Category: My Research

  • Persuasive Design: Helping Seniors Eat Healthier with a Mobile App

    Persuasive Design: Helping Seniors Eat Healthier with a Mobile App

    *This post summarizes the paper titled Mobile Application on Healthy Diet for Elderly based on Persuasive Design. Click here to read: DOI

    Eating well is crucial to maintaining good health, especially as we age. However, many elderly people struggle to keep track of their meals or determine what is good for them. This study introduces Nutrihealth, a mobile app created to help elderly users manage their diets using persuasive design techniques.

    Nutrihealth is a mobile app that helps seniors

    • Calculate their Body Mass Index (BMI)
    • Track their daily calorie intake
    • Get food suggestions based on their needs

    But what makes Nutrihealth special is how it’s designed to encourage users to stay healthy, not just inform them. That’s where persuasive design comes in.

    Persuasive design is a way of designing technology that gently guides people to make better choices without forcing them. It uses strategies that motivate and influence behavior.

    Nutrihealth uses these techniques:

    • Reduction: simplifies tasks to make them easier to do
    • Tunneling: guides users step by step
    • Tailoring: gives personalized suggestions
    • Self-monitoring: shows users their progress
    • Attractiveness: uses a clean, senior-friendly interface
    • Trustworthiness: provides reliable and clear information
    • Readability & terminology: uses simple language and clear visuals

    These elements help seniors stay engaged, understand the app easily, and feel motivated to improve their diet. As people age, they may face challenges like memory issues, lower tech confidence, or reduced eyesight. Persuasive design helps by :

    • Making technology more approachable
    • Encouraging positive habits without feeling overwhelmed
    • Giving feedback that builds confidence and motivation

    In short, it turns an app into a gentle coach instead of just a tool. Nine seniors in Malaysia, aged 50 and above, used the app for three days. They logged their meals, got daily calorie updates, and received food suggestions. Afterward, they answered a survey and were interviewed.

    • Easy to use: Most said the app was simple and not confusing
    • Helpful info: It gave useful feedback about their health
    • Family support: Their families encouraged them to use it
    • Willing to continue: All were open to using it again in the future

    Some faced technical issues like older phones or limited food options in the app’s database, but the overall experience was positive.

    Nutrihealth shows that with thoughtful, persuasive design, mobile apps can truly support older adults in living healthier lives. The app didn’t just inform. It inspired users to take action. With more development, like a larger food database and wider testing, Nutrihealth could become a valuable tool for elderly care everywhere.

  • Making Learning Persuasive: Evaluating TemanKajianKu for Research Decision Support

    Making Learning Persuasive: Evaluating TemanKajianKu for Research Decision Support

    *This post summarizes the paper titled ‘The Evaluation of a Persuasive Learning Tool using Think-Aloud Protocol’. Click here to read: DOI

    In the ongoing shift toward digital learning environments, the challenge is no longer just delivering content but designing systems that actively support student learning and decision-making. A recent study conducted at Universiti Kebangsaan Malaysia examined the effectiveness of a persuasive learning tool, TemanKajianKu, which was developed to guide students, especially postgraduates, through the complexities of statistical and sampling analysis in research.

    Despite the proliferation of e-learning platforms, many still fall short in supporting critical aspects of the research process. One such challenge is helping students identify appropriate statistical methods for their studies. This is particularly significant in postgraduate education, where research topics are diverse and often require tailored methodological support.

    TemanKajianKu (translated as “My Study Buddy”) is a web-based system designed using the Persuasive Learning Objects and Technologies (PLOT) model. This model integrates persuasive design principles that aim to influence user behavior positively without coercion. The system assists users in selecting statistical or sampling analysis methods by employing features such as

    • Reduction: Simplifying tasks by breaking down processes.
    • Tunneling: Guiding users step-by-step through analysis procedures.
    • Tailoring: Offering personalized suggestions based on user input.
    • Self-Monitoring: Enabling users to track their progress.
    • Social Signals: Providing supportive, encouraging feedback through chatbot interactions.

    To evaluate the system’s effectiveness and user experience, the study employed the think-aloud protocol, a qualitative method where users verbalize their thoughts while interacting with a system. Ten postgraduate students from various academic backgrounds participated in the pilot evaluation.

    Participants were asked to complete a series of tasks using TemanKajianKu, including responding to three research scenarios and interacting with a chatbot designed to assist in selecting appropriate statistical methods.

    1. Ease of Use: Most participants found the system intuitive and straightforward, even on first use. The reduction and tunneling elements contributed to a seamless experience.
    2. Enhanced Decision-Making: The chatbot and diagrammatic tools helped users understand and select appropriate research methods. Users felt more confident navigating statistical choices, especially when guided by tailored suggestions.
    3. User Feedback: Participants highlighted the clarity of the language, the logical flow of information, and the supportive tone of the chatbot as particularly helpful. However, suggestions were made to improve visibility (e.g., enlarging diagrams, improving font size) and interactivity (e.g., zoom features).
    4. Persuasive Design in Practice: Each of the five persuasive design elements implemented was found to be effective in improving user engagement and supporting decision-making.

    This study demonstrates how persuasive design can play a crucial role in educational technology, especially in domains that require critical thinking and methodological precision. Rather than merely delivering content, systems like TemanKajianKu provide guidance, motivation, and support. These components are often underdeveloped in traditional e-learning tools.

    Furthermore, the integration of chatbots as conversational agents opens up possibilities for more natural and adaptive learning support. This aligns with broader trends in human-computer interaction, where system responsiveness and user emotion are increasingly central to design.

    The findings support the potential of TemanKajianKu as a prototype for persuasive learning systems. Future work will focus on enhancing the chatbot’s capabilities to better identify user research goals and provide more contextually accurate suggestions. Additionally, user interface improvements based on participant feedback will be implemented to ensure better accessibility and usability.

    TemanKajianKu exemplifies how educational tools can be made more effective through persuasive design. By supporting students in navigating complex research decisions, systems like this one can improve not only learning outcomes but also user confidence and engagement. As higher education continues to adopt and refine digital learning solutions, integrating persuasive design principles should be considered a key strategy in system development.

  • Designing Better Health Apps: Lessons from Real Users

    Designing Better Health Apps: Lessons from Real Users

    *This post summarizes the paper titled Factors Driving the Use of Mobile Health Apps: Insights from a Survey’. Click here to read: DOI

    The article examines why people keep using or stop using mobile health (mHealth) apps. These apps are designed to help users improve their health by tracking exercise, managing diet, or reducing stress. The study points out that while many people download these apps, a large number stop using them after a short time. The goal of the research was to understand what helps people stay engaged with these apps and what causes them to stop.

    The study used a survey of 122 adults who had used mHealth apps. It looked at different features of the apps to see how they affected users’ decisions to keep using them. One of the most important features was how well the app fit into daily life without being annoying—called “unobtrusiveness.” This feature had the strongest link to continued use. Other useful features were tools that helped users reach their goals, a good design, and trust in the app’s information. Features like reminders and notifications were not as helpful, and some users found them annoying.

    The study also asked open-ended questions to learn more about what motivated users. People said they kept using the apps because they were easy to use, helped them reach personal health goals, and had helpful features like syncing with watches or fitness devices. On the other hand, reasons for quitting included technical problems, having to pay for features, being too busy, losing motivation, or feeling like the app was no longer needed.

    In the end, the study found that making mHealth apps easy to use and helpful for personal goals is key to keeping users. It also showed that while design and features matter, apps must also be flexible and adapt to people’s changing needs. The study suggests that future mHealth apps should offer more personalized and motivating experiences to keep users interested and help them stick to healthy habit.

  • From Creativity to Collaboration: How Virtual Tools Enhance STEM Education

    From Creativity to Collaboration: How Virtual Tools Enhance STEM Education

    *This post summarizes the paper titled ‘The Impact of Virtual Collaboration Tools on 21st-Century Skills, Scientific Process Skills and Scientific Creativity in STEM. Click here to read: DOI

    Virtual collaboration tools have become increasingly significant in education, especially during and after the COVID-19 pandemic. They provide platforms for interaction, engagement, and collaborative learning, which are critical for building essential skills for the modern workforce. The study evaluated the ExxonMobil Young Engineers (EYE) program in Malaysia, which utilized Zoom to engage students in STEM-based learning activities.

    The program focused on three main areas:

    1. 21st-century skills, such as critical thinking, collaboration, and digital literacy.
    2. Scientific process skills, including problem-solving, hypothesis formation, and experimental design.
    3. Scientific creativity, which involves innovative thinking and applying knowledge to solve complex problems.

    The EYE program was structured in three phases: introductory briefings, breakout room activities led by professional engineers, and final reflections. Students also received STEM kits for hands-on tasks, ensuring active participation.

    Key Findings:

    1. Skill Development: The program significantly improved students’ competencies in all three areas. Post-test scores showed marked improvements compared to pre-test evaluations.
    2. Gender Dynamics: Female students demonstrated greater improvements in 21st-century skills, suggesting that virtual environments may particularly support inclusivity and engagement for this group.
    3. Regional Differences: While the program was effective overall, students from rural areas faced more challenges, likely due to disparities in access to technology and resources. Scientific process skills were notably affected by regional factors.
    4. Inclusivity: Virtual collaboration tools like Zoom proved equally effective across genders in enhancing scientific creativity and process skills, indicating their potential to bridge learning gaps.

    Implications:

    The study highlights the potential of virtual collaboration tools to provide equitable, high-quality education, particularly in STEM fields. However, regional differences underscore the need for tailored approaches to address infrastructure and resource limitations. Ensuring equal access to digital devices and stable internet is crucial for maximizing these tools’ benefits.

    Recommendations:

    1. Enhanced Support: Programs should address regional disparities by providing resources and training for educators and students in underserved areas.
    2. Further Research: Investigating gender-specific factors influencing engagement and success can help refine virtual learning strategies.
    3. Technology Integration: Incorporating advanced tools like augmented reality (AR) and virtual reality (VR) could further enhance creativity and engagement in STEM education.

    In conclusion, the EYE program demonstrates that virtual collaboration tools can effectively enhance vital skills for students, preparing them for future challenges. However, addressing disparities and exploring innovative technologies will ensure these tools’ potential is fully realized in diverse educational contexts.

  • How VR Games Are Revolutionizing Health and Happiness for Older Adults

    How VR Games Are Revolutionizing Health and Happiness for Older Adults

    *This post summarizes the paper titled ‘A Literature Review of Virtual Reality Exergames for Older Adults: Enhancing Physical, Cognitive, and Social Health’. Click here to read: DOI

    The paper examines how virtual reality (VR) games can help older adults stay healthy. It highlights that VR games can improve physical abilities like balance, strength, and endurance, making it easier for older adults to move around and reduce the risk of falls. These games also boost brain health by improving memory, focus, and decision-making skills. On top of that, social VR games help reduce loneliness and encourage better social connections.

    VR games are exciting and provide real-time feedback, which motivates older adults to keep playing and stay active. Games that involve teamwork are especially engaging and enjoyable. However, there are some challenges. Many older adults experience dizziness or difficulty using the technology at first. Also, most VR games aren’t designed to match the unique abilities or needs of older users. The high cost and complicated setup of VR equipment also make it hard for everyone to access.

    The article suggests creating VR games that are easier to use and tailored to older adults’ abilities. It also encourages using VR for home exercises and in community care programs. Long-term studies are needed to see how these games can help over time. Overall, VR has the potential to be a fun and effective way for older adults to stay physically active, keep their minds sharp, and feel more connected to others.

    In conclusion, VR games could be a game-changer for helping older adults live healthier and happier lives, but there’s still work to be done. Making the technology more affordable, easier to use, and better suited to older adults will be key. With the right improvements, VR can become a practical tool for supporting healthy aging in the years to come.

  • Persuasive E-Learning Development (PEDAL) Framework

    Persuasive E-Learning Development (PEDAL) Framework

    *This post summarizes the paper titled ‘A Conceptual Persuasive Development Framework to Change Students’ Behavior in Massive Open Online Courses: A Review’. Click here to read: DOI

    MOOCs (Massive Open Online Courses) face significant challenges, including high dropout rates, which are often attributed to low student motivation, lack of interaction, and insufficient guidance. Previous attempts to incorporate persuasive design into e-learning systems often failed to integrate motivational and learning strategies in a meaningful way. This gap highlights the need for a comprehensive approach that addresses these issues while improving overall student engagement and retention.

    Objective:

    The PEDAL framework was developed to bridge this gap by integrating motivational factors, learning strategies, and persuasive design principles. Its aim is to foster behavior change and improve student engagement in e-learning environments. By focusing on these key components, PEDAL seeks to provide a more personalized and supportive learning experience for students, ultimately increasing retention rates and success in MOOCs.

    Methodology:

    The framework was structured to facilitate iterative refinement based on ongoing assessments of user behavior. This methodology ensures that PEDAL remains responsive to the needs of students while optimizing the impact of persuasive interventions.

    Components of PEDAL:

    Phase 1: Identifying Motivational Factors and Learning Strategies

    The first phase of PEDAL involves identifying the key motivational factors and learning strategies that influence student engagement and success. Tools like the Motivated Strategies for Learning Questionnaire (MSLQ) are used to gather insights into students’ learning behaviors and attitudes. Research has shown that motivation plays a crucial role in student engagement, and strategies like time management, self-regulation, and effective resource utilization are essential for maintaining consistent study habits, particularly in the absence of direct instructor guidance. The MSLQ provides a structured framework for measuring motivation, goal orientation, self-efficacy, and strategies such as rehearsal, organization, and critical thinking, all of which are vital for promoting positive learning behaviors.

    Phase 2: Implementing Persuasive Design Principles

    In the second phase, the motivational factors and learning strategies identified in Phase 1 are mapped to appropriate persuasive design principles based on the Persuasive System Design (PSD) model by Oinas-Kukkonen and Harjumaa (2009). The PSD model includes 28 persuasive principles that are categorized into four main areas: Primary Task Support, Dialogue Support, System Credibility Support, and Social Support. These principles aim to change users’ attitudes or behaviors without coercion, encouraging positive behavior through self-monitoring, reminders, social comparison, and other tools that enhance user engagement. For example, tailoring content, providing personalized feedback, and using rewards and social roles can significantly boost students’ motivation and persistence in an online learning environment.

    Phase 3: Evaluating Study Habits and Refining Persuasive Elements

    The third phase of PEDAL focuses on evaluating students’ study habits and refining the persuasive design elements using behavior change models such as the Fogg Behavior Model (FBM). The FBM identifies three key factors necessary for behavior change: motivation, ability, and triggers. By applying this model, PEDAL ensures that interventions are appropriately timed and balanced between motivation, ease of action, and triggering events. Additionally, the Transtheoretical Model (Stages of Change) is used to understand the progression of student behavior over time, ensuring that interventions align with students’ readiness for change. The iterative evaluation process allows for continuous refinement of the persuasive design, ensuring that it meets the evolving needs of students.

    Outcomes:

    The PEDAL framework emphasizes student-centered design, enabling the creation of personalized interventions that promote consistent study habits and improve learning outcomes. By integrating motivational and learning strategies with persuasive design principles, the framework seeks to create e-learning platforms that are not only more engaging but also more effective in supporting student success. Future work will involve validating the framework through real-world applications and incorporating expert insights from fields like psychology and pedagogy.

    Significance:

    The PEDAL framework offers actionable guidelines for developing e-learning platforms that are tailored to the unique needs of students. It addresses critical gaps in current MOOC designs by leveraging persuasive technology to foster better engagement, motivation, and study habits. By improving student behavior and persistence, PEDAL has the potential to significantly enhance learning outcomes and reduce dropout rates in online education.