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Persuasive application
CREATIVE PRESENTATION TEMPLATE
For
Patients with Type-2 Diabetes
A Healthy Lifestyle
PREPARED
BYSERAG.M.IMHEMED
SUPERVISOR
DR.AZRINA KAMARUDDIN
Introduction
1
4
Diabetes- Prevalence Worldwide
30M
US
4M
UK 3.3M
MALAYSI
A
WP Region
138 Million People.WToday
387 Million - Diabetic
worldwide
T By 2035
More than 1 / 2 Billion
People
P
Malaysia
3.3 Million People with
Diabetes.
M
BY 2035
More than 202 Million
People.
F
5
Diabetes in Malaysia
In the year 2015, 3.3 million
people in Malaysia were
living with diabetes. Age ≥ 18
- which makes
16%
Blindness
Foot
Problems
Stroke
High
Blood
Pressure
Heart
Disease
C os t per pers on
$ 570
Signific ant 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.
• 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 Exerci
se
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
YY
In 2014
There were over 20, 000
health apps in popular app
store in the year. (Deloitte,
2014).
D
Over 1000 Apps
Were 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 Statement
Diabetes 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
Persona
To design a mobile application for
Type-2 Diabetes patients to
maintain a healthy lifestyle such as
eating habit.
Design & Develop
To evaluate the usability of the
mobile application
Usability
12
Scope Of Study
The 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
1
Demographic
Study the Demographic of Type-2 diabetes in
Malaysia particularly concerning healthy eating
and lifestyle
2
Model & Strategies
Study the health behavior model and theory that
could be useful in choosing the appropriate
persuasive strategies.
3
Persona & Development
Prototype and evaluate its usability.
Literature
Review
2
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 Technology
Captology
15
Captology
In 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).
1
Product of a HCI
examines on how people are persuaded when
interacting with computing products as opposed
to computer-mediated communication(CMC)
2
Focus on intentionality
a technology must focus on
intentionality and planned
persuasive effects,
3
Focus 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 Media
Technologies can
increase people’s ability
to perform a target
behavior and allowing
people to do things
more easily
As Tool
persuasive
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
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
Conceptualdata Model Design
Metaphor
Application Map
Low-Fidelity
High Fidelity
User and Task Flow
Implementation
20
Data 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.
21
Empathy, Empathy-Map
Empathy Map
BMI
LAILI
BMI
ADAM
BMI
MUSA
25-29.9 18-24.9 >30
22
23
24
Behavioral
Analysis
4
26
Behavioral 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
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
M
Motivation
A
Ability
T
Trigger
Behavior Elements
Core Motivator
T
Time
M
Money
E
Effort
R
Routine
28
Behavioral Model Based on
Personas
29
Transtheoretical model
(TTM)
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
behaviorActions
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-Monitoring
Observing and recording of patient’s
behavior such as food intake ( eg.
Amount, type, calorie , carbs and
nutritional value of the foods
consumed).
01
Goal Settings
Specify clear. Attainable and
measurable goals for eating habits,
physical activity. It determines
patient’s confidence
03
Stimulus Control
Modifying 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
02
Reinforcement (Rewards)
Reinforcement management provides
consequences for taking steps in a positive
direction. Perceived value
04
Counter 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
06
Analysis
Competitive
5
32
Comparative Matrix
33
Impact on Information Architecture
From 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
01
DATABASE
02
CUSTOMIZATIO
N
03
S O C I A L
S U P P O R T
04
I 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 other
incentives strategies
D C S 
05
A B I L I T Y - N O T
MOTIVATION
06
FUN
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.
A
Attractiveness, 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
35
Analysis
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).
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 Account
ResetPassword
<<include>>
Display Health
<<include>>
Display Achievement
<<include>>
<<extend>>
Update BG
<<extend>>
<<extend>>
Conceptual Model
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.
40
Entity-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)FKach_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 Design
6b
42
Design Principle
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
Reduction
Simplifies a task that the user is trying to
do.
01
Tailoring
Provides custom information and feedback
to the user based on their actions.
03
Self-Monitoring
Enables the user to track his own behavior to
change his behavior to achieve a predetermined
outcome.
05
Tunneling
Guides the user through a sequence of
activities, step by step.
02
Suggestion
Gives 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.
07
Conditioning
Relies 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
46
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
47
ON 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
Email
Password
User Profile
 Weight
 Height
 Gender
 Birthday
 Activity Level
Welcome Screen
Existing User
Existing
User
Succss
Forgot
Get started / Skipped
48
DASHBOARD– TASK FLOW
Dashboard
Display current metric
data
Buffer Data
Load Required
Data
Daily Need
Nutrient
Calorie Budget
Pre-set Goal
Activities
Blood Glucose
History
Pre-set Activity? Yes
Physical Activity
History
No
49
Food Consumption – Adding
Meal
Add Meal
(LogBook)
Scan Item
(Barcode)
Search Item
(By name)
Manual Entry
Retrieve Data
IfItem exist in
db?
No
Takea Picture
Save & Update
Save and Update
User s Daily
needs, Calories
Yes
Your daily needs
updated
(Display remaining
daily Nutrient )
Camera roll
App presets
Add a note
Choose a
category
Observe day s
meal intake,
Confirm?
Editing
Yes
Save / Edit
Entry ?
50
METAPHOR
Prototyping
8
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 - Design
High-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 BOARD
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
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
Our App influences behavioral change using five of the seven strategies outlined by Fogg:
62
Analysis based on TTM
Facilitating 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?
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
Patients
3
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
20
60
20STRONGLY AGREE AGREE DISAGREE
EFFICIENCY
x
80
20
agree neutral
Effectiveness
x
66.7
33.3
AGREE NEUTRAL
Efficiency
x
100
X
EFFECTIVENESS
agree
agree
V
S
Patients Review Expert Review
69
Satisfaction
20
60
20
strongly agree agree neutral
Satisfaction
x
33.3
66.7
AGREE NEUTRAL
Satisfaction
x
V
S
Patients Review Expert Review
Satisfaction was calculated based on overall and Metaphor on particular.
70
System usability Scale - SUS
The 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
Result
Which is far greater than the
minimum acceptable mean score
of a SUS which is 68
Patients Review
the 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 Review
With 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
72
Desirability Test
Expert Review Patient Review
Motivating
Appeali
ng
Usable
Clear
Predictable
Relevant
Intuitive
Calm creative
Profession
al
Fast
attractive
Entertainin
g
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
Kamaruddin
for her supervision and constant support. Her
invaluable help of constructive comments and
suggestions throughout this research.
Dr. Zulfitri 'Azuan
Bin Mat
Dr.Zulfitri has c
Dr. Alfian Abdul
Halin
Much 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 Hussein
Even 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 Patients
Words 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
IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from
https://www.idf.org/membership/wp/malaysia
Davidson, R. (1992). The Prochaska and DiClemente model: reply to the debate. Addiction,87(6), 833-835.
doi:10.1111/j.1360-0443.1992.tb01977.x
Miller, M. N., & Pumariega, A. J. (2001). Culture and eating disorders: a historical and cross-cultural review.
Psychiatry, 64(2), 93-110.
Fogg, B. J. (2002). Persuasive technology: Using computers to change what we think and do(1st ed.). Amsterdam:
Morgan Kauffman.
Fogg, B. (1998). Persuasive computers: perspectives and research directions. Paper presented at the
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Los Angeles,
California, USA.
Fogg, B. (2007). Mobile persuasion: 20 perspectives on the future of behavior change: Mobile Persuasion.
Fogg, B. J. (2003). Persuasive technology using computers to change what we think and do. Retrieved from
http://site.ebrary.com/id/10186233
IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from
https://www.idf.org/membership/wp/malaysia
Reference

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A Healthy Lifestyle Persuasive Application for Patients with Type-2 Diabetes

  • 1. Persuasive application CREATIVE PRESENTATION TEMPLATE For Patients with Type-2 Diabetes A Healthy Lifestyle
  • 4. 4 Diabetes- Prevalence Worldwide 30M US 4M UK 3.3M MALAYSI A WP Region 138 Million People.WToday 387 Million - Diabetic worldwide T By 2035 More than 1 / 2 Billion People P Malaysia 3.3 Million People with Diabetes. M BY 2035 More than 202 Million People. F
  • 5. 5 Diabetes in Malaysia In the year 2015, 3.3 million people in Malaysia were living with diabetes. Age ≥ 18 - which makes 16% Blindness Foot Problems Stroke High Blood Pressure Heart Disease C os t per pers on $ 570 Signific ant Effec ts Prevalence of diabetes in adults, age ≥ 18
  • 6. 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. • 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)
  • 7. Type II Diabetes is a lifestyle Disease Over the age of ≥ 40, develop type 2 diabetes. II 1 in 20 Symptoms =
  • 8. 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 Exerci se 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.
  • 9. 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 YY In 2014 There were over 20, 000 health apps in popular app store in the year. (Deloitte, 2014). D Over 1000 Apps Were 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
  • 10. Problem Statement Diabetes 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. 11 Objectives To a comprehensive user persona for type-2 diabetic patients Persona To design a mobile application for Type-2 Diabetes patients to maintain a healthy lifestyle such as eating habit. Design & Develop To evaluate the usability of the mobile application Usability
  • 12. 12 Scope Of Study The 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 1 Demographic Study the Demographic of Type-2 diabetes in Malaysia particularly concerning healthy eating and lifestyle 2 Model & Strategies Study the health behavior model and theory that could be useful in choosing the appropriate persuasive strategies. 3 Persona & Development Prototype and evaluate its usability.
  • 14. 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 Technology Captology
  • 15. 15 Captology In 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). 1 Product of a HCI examines on how people are persuaded when interacting with computing products as opposed to computer-mediated communication(CMC) 2 Focus on intentionality a technology must focus on intentionality and planned persuasive effects, 3 Focus 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
  • 16. Interactive technology can permit individuals to experience information particularly created to shape their feelings As Media Technologies can increase people’s ability to perform a target behavior and allowing people to do things more easily As Tool persuasive technologies invoke social reactions from users or tackle pseudo-human role. Provide social support As Social actor Functional triads
  • 17. 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
  • 19. 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 Conceptualdata Model Design Metaphor Application Map Low-Fidelity High Fidelity User and Task Flow Implementation
  • 20. 20 Data 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.
  • 22. 22
  • 23. 23
  • 24. 24
  • 26. 26 Behavioral 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. 27 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 M Motivation A Ability T Trigger Behavior Elements Core Motivator T Time M Money E Effort R Routine
  • 29. 29 Transtheoretical model (TTM) 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 behaviorActions 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. 30 Behavior Strategies Self-Monitoring Observing and recording of patient’s behavior such as food intake ( eg. Amount, type, calorie , carbs and nutritional value of the foods consumed). 01 Goal Settings Specify clear. Attainable and measurable goals for eating habits, physical activity. It determines patient’s confidence 03 Stimulus Control Modifying 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 02 Reinforcement (Rewards) Reinforcement management provides consequences for taking steps in a positive direction. Perceived value 04 Counter 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 06
  • 33. 33 Impact on Information Architecture From 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 01 DATABASE 02 CUSTOMIZATIO N 03 S O C I A L S U P P O R T 04 I 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 other incentives strategies D C S 05 A B I L I T Y - N O T MOTIVATION 06 FUN 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. A Attractiveness, 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. 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
  • 35. 35 Analysis 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).
  • 37. 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 Account ResetPassword <<include>> Display Health <<include>> Display Achievement <<include>> <<extend>> Update BG <<extend>> <<extend>>
  • 39. 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.
  • 40. 40 Entity-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)FKach_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
  • 42. 42 Design Principle 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. 43 Persuasive Design Principle Reduction Simplifies a task that the user is trying to do. 01 Tailoring Provides custom information and feedback to the user based on their actions. 03 Self-Monitoring Enables the user to track his own behavior to change his behavior to achieve a predetermined outcome. 05 Tunneling Guides the user through a sequence of activities, step by step. 02 Suggestion Gives 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. 07 Conditioning Relies on providing reinforcement (or punishments) to the user in order to increase a target behavior. 06
  • 44. 44 MOBILE CONSTRAINTS Limited data & Battery Handedness Divide attention Small screen 1 2 3 4
  • 46. 46 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
  • 47. 47 ON 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 Email Password User Profile  Weight  Height  Gender  Birthday  Activity Level Welcome Screen Existing User Existing User Succss Forgot Get started / Skipped
  • 48. 48 DASHBOARD– TASK FLOW Dashboard Display current metric data Buffer Data Load Required Data Daily Need Nutrient Calorie Budget Pre-set Goal Activities Blood Glucose History Pre-set Activity? Yes Physical Activity History No
  • 49. 49 Food Consumption – Adding Meal Add Meal (LogBook) Scan Item (Barcode) Search Item (By name) Manual Entry Retrieve Data IfItem exist in db? No Takea Picture Save & Update Save and Update User s Daily needs, Calories Yes Your daily needs updated (Display remaining daily Nutrient ) Camera roll App presets Add a note Choose a category Observe day s meal intake, Confirm? Editing Yes Save / Edit Entry ?
  • 52. 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
  • 55. 55 UI - Design High-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.
  • 57. 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.
  • 61. 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 Our App influences behavioral change using five of the seven strategies outlined by Fogg:
  • 62. 62 Analysis based on TTM Facilitating 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.).
  • 64. 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? errors? 4. Satisfaction: How pleasant is it to use the design? Usability
  • 65. 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. 66 Participants 5 Patients 3 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. 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. 68 Post-Task Questionnaire 20 60 20STRONGLY AGREE AGREE DISAGREE EFFICIENCY x 80 20 agree neutral Effectiveness x 66.7 33.3 AGREE NEUTRAL Efficiency x 100 X EFFECTIVENESS agree agree V S Patients Review Expert Review
  • 69. 69 Satisfaction 20 60 20 strongly agree agree neutral Satisfaction x 33.3 66.7 AGREE NEUTRAL Satisfaction x V S Patients Review Expert Review Satisfaction was calculated based on overall and Metaphor on particular.
  • 70. 70 System usability Scale - SUS The 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. 71 System usability Scale - ResultBased on our SUS Usability test, our findings as follow : 84.37 % 85% 83.3% Overall Usability Result Which is far greater than the minimum acceptable mean score of a SUS which is 68 Patients Review the 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 Review With 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
  • 72. 72 Desirability Test Expert Review Patient Review Motivating Appeali ng Usable Clear Predictable Relevant Intuitive Calm creative Profession al Fast attractive Entertainin g 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. 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. 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. 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. 76 Acknowledgement I would like to express my sincere gratitude and appreciation to Dr. Azrina Kamaruddin for her supervision and constant support. Her invaluable help of constructive comments and suggestions throughout this research. Dr. Zulfitri 'Azuan Bin Mat Dr.Zulfitri has c Dr. Alfian Abdul Halin Much 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 Hussein Even 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 Patients Words 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
  • 78. IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from https://www.idf.org/membership/wp/malaysia Davidson, R. (1992). The Prochaska and DiClemente model: reply to the debate. Addiction,87(6), 833-835. doi:10.1111/j.1360-0443.1992.tb01977.x Miller, M. N., & Pumariega, A. J. (2001). Culture and eating disorders: a historical and cross-cultural review. Psychiatry, 64(2), 93-110. Fogg, B. J. (2002). Persuasive technology: Using computers to change what we think and do(1st ed.). Amsterdam: Morgan Kauffman. Fogg, B. (1998). Persuasive computers: perspectives and research directions. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Los Angeles, California, USA. Fogg, B. (2007). Mobile persuasion: 20 perspectives on the future of behavior change: Mobile Persuasion. Fogg, B. J. (2003). Persuasive technology using computers to change what we think and do. Retrieved from http://site.ebrary.com/id/10186233 IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from https://www.idf.org/membership/wp/malaysia Reference