Motivation and User Engagement in Fitness Tracking: Heuristics for Mobile Healthcare Wearables
Abstract
:1. Introduction
- What is the impact of self-efficacy and health technology factors on users’ attitudes toward mobile fitness tracking apps?
- Which specific areas of UX directly impact motivation and self-efficacy?
- What are the design implications and requirements to improve fitness trackers and other m-health applications?
2. Fitness Tracking, UX and Self-Determination Theory
3. Methods and Study Design
4. Findings
4.1. Descriptive Statistics
4.2. Regression Analysis
4.3. Qualitative Data Findings
“I can do exercise without Fitbit, but the actions would be less engaging with partial success—the feedback from Fitbit motivates and guides me to do better and keep going” (USA).“Each morning at look at the villages below and above my lodge to plan exercise and route” (Kenya).
“This helps me try and use my Fitbit more and as much as I can, this only helps me to get better. The stats help me to see where I am in a bunch of areas - activity, sleep, food, calories, etc. These features are really inspiring and will help me to do better (USA).”
“I found that the sleep tracker really makes me want to sleep more and the fact that it is very accurate is quite good. Some days I wake up tired and never know why, but the Fitbit now tells me how much time I've been restless or awake, even if I am semi-conscious. I find that my reasons for being tired are really monitored well. Right now I'm having a very hard time sleeping so I know Fitbit will be tracking it as if I am awake!” (UK).
“Really happy to see my weekly average of steps going up. Can’t say that it is the prime motivator but it is NICE reinforcement!” (USA)“I have been a little stressed lately and my friend gave me these flowers to make me feel better and motivate me” (USA).
4.4. Summary
5. UX Heuristics for Fitness Trackers
- Level of personalization: Default goal-setting for most users/most occasions; let the user decide what is desirable without making necessary restrictions imposing a hinder for the desired outcome/activity performance level.
- Navigation/input: Provide a starting point for personalization features; a clear way to show that there are options/further ways of personalizing single functions. Gamification of the process of navigating and personalizing is critical.
- Positive Feedback: Provide feedback that motivation and/or self-efficacy level has changed through user-defined ratings and questionnaires; system to provide new goals based on the user reported or system-defined motivation level; provide boundaries for motivation and self-efficacy to support users in their activity and needs; expose users to positive and constructive feedback that seems to promote greater motivation—a finding contrary to [46] study.
- Multi-activity motivation analysis: Users expressed a desire for features that enable them to better analyse relations between data/information—activities and motivation/self-efficacy behaviour, e.g., between sleep/diet and high or low motivation. Users may be able to categorize activities based on the motivation or self-efficacy improvements they see, as well as to explore behaviours that promote higher motivation or increased self-efficacy.
- Context integration: Capturing reflections on life events and emotional [47] or social interactions during fitness tracking may be an important facilitator of motivation and self-efficacy. This can create an added sense of sociability [48] or social UX known to drive healing, motivation behaviour change in healthcare [49].
- Provide intelligence to encourage more targeted behaviour change: Giving users a means to explore their gathered data to increase their self-efficacy and fitness levels, can make the experience more meaningful. Interpreted data can be helpful (like SmartCoach in the Jawbone app) but making sense of activity trends and patterns and tying those to “victories” or self-defined goals might improve self-efficacy.
- Sustain user motivation by leveraging intrinsic motivation into a playful experience: Use game elements and small rewards to support different stages of self-monitoring; thus it is possible to meet user needs for autonomy, competence, and relatedness that support the development of intrinsic motivation [50].
6. Conclusions
Acknowledgments
Author Contributions
Conflicts of Interest
Appendix A
Diary study questions
- Walking
- training
- Running/Jogging
- Hiking
- Team sports
- Cycling
- Nothing—I was too busy
- Yoga
- Other (please specify)
- Yes
- No
- Mobile (app on phone/tablet)
- Desktop
- Both phone and mobile
- Yes
- No
- Other (please specify)
- An older or different model
- Other (please specify)
- Extremely motivated
- Somewhat motivated
- Not motivated at all
- Seeing how I rank (among others)
- if I met my goal
- information tips and suggestions
- Other (please specify)
- Yes
- No
- Not sure
- Good
- Indifferent
- Bad
- Other (please specify)
- 1–3 months
- 4–6 months
- 7–12 months
- 13–24 months
- 2 years or more
Healthcare Technology Self-efficacy (HTSE) Questions
- General Self-Efficacy
- 1.
- I can solve most problems if I invest the necessary effort.
- 2.
- When facing difficult tasks, I am certain that I will accomplish them.
- 3.
- I believe I can succeed at most any endeavor to which I set my mind.
- 4.
- I will be able to successfully overcome many challenges.
- 5.
- I am confident that I can perform effectively on many different tasks.
- 6.
- I feel insecure about my ability to do things. (R)
- 7.
- I give up easily. (R)
- Computer Self-Efficacy
- 8.
- I have the ability to understand common operational problems with a computer.
- 9.
- I am very unsure of my abilities to use computers. (R)
- 10.
- I rely heavily on instructions and manuals to help me use a computer.
- 11.
- I am very confident in my abilities to use computers.
- 12.
- I find it difficult to get computers to do what I want them to.
- 13.
- At times I find working with computers very confusing.
- Health Technology Self-Efficacy (Technology)
- 14.
- It is easy for me to use health technology.
- 15.
- I have the capability to use health technology
- 16.
- I do not feel comfortable using health technology (R) Adapted from
- 17.
- When using health technology, I worry I might press the wrong button and risk my health.
- Health Technology Self-Efficacy (Service)
- 18.
- It is easy for me to receive service that uses health technology. Adapted from
- 19.
- I feel uncomfortable to receive service that uses health technology because the device can be risky. (R)
- 20.
- I am very confident in my abilities to receive service that uses health technology.
- 21.
- I would have difficulties receiving service that uses health technology
- Health Technology Self-Efficacy (Web)
- 22.
- It is easy for me to use internet health services.
- 23.
- I feel uncomfortable to use internet health services. (R)
- 24.
- I am very confident in my abilities to use internet health services.
- 25.
- I would be able to use internet health services without much effort.
- Attitude toward Health Technology
- 26.
- Using health technology is a good idea.
- 27.
- Using health technology may be harmful to my health.
- 28.
- Using health technology improve quality of my health
- 29.
- I believe that health technology is responsible for improving quality of healthcare.
- 30.
- Using health technology is risky.
Demographic information
- 31.
- GenderMaleFemale
- 32.
- Age18 to 2930 to 3940 to 4950 to 5960 and over
- 33.
- EducationHigh schoolCollegeBachelor’s degreeMaster’s degreeDoctorateOther
- 34.
- How would you rate your computer experience?NoneVery littleAverageextensiveVery extensive
- 35.
- How would you rate your health technology experience?NoneVery littleAverageextensiveVery extensive
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Participant Demographics | Frequency | Percentage Frequency |
---|---|---|
Gender | ||
Male | 21 | 61.76 |
Female | 13 | 38.24 |
Age | ||
18 to 29 | 9 | 26.47 |
30 to 39 | 8 | 23.53 |
40 to 49 | 13 | 38.24 |
50 to 59 | 3 | 8.82 |
60 and over | 1 | 2.94 |
Education | ||
High school | 2 | 5.88 |
Some college | 6 | 17.65 |
Bachelor’s degree | 13 | 38.24 |
Master’s degree | 10 | 29.41 |
Doctorate | 3 | 8.82 |
Other | 0 | 0 |
Computer experience | ||
None | 19 | 55.88 |
Very little | 11 | 32.35 |
Average | 4 | 11.76 |
Quite extensive | 0 | 0.00 |
Very extensive | 0 | 0 |
Health technology experience | ||
None | 10 | 29.41 |
Very little | 13 | 38.24 |
Average | 8 | 23.53 |
Quite extensive | 3 | 8.82 |
Very extensive | 0 | 0 |
Application | Check | Access | Motivation | Change | Feeling | Use |
---|---|---|---|---|---|---|
1 (Jawbone) | 136 | 136 | 136 | 136 | 136 | 136 |
1.25 | 1.470588 | 1.551471 | 1.47059 | 1.316176 | 2.772059 | |
0.434614 | 0.6433843 | 0.5940427 | 0.61993 | 0.526374 | 1.366081 | |
2 (Fitbit) | 136 | 136 | 136 | 136 | 136 | 136 |
1.073529 | 1.455882 | 1.375 | 1.28677 | 1.264706 | 3.044118 | |
0.261968 | 0.7969167 | 0.5434799 | 0.45392 | 0.611438 | 1.327028 | |
Total | 272 | 272 | 272 | 272 | 272 | 272 |
1.161765 | 1.463235 | 1.463235 | 1.37868 | 1.290441 | 2.908088 | |
0.368914 | 0.7229306 | 0.5751058 | 0.55006 | 0.570024 | 1.351099 |
Variables | Obs | M | SD | Min | Max |
---|---|---|---|---|---|
General Self-efficacy (GSE) | 34 | 5.85 | 1.11 | 2.85 | 7 |
Computer Self-efficacy (CSE) | 34 | 4.20 | 0.63 | 2.66 | 6 |
Health Technology Self-Efficacy Technology (HTSET) | 34 | 4 | 0.98 | 2 | 7 |
Health Technology Self-Efficacy Services (HTSES) | 34 | 4.9 | 0.76 | 3 | 5.75 |
Health Technology Self-Efficacy Web (HTSEW) | 34 | 6.19 | 1.10 | 3 | 7 |
Attitude toward Health Technology (AHT) | 34 | 4.6 | 0.93 | 2.2 | 7 |
Linear Regression Pooled Sample | Number of Obs | 34 | ||
---|---|---|---|---|
F(10,23) | 123.83 | |||
Prob > F | 0.0000 | |||
R-squared | 0.883 | |||
Root MSE | 0.38331 | |||
ahtmean | Coef. | Robust Std. Err. | t | p > |t| |
htsewmean | 0.248521 | 0.1018679 | 2.44 | 0.023 |
htsesmean | −0.03859 | 0.1344125 | −0.29 | 0.777 |
htsetmean | 0.828799 | 0.1270088 | 6.53 | 0.000 |
csemean | −0.00638 | 0.1935011 | −0.03 | 0.974 |
gsemean | −0.06686 | 0.0939272 | −0.71 | 0.484 |
Gender | 0.114468 | 0.1513021 | 0.76 | 0.457 |
Age | −0.13972 | 0.0813213 | −1.72 | 0.099 |
Education | 0.024962 | 0.0947295 | 0.26 | 0.795 |
Computer experience | 0.06789 | 0.1188585 | 0.57 | 0.573 |
Health technology experience | −0.10158 | 0.0988504 | −1.03 | 0.315 |
_cons | 0.542199 | 0.6659611 | 0.81 | 0.424 |
© 2017 by the authors; licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license ( http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Asimakopoulos, S.; Asimakopoulos, G.; Spillers, F. Motivation and User Engagement in Fitness Tracking: Heuristics for Mobile Healthcare Wearables. Informatics 2017, 4, 5. https://doi.org/10.3390/informatics4010005
Asimakopoulos S, Asimakopoulos G, Spillers F. Motivation and User Engagement in Fitness Tracking: Heuristics for Mobile Healthcare Wearables. Informatics. 2017; 4(1):5. https://doi.org/10.3390/informatics4010005
Chicago/Turabian StyleAsimakopoulos, Stavros, Grigorios Asimakopoulos, and Frank Spillers. 2017. "Motivation and User Engagement in Fitness Tracking: Heuristics for Mobile Healthcare Wearables" Informatics 4, no. 1: 5. https://doi.org/10.3390/informatics4010005
APA StyleAsimakopoulos, S., Asimakopoulos, G., & Spillers, F. (2017). Motivation and User Engagement in Fitness Tracking: Heuristics for Mobile Healthcare Wearables. Informatics, 4(1), 5. https://doi.org/10.3390/informatics4010005