% 0期刊文章% @ 2291 - 9279 V %我JMIR出版物%卡塔尔世界杯8强波胆分析 10% 2% N P e35869 % T Neumorphism和游戏化的用户界面的用户体验和可用性设计在一个艾滋病自测转诊程序与男性发生性关系的男人:中国香港(香港),852 22528812,香港中文大学研究生教育中心207室,关阿华,慈浩%陈阿华,贝宗芬%李阿华,水山%+何鸿燊新发传染病研究中心,sslee@cuhk.edu.hk %K HIV %K自检%K男男性行为者%K游戏化%K新形态%K数字干预%K HIV预防%K用户界面%K游戏%K数字健康%D 2022 %7 22.6.2022 %9原始论文%J JMIR严肃游戏%G英语%X背景:数字干预已被应用于促进男男性行为者(MSM)的HIV预防和护理。由于用户界面(UI)设计在决定可用性和用户体验(UX)方面起着重要作用,干预结果可能会受到影响。目的:在本研究中,我们假设两种UI设计风格,即游戏化和新形态化,会影响可用性,并在不同的MSM群体中具有不同的偏好。方法:在香港进行一项前瞻性平行组开放标签随机对照试验。符合条件的参与者是由研究团队招募的成年男同性恋者,或由注册参与者推荐,他们遵循执行艾滋病毒自检的说明,并在他们的社交网络中推广它的使用。参与者以1:1的比例随机分为游戏化组和新形态组,主要是UI上的视觉差异。主要结果是两组之间的系统可用性量表(SUS)的可用性。在两个组中,SUS得分为80或以上的启动子具有明显的特征。 Results: Of 463 MSM registered in the study, 232 and 231 were randomized to the gamification and neumorphism arms, respectively. Excluding those who did not request a self-test kit, data from 218 and 216 participants in the gamification and neumorphism arms, respectively, were analyzed (totally 434 participants). With a median SUS score of 80 overall, participants in the neumorphism arm gave a higher score (P<.001), with a higher proportion giving a promoter-level SUS score (P=.002). Promoters used social media for sex networking (P=.02), used pre-exposure prophylaxis in the preceding year (P=.006), had higher satisfaction in UI design (P<.001), and had made a self-test referral (P=.04). In general, higher usability was recorded among participants who were confident in performing the HIV self-test (P<.001), and this was associated with a promoter-level SUS score in both arms. While no other personal characteristics were associated with promoters in the neumorphism arm, those in the gamification arm had higher HIV-related knowledge (P=.01), preferred a specific partner body image type (P=.03), and progressed toward peer referral by completing online training (P=.04). Conclusions: Both gamified and neumorphic UI designs were well-accepted by MSM. UX and satisfaction of UI were both crucial in influencing the willingness of MSM to promote the application by referring their peers in the community to participate. The simplistic visual design of neumorphism conferred a more general acceptance in the community, whereas gamification was preferred in certain MSM subcommunities. Appropriate UI/UX design should be considered when developing digital interventions targeting the MSM community. Trial Registration: ClinicalTrials.gov NCT04379206; https://clinicaltrials.gov/ct2/show/NCT04379206 %M 35731564 %R 10.2196/35869 %U https://games.www.mybigtv.com/2022/2/e35869 %U https://doi.org/10.2196/35869 %U http://www.ncbi.nlm.nih.gov/pubmed/35731564
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