The rapid growth of the mHealth market has led to the development of several tools to evaluate user experience. However, there is a lack of universal tools specifically designed for this emerging technology. This study was conducted with the aim of developing and verifying a user experience evaluation scale for mHealth apps based on factors proposed in previous research. The initial draft of the tool was created following a comprehensive review of existing questionnaires related to mHealth app evaluation. The validity of this scale was then tested through exploratory and confirmatory factor analysis. The results of the factor analysis led to the derivation of 16 items, which were conceptually mapped to five factors: ease of use and satisfaction, information architecture, usefulness, ease of information, and aesthetics. A case study was also conducted to improve mHealth apps concerning personal health records using this scale. In conclusion, the developed user experience evaluation scale for mHealth apps can provide comprehensive user feedback and contribute to the improvement of these apps.
The commercialisation of virtual reality (VR) headsets has made them more affordable and popular in gaming and entertainment. The natural interaction between the VR environment and users can maximise immersion and is crucial to VR gaming. Despite their growing popularity, educational VR games prioritise learning over immersion and require users to learn to interact with and play games using tutorials. Herein, we developed a game named Numverse with an accompanying tutorial. After selecting the tutorial content, we programmed the user interface and proposed a delivery method for the tutorial. We evaluated the user experience based on the effects of the presence or absence of the tutorial and its mode of delivery. The tutorials were of three types: no tutorial, instruction-screen tutorial, and context-sensitive tutorial, with the latter being the most preferred. The evaluation results show that presence, ability to learn controls, intrinsic motivation, and learning effectiveness are higher for the instruction-screen and context-sensitive tutorials than for no tutorial. On average, users experienced more motion sickness in the no-tutorial case, with a significant difference in nausea items. This study asserts the importance of tutorials in VR games, and its findings could improve user experience in future VR games.
BACKGROUND Along with the growth of the mHealth market, several measurement tools have been developed to evaluate the user experience of mHealth apps. However, a universal measurement tool of mHealth apps considering user experience factors is missing. OBJECTIVE This study aims to develop and verify the user experience evaluation scale of mHealth apps based on user experience factors proposed in a previous study. In addition, we evaluate and improve the user experience of commercialized mHealth apps based on the developed user experience evaluation scale of mHealth apps. METHODS A draft of the measurement tool was developed based on a literature review of questionnaires related to the mHealth app evaluation. The validity of the user experience evaluation scale of mHealth apps was verified through exploratory and confirmatory factor analysis. RESULTS Following factor analysis, we derived 16 items conceptually mapped to 5 factors (Ease of Use and Satisfaction, Information Architecture, Usefulness, Ease of Information, and Aesthetic) for the user experience evaluation scale of mHealth apps. Accordingly, a case study to improve mHealth apps was conducted. CONCLUSIONS The developed user experience evaluation scale of mHealth apps can help obtain comprehensive user feedback on mHealth apps.
16 June 2025 in International Journal of Human–Computer Interaction