feeling belong.
04/12/2012   14




                          Interactivity




Multimodal interactions instead of textual input and passive reading
04/12/2012   15




                 Automatic data collection
Utilising mobile technology for sensor measurements and interactivity
04/12/2012   16




Naming and UI – What users LOVE/HATE/ or even
  NEVER want to associate themselves with…
04/12/2012   17




Games, rewards, challenges, storyline, practical usages




                                        https://challenge.meyouhealth.com/
04/12/2012   18




                 Thank you! Questions?

A copy of this presentation can be found on SlideShare shortly,
or on linkedIn: http://www.linkedin.com/in/designresearcher

Catch-up with this study – MobiHealth 2012 , ”Persuasive Design
in Mobile Applications for Mental Well-being: Multidisciplinary
Expert Review”.

It is our hope that you may find this framework useful to evalute
your App, feel free to request for more details.

Contact the authors: Ting-Ray Chang tjtrc2@cam.ac.uk

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Mum2012 tchang

  • 1. 04/12/2012 1 What 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. 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. 04/12/2012 3 App markets Summer 2011, from App markets of Android and iOS Browsing top 300 free and top 150 paid in health & fitness, Browsing top 50 of all categories Keyword search – mood, social, mental, behavio(u)r, happiness, training, monitor(ing), smoke, awareness, well(-)being A pool of 85 i-apps and 26 android-apps from 5k+ Apps
  • 4. 04/12/2012 4 App selection Mapping apps by social-individual use, mental-physical focus 12 selected Apps.
  • 5. 04/12/2012 5 What makes an a dream App? Experts & literature says…
  • 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 don't want to use this App because: totally somewhat somewhat totally I don’t agree agree disagree disagree know
  • 8. 04/12/2012 8 Healthy Habits
  • 9. 04/12/2012 9 My Calm Beat
  • 10. 04/12/2012 10 Mood Meter
  • 12. 04/12/2012 12 Single Focus or Overall Well-being Users appreciate both! http://itunes.apple.com/ug/app/mybalance/id369094340?mt=8
  • 13. 04/12/2012 13 Social Support Mechanism Instead of one-way sharing/synching on social media, provide social support mechanisms that allow users connect and share with a selected group of friends or peers with similar goals. For gaining feedback and feeling belong.
  • 14. 04/12/2012 14 Interactivity Multimodal interactions instead of textual input and passive reading
  • 15. 04/12/2012 15 Automatic data collection Utilising mobile technology for sensor measurements and interactivity
  • 16. 04/12/2012 16 Naming and UI – What users LOVE/HATE/ or even NEVER want to associate themselves with…
  • 17. 04/12/2012 17 Games, rewards, challenges, storyline, practical usages https://challenge.meyouhealth.com/
  • 18. 04/12/2012 18 Thank you! Questions? A copy of this presentation can be found on SlideShare shortly, or on linkedIn: http://www.linkedin.com/in/designresearcher Catch-up with this study – MobiHealth 2012 , ”Persuasive Design in Mobile Applications for Mental Well-being: Multidisciplinary Expert Review”. It is our hope that you may find this framework useful to evalute your App, feel free to request for more details. Contact the authors: Ting-Ray Chang tjtrc2@cam.ac.uk

Editor's Notes

  1. 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.
  2. 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.
  3. 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 ...
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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
  9. 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.
  10. 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.
  11. 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
  12. Gameapp - example
  13. Utilising mobile technology more for measures and interactivity. Actual sensor measures and multimodal interactions instead of textual input and passive reading.
  14. Utilising mobile technology more for measures and interactivity. Actual sensor measures and multimodal interactions instead of textual input and passive reading.
  15. 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.
  16. A copy of this presentation can be found on SlideShare shortly, or on linkedIn: http://www.linkedin.com/in/designresearcherCatch-up 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 tjtrc2@cam.ac.uk