TY - AU - Kwan, zz Ho AU - Chan, Denise pei Chung AU - Lee, Shui Shan PY - 2022 DA - 2022/6/22 TI -男男性行为者HIV自我检测转介计划的用户体验和易用性:未来的开放性与这些相应平行的组织随机对照试验的乔-严肃游戏JMIR SP - e35869六世- 10 - 2 KW - HIV KW -自测KW -与男性发生性关系的男性KW -游戏化千瓦neumorphism KW -数字干预KW -艾滋病毒预防KW -用户界面KW -游戏KW -数字医疗AB -背景:应用了数字干预促进男性艾滋病毒预防和护理行为者(MSM)。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,因此可能会影响干预结果。目的:在本研究中,我们假设两种UI设计风格,即游戏化和非同质化,可能会影响可用性,并在不同的MSM群体中有不同的偏好。方法:在香港进行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小组招募的成年男男性行为者,或由已登记的参与者推荐,他们按照指示进行艾滋病毒自检,并在他们的社交网络中推广使用。参与者以1:1的比例随机分为游戏化组和非游戏化组,主要在UI上存在视觉差异。主要结果是通过系统可用性量表(SUS)在两组之间测量可用性。在SUS评分为80分或以上的两组中,发现了明显的启动子特征。结果:在研究中登记的463名男男性行为者中,232名和231名分别被随机分配到游戏化组和中性化组。 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 SN - 2291-9279 UR - https://games.www.mybigtv.com/2022/2/e35869 UR - https://doi.org/10.2196/35869 UR - http://www.ncbi.nlm.nih.gov/pubmed/35731564 DO - 10.2196/35869 ID - info:doi/10.2196/35869 ER -
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