Abstract

AbstractWith 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.KeywordsKano modelConjoint analysis methodThe elderlyHealth appPrototype design

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