GOAL: An eHealth Application for Rewarding Healthy Behaviour.
The First Experiences of Older Adults
Stephanie Jansen Kosterink
1,2
, Roos Bulthuis
1,2
, Silke ter Stal
1,2
, Aristodemos Pnevmatikakis
3
,
Sofoklis Kyriazakos
4
, Andrew Pomazanskyi
5
and Harm op den Akker
1,2
1
Cluster Telemedicine, Roessingh Research and Development, Enschede, The Netherlands
2
Telemedicine Group, University of Twente, Enschede, The Netherlands
3
Multimodal Signal Analytics, Athens Information Technology, Athens, Greece
4
Department of Business Development and Technology, Aarhus University, Aarhus, Denmark
5
Nurogames GmbH, Cologne, Germany
andrew.pomazanskyi@nurogames.com
Keywords: Older Adults, eHealth, mHealth, Games, Rewards, Evaluation.
Abstract: It is important to motivate older adults to lead an active lifestyle. Mobile games and applications can motivate
older adults to increase physical, social and cognitive activity. Such a mobile application platform is
developed within the GOAL project (H2020 project no. 731656). The aim of this paper is to introduce GOAL,
to provide an overview of ongoing evaluations and to present the intermediate results concerning the usability
of end-user acceptance of this technology among older adults. GOAL consists of three core components: the
GOAL Website, the GOAL Web Portal and the GOAL Mobile Applications. The evaluation has an iterative
approach. In total, there are four evaluation phases. During the first three phases, subjects are invited for a
pre-test and post-test assessment. During phase 4, subjects are invited to use GOAL by sending out a mass
email to get people to sign up to GOAL for themselves. The results of phase 1, 2 and 3 of the evaluation
(especially the suggestions by the target group) lead to several points of improvement for the GOAL system,
to increase the adoption of this technology by older adults. Over the phases, the level of usability increased
and subjects become more and more enthusiastic about GOAL.
1 INTRODUCTION
In the European Union, demographic ageing is a
trend. The number of people aged 65+ will almost
double over the next 50 years, from 85 million in
2008 to 151 million in 2060 (World Health
Organization, 2015). With aging, occurrence of
multi-morbidity and the need of social and health
support increases as well. Ageing is a dynamic
process and there is great diversity in how older adults
age (Buckinx et al., 2015, Suzman et al., 2015).
However, preventive strategies are important to face
the challenge of age- and health- related problems. An
effective strategy for healthy ageing is to be
physically active (Zaleski et al., 2016). Being
physically active has many benefits: it prevents the
development of chronic health-related problems, it
improves psychological well-being and social
outcomes (Bauman et al., 2016), and can slow down
muscle loss and prevent a decrease in strength
(Mijnarends et al., 2013, Tak et al., 2013, Zaleski et
al., 2016). Despite the benefits of being physically
active, the overwhelming majority of older adults do
not meet the minimum physical activity levels needed
to maintain health (McPhee et al., 2016).
Unfortunately, a sedentary lifestyle is currently
predominant in European older adults. Among older
adults, inactivity and a sedentary lifestyle are linked
to numerous negative health outcomes, comparable to
the negative health outcomes of smoking, excessive
alcohol intake and obesity (Booth et al., 2000, Lee et
al., 2012). It is thus important to motivate older adults
to be physically active.
However, it is a challenge to find effective ways
to support older adults to increase their level of
physical activity and develop habitual physical
activity behaviours. It is known that older adults are
less interested in improving their health, but more
interested in retaining the health they already possess
(Lockenhoff and Carstensen, 2004). Moreover, they
58
Kosterink, S., Bulthuis, R., ter Stal, S., Pnevmatikakis, A., Kyriazakos, S., Pomazanskyi, A. and Akker, H.
GOAL: An eHealth Application for Rewarding Healthy Behaviour. The First Experiences of Older Adults.
DOI: 10.5220/0007680900580066
In Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2019), pages 58-66
ISBN: 978-989-758-368-1
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
are more interested in intrinsically enjoyable
activities, such as group activities (Devereux-
Fitzgerald et al., 2016), as they emphasise fun and
enjoyment of social interaction as a motivation to be
physically active.
The engaging nature of games can also provide a
motivating and enjoyable means to comply to
exercises and to increase physical activity (Taylor et
al., 2011, Kato, 2010). Games can be provided to
older adults in the old-fashioned way, such as board
games but also as a mobile application for their
smartphone or tablet as the use of these technologies
for health-related purposes is rapidly increasing
(Gordon and Hornbrook, 2018). Next to this,
gamification (the application of game elements to
nongame field) engages older adults to use, and keep
using technology (Minge et al., 2014, de Vette et al.,
2015).
A new mobile application to motivate older adults
to be active is developed in the GOAL project (H2020
project no. 731656). Within this project a mobile
application rewards healthy behaviour, such as being
physically active, training the memory and
participating in social activities, with GOAL coins.
These coins can be used in mobile games. In the
future, these coins are also tradable for tangible
rewards. As the adoption of technology remains
limited in the older population (Heart and Kalderon,
2013, Mitzner et al., 2019), during the development
of GOAL the target population is asked to use GOAL
and share their experiences. To increase the adoption
of GOAL, the expectations and needs of the older
adults are used to improve GOAL before its
introduction to the market. The aims of this paper are
to introduce GOAL, to provide an overview of the
current evaluation, and to present the intermediate
results concerning the usability and end-user
acceptance of this technology.
2 METHODS
From the point of view of the end-user, GOAL
consists of the three core components: the GOAL
Website, the GOAL Web Portal and the GOAL
Mobile Applications. The Website is the “entry-
point” to the platform. This website leads the end-user
to a signup page for new users. Within the Web Portal
the end-user is able to set up an account or log in into
the portal using already existing credentials. Upon
registration or login, the user is exposed to the main
dashboard of the web application from which they are
able to navigate to the main sections of the application
including the Wallet (providing an overview of
GOAL coin transactions), the Physical activity
dashboard, Games and access to a Social
Marketplace. The GOAL Mobile Application is the
information centre the user utilizes to get all GOAL-
related info and access the different GOAL services.
It offers users’ profile management, GOAL coins’
information, games’ information and access, tasks
management and uniquely for the mobile version,
physical activity tracking. The information is
summarized in an overview screen, from where the
user can navigate to details screens for physical
activity, GOAL coins, games and social marketplace
tasks (see figure 1).
Figure 1: Overview screen of the GOAL Mobile
Application.
The GOAL Mobile Application measures and
displays physical activity in terms of steps, floors
climbed, energy burned and minutes spent at different
activity intensities. Both instantaneous values
GOAL: An eHealth Application for Rewarding Healthy Behaviour. The First Experiences of Older Adults
59
(together with a clear view of the percentage of the
goals reached in all activity categories) and plots of
past data are offered, in an attempt to inform and
motivate the user. The GOAL coin is the single
currency quantifying performance in different aspects
of the users’ daily life. Coins are earned when goals
are met, or tasks are fulfilled. Coins can be spent in
an attempt to motivate others via tasks, or in games.
The coins’ overview screen shows the current number
of coins, the number of coins earned or spent in
different intervals and a list of every coin transaction
in those different intervals, together with an
explanation and a date. Games are important both for
cognitive stimulus and for entertainment. The games
overview screen shows all games and scores played
thus far, as well as a list of the GOAL games, either
already installed, or available on Google Play. The
GOAL Mobile Application is also the home of the
GOAL Motivational Agent. From every screen of the
GOAL Mobile Application, the motivational agent
can be reached with a simple tap of the “Agent”
button. Whenever the user calls for the agent, he/she
can have simple interactive dialogues with this agent.
The social marketplace functionality is accessed via
the tasks overview screen. The offered functionality
is split into two categories: tasks the user creates, and
the tasks the user undertakes. For task creation, the
user is given an overview of the tasks he/she has
created and a form to create more. For tasks
undertaking, the user gets an overview of the tasks in
which he or she participates, the remaining duration,
and when applicable, the progress made.
The “Island Exploration Game” (Figure 2) is a
gamification layer on top of the physical activity data
measured from the user. The user needs to complete
a path through a tropical island by performing
physical activity. The user has a week to finish the
path. The path is cut into seven pieces, all with a
milestone at the end. The amount of steps needed to
get to a milestone is equal to the user’s personal daily
step goal. When a milestone is reached, the user can
play a mini-game. When a “hut” on the island is
unlocked, the user can enter it to play a puzzle game
to earn the hut’s rewards. The mini-game is a ‘24
game’. The user drags numbers and operators into the
correct boxes, to make the expression equal 24.
Successfully completing these mini-games will grant
the user with additional GOAL Coins.
Figure 2: Screen of the Island Exploration Game.
GOAL supports the integration from “3
rd
party”
health applications. From the product perspective,
commercial health apps such as Fitbit, Nokia Health
or Samsung Health could integrate their applications
with the GOAL platform and report user’s health and
wellbeing data to the platform. In this way, users can
continue using their preferred fitness tracker, food
logging app, weight manager or relaxation app while
benefitting from the additional motivation to use
those apps through the GOAL platform. During the
evaluation period, five “3rd party” applications are
available; the “Activity Coach” app for Android,
developed by Roessingh Research and Development
that interfaces Fitbit step data into GOAL and the
following games:
PairMe! is a cognitive game developed by Athens
Information Technology, addressing memory
functions. It is a card-based game, where a deck is
arranged in a grid and the player attempts to turn
two cards depicting the same image. The user can
spend his GOAL coins to unlock new card themes
or shortly glimpse at the remaining cards.
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
60
Let’s quiz is trivia game developed by Nurogames
to test user’s cognitive abilities by giving them a
set of questions from various knowledge areas
with a multiple choice to find the correct answer
within a given timeframe. The user can spend
GOAL coins to reduce the number of possible
multiple-choice answers, making it easier.
World of Kingdoms is a role-playing game
developed by Nurogames for Android and iOS
devices. The game brings a beautifully designed
world where players have to build their villages
and kingdoms along with defence structures and
armies, plan the respective strategies to protect
themselves as well as gain gold to improve their
village. Using the GOAL credentials will transfer
the available GOAL Coins to the World of
Kingdoms account.
The “Forward To” game is designed as a health-
promoting application within the H2020
SmartLife project that puts emphasis on a story
that takes place in a post-apocalyptic world and
can be played indoors and outside with a focus on
mini challenges that require physical activities
that are tracked by a smart textile the player has to
wear.
2.1 Participants
For the iterative evaluation process, a phased
introduction of the GOAL platform is desirable and
the involvement of real end-users is also very
important. Before real end-users are involved, GOAL
is tested by end-users close to the research &
development setting, mostly younger end-users as
students. The target population for GOAL is older
adults with the desire to stay active and to change
their behaviour in a positive way. For phase 1 and 2,
students and colleagues are asked to participate. For
phase 3 and 4, older adults are asked to use GOAL.
According to Dutch law, the nature of the research
(usability and user-experience) in this study does not
require formal ethical approval. However, all
participants gave their informed consent prior to
participation.
2.2 Setting
The total duration of this observational study is 28
weeks. To facilitate improvement of GOAL and its
uptake by users, an iterative approach is followed
(van Velsen et al., 2018). Therefore, during this study,
the GOAL platform and technology will be updated
and improved based on the outcomes of the
evaluation. In total, four versions of the GOAL
platform are evaluated during four phases of the
evaluation. Every phase contains test-weeks and
weeks for analysis and technical modification. The
duration for phase 1 and 2 is 6 weeks. During these
phases, subjects are invited for a pre-test and post-test
assessment. After a short introduction subject are
asked during the pre-test assessment to performed
four basic task: installation of the GOAL application
(1), account creation and set-up (2), visiting the
GOAL web portal (3) and installation of additional
GOAL apps (4). During the post-test assessment the
first experiences with the platform are discussed as
well as the advantages and points for improvement.
Between pre- and post-test is a period of 7 days.
During phase 3, the set-up of the pre- and post-test
assessments is the same, only the time between the
two appointments is 2 weeks. During the first 3
phases GOAL is evaluated in a controlled setting;
individuals are invited to participate, subjects receive
assistance by installing GOAL and subjects are to use
GOAL for a certain amount of time. After phase 3,
the maturity of GOAL should be sufficient for large-
scale implementation. Therefore, during phase 4,
subjects are invited to use GOAL by sending out a
mass email to get people to sign up to GOAL for
themselves. After installation and registration on the
GOAL platform, these people are asked by email
whether he/she is willing to participate in research
and complete the online questionnaire after the test-
weeks.
2.3 Measurements
Considering the maturity of the technology and the
aim of the technology, this first evaluation of GOAL
focus on the endpoints: Usability and end-user
acceptance (DeChant et al., 1996, Jansen-Kosterink
et al., 2016). Pre- and post-test participants are asked
to complete questionnaires concerning usability and
end-user acceptance. Moreover, subjects are asked
about problems encountered during use, and
observations during task execution are written down.
2.3.1 Usability
The usability of GOAL is assessed with the System
Usability Scale (Brooke, 1995). The SUS presents ten
statements about the perceived usability of the
application. Participants could indicate on a 0 to 4
scale to what extent the presented statements were
true for them. To obtain the final SUS score, the sum
of the participants’ answers was multiplied by 2.5.
The SUS score ranges from 0 to 100 (low and high
usability, respectively). The English version of the
GOAL: An eHealth Application for Rewarding Healthy Behaviour. The First Experiences of Older Adults
61
SUS was translated into Dutch, as there was no
validated Dutch version available.
2.3.2 End-user Acceptance
End-user acceptance of GOAL is assessed by means
of a questionnaire with summated rating scales, based
upon the Technology Acceptance Model (TAM)
(Davis, 1989). TAM originates from the 1980s and
has been used numerous times to assess and explain
the acceptance of new technology. We expanded
TAM with factors that have been found to shape the
user experience of eHealth technology: Enjoyment
(Crutzen et al., 2011), Aesthetics (Baumel and
Muench, 2016), Control (Hawkins et al., 2010), and
Trust in the technology (Van Velsen et al., 2016). We
hypothesize that these factors affect the core factors
of TAM that explain the intention to use (perceived
usefulness and ease of use).
2.4 Data Analysis
All outcome measures will be inspected for normal
distribution of data using corresponding histogram
plots including normal curves and normal probability
plots prior to selection of appropriate statistical tests.
Descriptive statistical methods will be applied for
each of the outcome measures (demographic
characteristics, usability, end-user and acceptance).
Presentation of data will be done by calculation of
mean ± standard deviation, or median with range.
3 RESULTS
The evaluation of GOAL started in the first week of
September 2018 and is still ongoing. Phase 1 through
3 have ended, while phase 4 has not started yet.
Therefore, only the results of phase 1, 2 and 3 are
presented.
3.1 Phase 1
During the first phase, the base version of GOAL was
used. This version includes the GOAL mobile
application that can be paired with the Activity
Coach. In total five participants completed the first
phase of the GOAL evaluation. Of the subject, four
were female and one was male. Their age was
between 23 and 26 years old; all were students and
worked on a bachelor or master assignment or
working as junior researcher at Roessingh Research
and Development. Five subjects completed the pre-
test and four subjects completed the post-test of phase
1. Pre-test the SUS score was between 28 and 75
points (n=5). The opinion of the participants was
diverse, some were enthusiastic and some were very
critical. The average score on the SUS was 55 (SD
20.2) indicating that the usability is “ok”, but also has
a low acceptability range. Post-test the SUS score
changed, the participants rate the GOAL application
between 43 and 68 and an average score of 56 (SD
10.5, n=4). The scores on the end-user acceptance
were very diverse. Overall, their opinion on the end-
user acceptance was ambiguous.
Pre-test the subjects had problems with the
executing the four basic tasks. Subjects had problems
with finding the GOAL application in the Google
Play store. After registration, the application did not
provide any feedback on whether the registration was
successful. Subjects also indicated that they were
unaware of the term “stride length”. Overall, subjects
thought the setting to update their profile were
intuitive, although it was unclear how profile details
were saved. When going to the web portal,
participants noticed that it was not optimized for use
on the mobile phone, although they indicated they
would like to use the website on their phone. They
would find it convenient to have a link to the website
in the app, but it all cases be referred to the app when
they are linked to the ‘GOAL Platform’ from an
external application.
Post-test the subjects liked the potential to get a
reward for being active. The interface of the app was
easy and intuitive, despite many options being
available. However, the subjects indicated that none
of the options were functional. The step counter did
not work, it was unclear if they needed an external
activity monitor to count steps, the participants could
not collect any coins or set goals/tasks, and the games
were not available yet.
3.2 Phase 2
During the second phase, the base version of GOAL
was enhanced in terms of visualisation of
information, user profile collection and a help system.
Two new games could be downloaded from the
Google Play store: ‘Let’s Quiz!’ and ‘Pair Me!’. In
total nine participants completed the second phase of
the GOAL evaluation. Four of them also participated
in the first phase. Of the participants, six were female
and three were male. Their age was between 23 and
27 years old and all were students working on a
bachelor or master assignment, or working as junior
researcher at Roessingh Research and Development.
Five participants completed both the pre- and post-
test. Four participants, who participated in phase 1 as
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
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well, only completed the post-test. Pre-test the SUS
score was between 40 and 85 points (n=5). The
opinion of the subjects was diverse, some were
enthusiastic and some were very critical. The average
score on the SUS was 61.5 (SD 21.8) indicating that
the usability is “ok”, but also has a low acceptability
range. Post-test the SUS score changes, the subjects
rate GOAL between 32 and 80, with an average score
of 58.2 (SD 12.8, n=9). The scores on the end-user
acceptance were very diverse. Overall, their opinion
on the user experience determinants was ambiguous.
At pre-test, the subjects (n=5) had problems with
executing the four basic tasks. Participants still had
problems with finding the GOAL application in the
Google Play store. Setting-up the account was very
intuitive, and participants found the explaining texts
about stride length and other entries useful. However,
participants still indicated that it was unclear whether
and how they could save the entered profile details
(n=4). The participants viewed the website on a
laptop and found the design nice and clean, with clear
headings (n=4 and n=3 respectively). Participants
liked that they could find the games in the GOAL app
(n=5), although they would like to receive a
confirmation that they successfully connected the
game to the GOAL app (n=3). It was suggested to
integrate the games into one app package with the
GOAL app, so no separate downloads would be
necessary.
Nine subjects participated in the post-test of phase
2. During this post-test session various advantages,
improvements and problems were discussed. The app
was already improved compared to the first phase.
Two games were now available to play and people
enjoyed the way their activity level was represented;
the graphs were informative and it was nice to have
different representations of activity level. However,
participants did not collect any coins nor understood
how they could collect coins (n=7). Moreover, despite
being able to set tasks, it was hard to understand what
could be done with them (n=6). Some participants
mentioned that the step counter did not work at all,
others thought it only worked when opening the app,
and a few stated that the step counter was not
accurate. ‘Let’s Quiz!’ appeared to have some bugs;
questions were repeated, too hard, or contained
mistakes (n=4). Four participants, who had already
participated in phase 1, mentioned that they forgot
their password and would like a ‘password reset’
button.
3.3 Phase 3
During the third phase, the base version of GOAL
with several updates was used. The app now supports
the external activity tracker ‘Activity Coach’, and
coins are awarded for reaching activity goals. Users
can setup tasks or participate to them. Past activities
are now summarized. Moreover, some technical
problems with the step counter and ‘Let’s Quiz!’ were
solved. By email, 104 older adults were asked to
participate in this study. Fifteen were willing to
participate. However, five subjects were not able to
participate as two of them did not have a smartphone
and three of them did not have a smartphone with an
android operating system. Furthermore, two subjects
were not able to participate due to motivation issues
or health compliances. In total seven subjects
participated in the pre-test of the third phase of the
GOAL evaluation. One subject did not participate in
the pre-test, but has downloaded the app at home and
was included in the post-test. Of the subjects, two
were female and six were male. Their age was
between 69 and 76 years old. Pre-test the GOAL SUS
score was between 55 and 80 points (n=7). The
average score on the SUS was 70 (SD 8.5), indicating
that the usability is “ok”, with a high acceptability
range. Post-test, the SUS score decreased, the eight
participants rated the GOAL application between 40
and 87.5, with an average score of 65.6 (SD 15.7,
n=8). This is slightly lower than pre-test although still
with a high marginal acceptability range. The scores
on the end-user acceptance were very diverse.
Notable was the high score of five participants on
“intention to use”. Overall, their opinion on the user
experience determinants was ambiguous.
At pre-test, the subjects (n=7) had problems with
executing the four basic tasks. Three subjects
indicated they had never used the play store before;
one had problems with downloading the app. All
managed to download and install the GOAL
application (n=7). Registering required additional
instructions, typing the password twice was
problematic to some, because they could not see the
letters (n=3). All subjects needed instructions to set-
up profile, and some with entering the details such as
name and date of birth (n=4). Some technical
problems were also encountered (n=5). When going
to the GOAL website on a laptop, four subjects had
no problem finding the log-in page, but many
indicated that the log-in page and dashboard were
hard to read due to the low contrast of letters (n=5).
The dashboard was perceived logical and simple
(n=4), although questions were asked about the
‘applications’ and ‘social marketplace’ blocks (n=4).
GOAL: An eHealth Application for Rewarding Healthy Behaviour. The First Experiences of Older Adults
63
Some explanation about altitude, MET-minutes, and
the other physical activity graphs was needed. All
completed the last task (installing the “PairMe!”
game) although instructions about finding it in
Google Play Store were needed. Some did not like the
keyboard falling over the log-in screen when
connecting to “PairMe!” (n=4), although almost
everyone managed to connect the app to the GOAL
platform (n=6).
Eight subjects participated in the post-test of
phase 3. Post-test, five subjects indicated that the step
counter did not work and did not count steps at all.
Two participants indicated that they do not carry their
phone all the time and one would prefer to have a
wrist-worn step counter. Some participants did not
understand MET minutes (n=3) or the red line in the
activity graph (n=1), and two preferred more
explanations about the menu and functions of the app
(n=2). Three subjects indicated they would like to
record cycling as well, and a Dutch app version is
preferred (n=3). Half of the subjects enjoyed the
games (n=4), and three subjects indicated they would
like to use the app if it would actually count steps
accurately. The dashboard was perceived as simple
and basic, with a nice overview of everything (n=3).
The subjects did not specifically like collecting coins;
many did not collect coins at all, as their step counter
did not work. None of them used coins in the games.
Two subjects forgot their password and could not use
the memory game.
3.3.1 Focus Groups
During phase 3 of the GOAL evaluation, we got the
opportunity by means of two focus groups to assess
the GOAL technology among a group of older adults
of a local elderly association. These focus groups
were planned on December 18, 2018. After an
introduction of the GOAL technology, the older
adults were asked to share with us their perceived
advantages and disadvantages and their ideas
concerning the concept of earning GOAL coins. In
total 21 older adults participated during the two focus
groups. The majority of the participants were male
(62%). The average age of participants was 72 years
old (SD±3.7 years; range 64 – 79 year old). As
perceived advantage, the majority of the participants
(52%) mentioned the aim of the technology to
encourage a healthy lifestyle. Next to this, 33% of the
participants claimed that the fact that the GOAL
technology is free to use (no financial reimbursement)
is an advantage. Also 24% mentioned that they liked
the idea of learning something new and experiencing
the GOAL technology as fun or a nice challenge. As
a disadvantage, participants mentioned the fact that
the GOAL mobile application is only available for
Android smartphones (43%) and that the GOAL
mobile application is mainly in English (24%).
Another disadvantage that was mentioned was the
reluctance to playing mobile games (24%) by the
target population. Most participants (62%) claimed
that maintaining health was the biggest reward when
using the GOAL technology. Another reward
mentioned was “making progression visual”, this was
mentioned by 33% of the participants. Next to this,
19% of the participants experienced being active in
nature as a reward. Considering earning GOAL coins,
the most of the participants (38%) claimed that they
want to earn GOAL coins by being physically active.
Finally, the participants were asked how they would
like to spend the earned GOAL coins in the real
world. Nine participants would like to receive a gift
card for (digital) books / newspapers (n=3) or for
things related to their hobby (n=5) or to buy new
technology (n=1). Four participants would like to
help others or charity, one participant would like to
spend coins on activity with their grandchildren and
one participant would like to receive a discount on
their health insurance. Overall, 38% of the participant
had no interest in spending earned GOAL coins in the
real world.
4 CONCLUSIONS
The evaluation of the GOAL system is still running.
The results of phase 1, 2 and 3 of the evaluation lead
to several improvements of GOAL, facilitating the
adoption of this technology by older adults. Over the
phases, the level of usability increased and subjects
become more and more enthusiastic about GOAL.
However, the following recommendations based on
the usability and user-acceptation of GOAL can be
made:
There should be a password reset button, in case
one forgets the password;
The app should have an help-function explaining
for instance how coins can be collected and the
concept of MET.
The profile section can be more simplistic with a
clear button to save entered details;
The website should have a higher contrast so it
will be more accessible for people with impaired
vision;
The activity tracker should also recognize other
activities than walking, such as cycling;
ICT4AWE 2019 - 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health
64
The app should be available in the local
languages.
During the third evaluation phase, older adults needed
instructions to download and install the app, to set-up
the profile, to go to the website, and to connect to a
game. The external help that is requested by the older
adults will be provided by a motivational agent
(Bickmore et al., 2009, Vardoulakis et al., 2012). This
motivational agent is planned for the next version of
GOAL. This feature of the Mobile application can
increase the level of intuition and provide the needed
instructions to the older adults, so external help is not
necessary anymore. Moreover, the functionality of
the social marketplace task-setting and activity
tracking, and technical problems will be addressed in
the phase 4 updates.
The adoption of technology is not a purely
technical topic, since multiple aspects need to be
taken into account. Following a paper of Lee &
Coughlin, 2015 (Lee and Coughlin, 2014) there are
ten factors of older adults’ technology adoption;
value, usability, affordability, accessibility, technical
support, social support, emotion independence,
experience and confidence. These ten factors address
four aspects: individual aspects, technology aspects,
social aspects and delivery aspects. During this
evaluation, we focus mainly on technology factors
(design and functional features that affect how older
adults interact with technology) in phase 1 and 2 and
individual factors (characteristics of older adults as
individual users that affect their interactions with
technology) in phase 3. During phase 4, subjects will
be invited to use GOAL by sending out a mass email
and advertisements in local newspapers to get older
adults to sign up to GOAL for themselves. After three
phases in a lab-setting GOAL will be evaluated in the
real environment during this final phase. To get a
broad overview of the adoption of GOAL by the
target population it will be good to also focus on the
social (expectations and needs that arise form the
social and cultural contexts that older adults are in)
and delivery (ways in which technology is
communicated and distributed to older adults for
purchase and use) factors.
A weakness of this study is the selection bias of
the subjects, as using GOAL was voluntary. The
majority of the older adults who were willing to
participate, were technology minded and had basic
skills to use a (smart) phone, tablet or laptop.
Although it is in general desirable to develop
technology and assistive tools for the target
population of less-technologically skilled older adults
and those less motivated in achieving a healthy
lifestyle, this is not necessarily the main target for the
GOAL platform. However, to enhance the adoption
of technology and assistive tools it is important to
take into account the individual, technology, social
and delivery aspects and invite the target group as co-
designers.
ACKNOWLEDGEMENTS
Special thanks go to the subjects who participated in
this study, to Mattienne van der Kamp for his
assistance in carrying out this study and to the
technology developers of RRD, AIT, AU and NG.
The GOAL project (H2020 project no. 731656). is an
EC-funded project under the call ICT-24-2016:
Gaming and gamification.
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