Abstract
With the aging of population over the world, more and more old people try to learn something about health in health apps. However, they often encounter troubles, e.g., mistake touch and unreasonable interface design. It would be useful to consider gamification design when developing health apps for the elderly. Therefore, the preference of old people for the gamification function in health apps were studied. In this paper, the functional attributes and attribute levels of gamification design were summarized according to references. Then, kano model and focus group discussion were conducted to determine the attributes and attribute levels, and conjoint analysis was used to obtain the importance of all attributes and the utility value of attribute levels . The results of data analysis show that older people of different ages and genders have different preferences for the level of attributes, but these older people have the same preference for the three attributes, which are reward function, winning status and feedback function in turn.
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Acknowledgements
The authors acknowledge the financial support of the Ministry of Education Humanities and Social Sciences Foundation of China (nos. 71672017).
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Yuan, T., Guo, Y. (2021). Gamification Design of Health Apps for the Elderly Based on the Kano Model and Conjoint Analysis Method. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. HCII 2021. Lecture Notes in Computer Science(), vol 12787. Springer, Cham. https://doi.org/10.1007/978-3-030-78111-8_12
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DOI: https://doi.org/10.1007/978-3-030-78111-8_12
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