Questions asked by focus group moderators.
收藏NIAID Data Ecosystem2026-05-02 收录
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https://figshare.com/articles/dataset/Questions_asked_by_focus_group_moderators_/28951770
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资源简介:
No previous research has analyzed the opinion of adolescents, teachers, coaches, managers, and mobile app experts, on the usefulness and functionality of mobile apps for use by adolescents. For this reason, the objectives of this research were: to discover their opinion about the physical activity apps currently available; and to determine the elements and characteristics that they consider most relevant to find in a physical activity app that can be used for a longer period of time. Eight focus groups were carried out in which a total of 38 adolescents (mean age: 13.74 ± 1.24 years old), 29 teachers, coaches, and managers (mean age: 35.27 ± 2.81 years old), and 10 experts (mean age: 43.18 ± 4.22 years old) participated. The most relevant results regarding the apps available include limitations in their functionality and design, as well as in the information provided and the requirements, which means that they are not designed exclusively for adolescents. Regarding the demands for a specific app for adolescents, the participants highlighted gamification as the main element, as it is key to user engagement, as well as the possibility of recording physical activity along with other healthy habits. Challenges, competitions or the possibility of observing progress should also be present in the application as they also influence user engagement and motivation. Adolescents also highlighted a multimedia section, privacy and rewards, while for professionals the inclusion of feedback, the facilitation of work and a fast interface for use in the school environment were key.
此前尚无研究针对青少年、教师、教练、管理者以及移动应用专家对面向青少年使用的移动应用的实用性与功能的看法展开分析。为此,本研究的目标为:一是探明上述群体对当前已有的运动类应用的看法;二是确定他们认为一款可长期使用的运动类应用应具备的核心要素与特征。本研究共开展8场焦点小组访谈,累计参与人员包括38名青少年(平均年龄13.74±1.24岁)、29名教师、教练及管理者(平均年龄35.27±2.81岁),以及10名行业专家(平均年龄43.18±4.22岁)。针对现有运动类应用的核心调研结果显示,其在功能设计、所提供的信息以及使用要求等方面均存在局限,这意味着此类应用并非专门为青少年群体设计。针对面向青少年的专属应用的需求调研中,参与者将游戏化设计列为首要核心要素,因其是提升用户参与度的关键;同时,应用应支持记录身体活动与其他健康习惯。此外,应用中应包含挑战、竞赛功能或进度可视化模块,此类设计同样能够提升用户参与度与运动动机。青少年群体还强调了多媒体板块、隐私保护与奖励机制的重要性;而对于专业人士而言,应用需具备反馈功能、便于教学开展以及适配校园场景的轻量化操作界面,这些均为核心需求。
创建时间:
2025-05-07



