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The Effect of Usability of Mobile Applications on the Attention-Span of Children with ADHD PDF

44 Pages·2014·1.07 MB·English
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The Effect of Usability of Mobile Applications on the Attention-Span of Children with ADHD Roos van den Kieboom anr 727419 Bachelor’s Thesis Communication and Information Sciences Specialization Human Aspects of Information Technology Faculty of Humanities Tilburg University, Tilburg Supervisor: C.S. Shahid Second reader: R.J.H. Mattheij July 2014 Abstract The aim of this study is to investigate and identify the influence of the usability of mobile applications on the attention-span of children with ADHD. This study also explores how the implementation of different game elements in applications or games affect the effectiveness and efficiency of these applications. With an upcoming trend of using mobile applications in everyday lives, the focus is on whether or not mobile applications can be used for children with ADHD for improving their attention span. The study is conducted within a regular primary school in Bergen op Zoom and a special primary school in Cuijk. To control for biases, the study used a control group of children from the regular primary school in Bergen op Zoom. For both the test group and the control group the usability score of three existing applications was measured as well as the attention-span of the children. Based on the results it can be suggested that usability of mobile applications does influence the attention-span of children with ADHD. Furthermore, the results show that the control group (regular children) and the test group (children with ADHD) appreciate different (design) elements of applications in very different ways and that there is a need of designing more customized applications for children with ADHD Table of Contents 1. Introduction ............................................................................................................................ 1 2. ADHD and ADD explained ................................................................................................... 3 2.1 ADHD within the field of education ................................................................................ 3 3. Mobile applications ................................................................................................................ 5 4. Usability testing of mobile applications ................................................................................. 5 4.1 Usability testing for children ............................................................................................ 6 4.2 Usability testing of mobile applications for children with ADHD ................................... 7 5. State of the art of mobile applications within education ........................................................ 8 5.1 Mobile applications for educational purposes for children .............................................. 8 6. Charsky’s framework for game elements ............................................................................. 10 7. Game elements linked to usability of mobile applications .................................................. 12 8. Current study ........................................................................................................................ 14 9. Methodology ........................................................................................................................ 15 9.1 Type of research ............................................................................................................. 15 9.2 Variables ......................................................................................................................... 15 9.3 Sample ............................................................................................................................ 16 9.4 Research design and test method .................................................................................... 16 10. Results ................................................................................................................................ 20 10.1 Questionnaire and attention-span measurements ......................................................... 20 10.2 Observations and interviews ......................................................................................... 22 11. Conclusion and discussion ................................................................................................. 27 11.1 In summary ................................................................................................................... 27 11.2 Conclusion .................................................................................................................... 29 12. References .......................................................................................................................... 31 Appendix 1 ............................................................................................................................... 36 Appendix 2 ............................................................................................................................... 41 1. Introduction ADHD (attention-deficit/hyperactivity disorder) is a common disorder. ADHD is a diagnosis that is given to children, adolescents, and adults, which is characterized by very high levels of inattention, over-activity, and impulsivity (Sowerby & Tripp, 2009). In the past few years, ADHD diagnosis has received quite some attention in the scientific community and a good amount of research has been conducted on ADHD in general (Rief, 1998; LeFever, Butterfoss, & Vislocky, 1999; Klingberg, T., Forssberg, H., & Westerberg, H., 2002; Ota & DuPaul, 2002; Sowerby & Tripp, 2009). Overall these studies indicate that ADHD is a growing problem and affects children in multiple ways. These children suffer in different situations of everyday lives and one important context is educational or school environment (Ota & DuPaul, 2002). Several studies indicate that ADHD negatively affects educational outcomes, because of the high levels of inattentiveness (LeFever et al., 1999; LeFever, Villers, Morrow and Vaughn, 2002; Ota & DuPaul, 2002; Loe & Feldman, 2007). Because of these high levels of inattentiveness, it is even argued that children with ADHD are substantially more limited in their daily functioning than children without ADHD (Ota & DuPaul, 2002). This high level of inattentiveness in children demands for extra care by teachers or caretakers in the school environment but unfortunately, this demand is not always possible to fulfill, especially in regular educational environment. It is therefore interesting and of great importance to look further into possible alternatives to support the children with ADHD in their daily activities and in educational settings as well. In the past decade, use of computer technology within educational (Dickey, 2006), not only for skill development but for personality development as well, has dramatically increased. A more recent development is the increasing use of mobile applications (Li & Liao, 2002) for similar purposes. Mobile applications have become an important part of children’s lives. Most of the mobile applications designed for children are designed for serious aims i.e. playful games with a serious purpose. These applications are not only restricted to regular children. Children with special needs e.g. children with ADD or with ADHD are also benefiting from this new wave. In the case of children with ADHD, these applications can help them in numerous ways, from increasing attention-span to reducing hyperactivity. Although it is a recent trend to design special applications for children with ADHD, it is not an easy task. It becomes even more difficult when children are required to use these applications in a more independent manner i.e. without the supervision of teachers for easing out their workload. 1 Children with ADHD differ from regular children in many ways and it is not clear which criteria of designing a good application for them are needed. Are all the design principles valid for regular children, suitable for children with ADHD as well? If not, what changes do we need to make for designing a more customized application for children with ADHD? The focus of this study is on the attention-span of children with ADHD. This study particularly explores how different mobile solution should be designed in a usable manner for assisting children with ADHD in everyday routine i.e. in school as well as in home environment. Although a number of mobile applications are available as off-the-shelf solutions for improving the attention span of children with ADHD, it is not clear which features or design elements make one application a good one and another one a bad one. Furthermore, the core purpose of such applications is either to increase the attention span of children or keeping them involved and motivated. It is therefore important to know how different design elements and the usability of the application affect the overall attention span and task performance. This is what we try to explore in this study. A decent criteria to evaluate a mobile application is to measure the usability and engagement of the application using standard methods and frameworks. It is argued that when the mobile application scores high on usability and engagement, the aim of the application will be reached easier than when these scores are low (Zhang & Adipat, 2005). This statement suggests that the usability and associated engagement elicited by the application affects the achievement of the goal of the mobile application. The rest of the thesis is structured as follows. In chapter 2, ADHD and ADD will be further explained and defined. Furthermore, the link between ADHD and its role in the educational context will be discussed. In chapter 3, mobile applications will be discussed. In chapter 4, usability testing of mobile applications will be explained. In this chapter, usability testing for mobile applications for children and for children with ADHD will be specified as well. After that, in chapter 5 the state of the art of mobile applications within education will be discussed. Within this chapter, there will be looked further into mobile applications for educational purposes for children and after that, into mobile applications for educational purposes for children with ADHD. In chapter 6, a framework of game elements will be shown. Chapter 7 is about those game elements linked to this study. Chapter 8 links the theoretical framework as a whole to the research conducted for the current study. In chapter 9, the methodological aspects of the study will be discussed and chapter 10 shows the results. Finally, in chapter 11, a conclusion and discussion will be presented. 2 2. ADHD and ADD explained Attention-deficit/hyperactivity disorder (ADHD) is a well-known disorder. Sowerby and Tripp (2009) define ADHD as “The diagnosis given to children, adolescents, and adults who display developmentally inappropriate levels of inattention, over-activity, and impulsivity” (Sowerby & Tripp, 2009, p.210). Ota and DuPaul (2002) complement this definition and state that children with ADHD exhibit developmentally deviant levels of inattention or have hyperactivity-impulsivity that significantly impair functioning in different areas. Therefore, Ota and DuPaul (2002) suggest that ADHD is considered one of the most common childhood behavior problems in western societies. Given this information, it becomes clear that ADHD has become a major public health issue (LeFever et al., 1999). To narrow down the type of ADHD, which will be focused in this study, it is important to explain the current and official types of ADHD. The term ADHD is seen as an umbrella for three types of the disorder: the predominantly inattentive type (ADHD-I), the predominantly hyperactive and impulsive type (ADHD-HI), and the combined type (ADHD- C) (Rief, 1998). According to the American Psychiatric Association (Sowerby & Tripp, 2009), the predominantly inattentive type (ADHD-I) is characterized by six or more symptoms of inattention, but fewer than six symptoms of hyperactivity/impulsivity. The predominantly hyperactive and impulsive type (ADHD-HI) is distinguished by six or more symptoms of hyperactivity and impulsivity, but fewer than six symptoms of inattention. Finally, the third type of ADHD, the combined type (ADHD-C), is known for six or more symptoms of inattention and six or more symptoms of hyperactivity and impulsivity. Because all three of the types of ADHD include inattentiveness, even ADHD-HI includes few symptoms of inattention, they will all be used for our study. Furthermore, attention-deficit disorder (ADD) is most compatible with type ADHD-I, since this type lacks hyperactivity, but is still characterized with inattentiveness (Rief, 1998). In this review, the term ADHD will be used as an overarching concept for all types of ADHD and ADD as well. 2.1 ADHD within the field of education A good amount of research already has been conducted within the field of ADHD (Barkley, 1997, LeFever, et al., 1999, Klingberg et al., 2002). In this previous research on ADHD, researchers focused on the effect of ADHD on children and most importantly how ADHD affects children in the educational environment. Loe and Feldman (2007) state that longitudinal studies show that the academic underachievement and poor outcomes associated with ADHD are persistent. Ota and DuPaul (2002) agree with this statement and argue that 3 children with ADHD experience more difficulties with academic achievement in comparison to average children. Also, Loe and Feldman (2007) acknowledge these facts and state that ADHD is associated with bad results at school, increased grade detention, expulsion and low rates of graduation. Furthermore, LeFever et al. (2002) state that children with ADHD are four to five times more likely to use special educational services than children without ADHD. They also argue that children diagnosed with ADHD often suffer from low self- esteem and poor academic self-image. LeFever et al. (2002) acknowledge that children with ADHD must be treated looking at the consequences the disorder may cause in especially educational fields. In their study, they divide treatments for children with ADHD into “medical management” and “behavioral treatment”. According to LeFever et al. (2002), the parents of the children with ADHD that were examined for their research, reported negative results from medical management. Pelham et al. (1999) support this result and even argue that 30% of treated children respond negatively to medication. These facts show that the benefits of medical management are not always encouraging and attention should be also be paid to the behavioral treatment. In this study, the focus will only be on behavioral treatment because it has been shown that this treatment cannot be underestimated. Since ADHD can have major consequences in educational systems (Loe & Feldman, 2007; Ota & DuPaul, 2002; LeFever et al., 1999; LeFever et al., 2002), behavioral treatment is not only offered at special institutions, but in regular schools as well. LeFever, et al. (2002) argue that effective and efficient use of school-based interventions will contribute to the child’s development in primary school. Also, children with ADHD are characterized by inattention (Luman, Oosterlaan & Sergeant, 2005; Ota and DuPaul 2002; Prins, Dovis, Ponsioen, ten Brink & van der Oord 2011; Rief, 1998) and it is therefore important that the children are stimulated to focus on the available resources which can help them. Especially when tasks are extremely boring, or need to be performed without supervision, the attention-span of children with ADHD tends to be very limited (Luman et al., 2005). Prins et al. (2011) support these facts and therefore argue that by making tasks less boring, the motivational state of the child will be optimized, which results in better performances. Nevertheless Prins et al. (2011) argue that helping children with ADHD throughout school-based interventions takes much time and effort from the facilitators within the school. It is therefore important to look at alternatives that can provide a helping hand, but merely on the effects of the usability of mobile applications on the attention-span of children with ADHD. 4 3. Mobile applications With the continuous advances and developments in the widespread use of mobile devices, such as smartphones and tablets, many innovative mobile applications are emerging (Li & Liao, 2002). Mobile applications, referred to as software systems operating on mobile devices, are therefore evolving rapidly according to Zhang and Adipat (2005). They also argue that, because of the fast growth of mobile applications, this market has attracted extensive interest of research (Zhang & Adipat, 2005). Mobile applications evolve over time and, as traditional software systems, are required to be maintained (Minelli & Lanza, 2013). According to Minelli and Lanza (2013) it is unclear whether or not the program comprehension used for software systems can be ported to applications. It is therefore interesting to examine what is needed for designing mobile applications in general. According to Harrison, Flood and Duce (2013), it is important to consider several aspects in designing mobile applications. They argue that the limited screen sizes, the limited connectivity and limited input modalities are issues which need to be evaluated in the designing process (Harrison et al., 2013). Moreover, they stress out the importance of the context in which the application will be used (Harrison et al., 2013). Adams (2007) acknowledges the importance of the context in designing mobile applications. Furthermore, he states that the usability is determinative for the application’s success. Harrison et al. (2013) demonstrate that cognitive overload influences usability. Linking this to the most important characteristic of ADHD, inattentiveness, it is of great importance that mobile applications developed for children with ADHD do not cause cognitive overload which results in an increase in distractors. Hence, usability can affect the outcome of mobile applications in general (Zhang & Adipat, 2005). Especially for children with ADHD, the usability can affect outcomes in a more negative way than for children without ADHD. 4. Usability testing of mobile applications The usability of a mobile application, sometimes also referred to as appropriateness of a mobile application, can differ based on context factors and personal preferences (Gong & Tarasewich, 2004). Usability testing is a well-known method that is used to evaluate the usability of a mobile application during the design- and developmental process (Kaikkonen, Kekålåinen, Cankar, Kallio, & Kankainen, 2005). Zhang and Adipat (2005) argue that usability testing of mobile applications is a mandatory process, because it can ensure that the 5 application is practical, effective and easy in use. Nevertheless, usability testing of mobile applications faces various challenges due to unique features of mobile devices, unreliable networks, limited bandwidth and changing contexts (Zhang & Adipat, 2005). Ideally, usability testing is conducted in usability test laboratories with a monitoring area and a one-way mirror (Kaikkonen et al., 2005). Kaikkonen et al. (2005) argue that the laboratory environment should be a peaceful space where a test user can concentrate on their performance. However, with the increase in mobile application usability testing, researchers and practitioners are concerned that the ideally looking test laboratories do not comply enough with realistic user environments (Tamminen, Oulasvirta, Toiskallio, & Kankainen, 2004). Kaikkonen et al. (2005) share this opinion, because they too argue that the laboratory environment does not simulate the context in which mobile devices are used. Therefore, it is seen more useful when participants are observed within an actual environment or the one that does not look like laboratories (Kaikkonen et al., 2005; Tamminen et al., 2004). Looking at the information mentioned above, one can argue that usability testing of mobile devices brings challenges for researchers in general. However, for this study, the usability testing of mobile applications will be performed by children, which is an even more challenging task. 4.1 Usability testing for children When thinking about usability testing of mobile applications for children, it is necessary to consider the goal of the application. Moreover, it is of great importance to take the age of specific target group of the application into account (Carusi & Mont’Alvão 2012). As mentioned before, usability testing of mobile applications for children involves numerous challenging situations (Markopoulos and Bekker, 2003).The children are required to do much more than just evaluate the use of the technology. Kaikkonen et al. (2005) and Tamminen et al. (2004) argue that children have to step out of their comfort zone when testing mobile applications, because they have to test and evaluate the applications within an unknown environment. Druin (2002) support these findings and state that testing with children is multifaceted activity. It is not only complex for researchers to perform the test but also very complicated for children to follow the process. The children need to adapt to the testing environment, follow several processes and guidelines, report their experiences, and they have to interact with the facilitator. Although the above mentioned information suggests that usability testing with children may be too challenging, it is also found that children are useful and active 6 participants in usability testing (Markopoulos & Bekker, 2003) and we should not ignore them while designing products for them. Furthermore, children are known for their creativity, which can provide major advantages for designers while designing innovative products for them (Markopoulos & Bekker, 2003). Another advantage of usability testing with children is that children do not tend to provide desirable answers which results in honest views (Druin, 2002; Khanum & Trivedi, 2012). Finally, previous research has consistently shown that testing applications should be performed by the target group itself, because they know exactly what is needed in a successful application (Carusi & Mont’Alvão 2012). Elaborating on performing usability testing for mobile applications by the users itself, the user can fulfill different roles. Druin (2002) describes four main roles that the children in usability testing can fulfill: “user”, “tester”, “informant”, and “design partner”. The roles have been defined according to the relationship to adults, the relationship to the technology and to the goals for the research with children. For this study, only the role of user will be used, since this study will not focus on the actual development of mobile applications, but merely on the effects of the usability of mobile applications on the attention-span of children with ADHD. In order to involve children in the usability testing process, it is essential to create a clear and structured testing plan (Khanum & Trivedi, 2012). Firstly, it must be clear what the aim and the objectives of the test are (Khanum & Trivedi, 2012). Secondly, the children must know which role they are going to fulfill on forehand (Druin, 2002). Thirdly, there are guidelines concerning the testing environment, which should feel natural for the children (Hanna, Risden, & Alexander, 1997). For younger children (up to 7- or 8- years old) there should be a tester in the room (Khanum & Trivedi, 2012). Hanna et al. (1997) also emphasize the importance of discretely placed testing tools like cameras. Finally, the testing sessions should not take any longer than 30-40 minutes per day. In this way, the sessions are said to be more effective (Druin, 2002). 4.2 Usability testing of mobile applications for children with ADHD Usability testing with children is challenging at itself, but when taking the information about children with ADHD into account, usability testing with children diagnosed with ADHD becomes even more challenging. Children with ADHD are said to be inattentive, overactive, and impulsive (Sowerby & Tripp, 2009). Ota and DuPaul (2002) even state that these characteristics cause impairment in functioning in different areas. This suggests that it will be difficult to test usability of mobile applications with ADHD children, because of their limited attention-span. 7

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4.2 Usability testing of mobile applications for children with ADHD that is given to children, adolescents, and adults, which is characterized by . can differ based on context factors and personal preferences (Gong & In order to involve children in the usability testing process, it is essential t
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