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USABILITY AND USER EXPERIENCE TESTING OF THE COGNITIVE-BEHAVIORAL SIGMA SMARTPHONE APP FOR WEIGHT MANAGEMENT

Ioana R. Podina12, Andrada L. Faur3*, Liviu A. Fodor45, Rareș Boian6

*andrada.jucan@yahoo.com
1Laboratory of Cognitive Clinical Sciences, Department of Psychology, University of Bucharest, Romania
2Department of Clinical Psychology and Psychotherapy, Babeş-Bolyai University, Cluj-Napoca, Romania
3Department of Psychology, Babeş-Bolyai University, Cluj-Napoca, Romania
4International Institute for The Advanced Studies of Psychotherapy and Applied Mental Health, Babeș-Bolyai University, Cluj-Napoca, Romania
5Evidence Based Psychological Assessment and Interventions Doctoral School, Babeș-Bolyai University, Cluj-Napoca, Romania
6Department of Computer Science, Babeş-Bolyai University, Cluj-Napoca, Romania

 

Abstract

Background and aims: The SIGMA app (i.e., the Self-help, Integrated, and Gamified Mobile-phone Application) for Android operating smartphones is a cognitive-behavioral intervention for weight management. The aim of the current pilot study was to assess the usability and the user-experience with the SIGMA app.
Methods: Twenty-one adults desiring a change in their current eating habits were recruited. The study consisted of four steps: (1) online recruitment; (2) a minimum of 10 minute daily testing of the SIGMA app over the course of five to seven days; and (3) filling in the review form.
Results. The majority of the participants found the SIGMA app easy to use, informative and rewarding among other attributes. Similarly, most of the participants declared that they would use the app for both weight prevention and weight loss. Opinions were somewhat more toned with regard to the utility of the game in the real world setting, however, there was a general satisfaction with the app. Several improvement suggestions were made.
Conclusions: Overall, the SIGMA app performed well in the usability and user experience segment. The results of this study finalized the development cycle of the app prior to its use in a randomized controlled trial.

Keywords: mHealth; usability, player experience, CBT; gamification

Doi: 10.24193/jebp.2018.1.4

Published online: 2018/03/01
Published print: 2018/03/01

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