背景:多项研究已经检查了推迟对前瞻性献血者动机的影响,提出各种政策和策略来支持经历这种经历的个人。然而,现有的以献血为重点的信息和通信技术系统尚未整合这些想法或提供选择来帮助推迟献血。
目的:本研究旨在提出一种初始的游戏化设计,旨在通过解决意识和知识的驱动因素来减轻延迟体验的影响,交互和验证,和动机。此外,这项研究探讨了为潜在用户实施这种系统的可行性。
方法:我们进行了文献综述,重点是与献血有关的动机和意图的动态,以及延期的情况及其对公民的影响。通过这次审查,我们确定了弱捐赠者身份,缺乏知识,减少的动机是需要适当干预措施支持的关键因素。这些因素被定义为我们的关键驱动因素。考虑到这些,我们提出了一种游戏化方法,该方法结合了MDA框架中的概念。目的是刺激上述驱动因素,扩大献血贡献和身份的概念。为了进行初步评估,我们设计了一个原型来收集可用性的反馈,有用性,以及对我们提议的游戏化方法的潜在实施的兴趣。
结果:在参与者中,共有11名公民与该应用程序进行了互动,并通过我们的调查提供了反馈。他们表示与应用程序交互相对容易,在考虑11项交互任务时,5分的平均得分为4.13分。SUS结果得出参与者回答的最终平均得分为70.91。当参与者被问及喜欢该应用程序的概念时,收到了积极的回答(3.82),可能会下载它(3.55),并可能将其推荐给其他人(3.64)。与会者对设计的实施表示了积极的态度,但也强调了当前的缺点,并提出了在功能和可用性方面可能的改进。
结论:虽然推迟献血是一个常见的问题,现有的ICT服务在如何有效处理此类经验方面错失了机会。我们提出的设计和实施似乎已经引起了潜在用户的兴趣,因为它具有积极的实用性和潜力。然而,需要进一步确认。改进目前严重依赖外在动机要素的活动设计,整合更多的社会成分,为内在动机创造一个增强的活动循环,可以进一步提高拟议项目的价值。未来的研究可能涉及以更大的样本量进行更专业和纵向的设计评估。
BACKGROUND: Multiple studies have examined the impact of deferral on the motivation of prospective blood donors, proposing various policies and strategies to support individuals who undergo this experience. However, existing information and communications technology systems focused on blood donation have not yet integrated these ideas or provided options to assist with the deferral experience.
OBJECTIVE: This
study aims to propose an initial gamified design aimed at mitigating the impact of the deferral experience by addressing the drivers of awareness and knowledge, interaction and validation, and motivation. Additionally, the
study explores the feasibility of implementing such a system for potential users.
METHODS: We conducted a literature review focusing on the dynamics of motivation and intention related to blood donation, as well as the deferral situation and its impact on citizens. Through this review, we identified weak donor identity, lack of knowledge, and reduced motivation as key factors requiring support from appropriate interventions. These factors were then defined as our key drivers. Taking these into account, we proposed a gamification approach that incorporates concepts from the MDA framework. The aim is to stimulate the aforementioned drivers and expand the concept of contribution and identity in blood donation. For a preliminary evaluation, we designed a prototype to collect feedback on usability, usefulness, and interest regarding a potential implementation of our proposed gamification approach.
RESULTS: Among the participants, a total of 11 citizens interacted with the app and provided feedback through our survey. They indicated that interacting with the app was relatively easy, with an average score of 4.13 out of 5 when considering the 11 tasks of interaction. The SUS results yielded a final average score of 70.91 from the participants\' answers. Positive responses were received when participants were asked about liking the concept of the app (3.82), being likely to download it (3.55), and being likely to recommend it to others (3.64). Participants expressed positivity about the implementation of the design but also highlighted current shortcomings and suggested possible improvements in both functionality and usability.
CONCLUSIONS: Although deferral is a common issue in blood donation, there is a missed opportunity in existing ICT services regarding how to effectively handle such experiences. Our proposed design and implementation seem to have captured the interest of prospective users due to its perceived positive usefulness and potential. However, further confirmation is needed. Improving the design of activities that currently rely heavily on extrinsic motivation elements and integrating more social components to create an enhanced activity loop for intrinsic motivation could further increase the value of the proposed project. Future research could involve conducting a more specialized and longitudinal design evaluation with a larger sample size.