A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO (2024)
Lukka, L., Karhulahti, V.-M., Bergman, V.-R., & Palva, J. M. (2024). Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO. Internet Interventions, 35, Article 100706. https://doi.org/10.1016/j.invent.2023.100706
JYU-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Lukka, Lauri; Karhulahti, Veli-Matti; Bergman, Vilma-Reetta; Palva, J. Matias
Lehti tai sarja: Internet Interventions
eISSN: 2214-7829
Julkaisuvuosi: 2024
Ilmestymispäivä: 02.01.2024
Volyymi: 35
Artikkelinumero: 100706
Kustantaja: Elsevier
Julkaisumaa: Alankomaat
Julkaisun kieli: englanti
DOI: https://doi.org/10.1016/j.invent.2023.100706
Julkaisun avoin saatavuus: Avoimesti saatavilla
Julkaisukanavan avoin saatavuus: Kokonaan avoin julkaisukanava
Julkaisu on rinnakkaistallennettu (JYX): https://jyx.jyu.fi/handle/123456789/93124
Tiivistelmä
To alleviate these challenges, we describe here a novel qualitative Ecological Momentary Assessment (EMA) method: the CORTO method (Contextual, One-item, Repeated, Timely, Open-ended). We used it to gather digital intervention user experience data from Finnish adults (n = 184) who lived with interview-confirmed major depressive disorder (MDD) and took part in a randomized controlled trial (RCT) that studied the efficacy of a novel 12-week game-based digital intervention for depression. A second dataset on user experience was gathered with retrospective interviews (n = 22).
We inductively coded the CORTO method and retrospective interview data, which led to four user experience categories: (1) contextual use, (2) interaction-elicited emotional experience, (3) usability, and (4) technical issues. Then, we used the created user experience categories and Template Analysis to analyze both datasets together, and reported the results qualitatively. Finally, we compared the two datasets with each other. We found that the data generated with the CORTO method offered more insights into usability and technical categories than the interview data that particularly illustrated the contextual use. The emotional valence of the interview data was more positive compared with the CORTO data. Both the CORTO and interview data detected 55 % of the micro-level categories; 20 % of micro-level categories were only detected by the CORTO data and 25 % only by the interview data.
We found that the during-intervention user experience measurement with the CORTO method can provide intervention-specific insights, and thereby further the iterative user-centered intervention development. Overall, these findings highlight the impact of evaluation methods on the categories and qualities of insights acquired in intervention research.
YSO-asiasanat: interventio; mielenterveys; mielenterveyshäiriöt; arviointimenetelmät; hyötypelit; käyttäjäkokemus; metodologia; kvalitatiivinen tutkimus; haastattelututkimus
Vapaat asiasanat: digital interventions; ecological momentary assessment; engagement; evaluation methods; formative evaluation; interviewing; methodology; mental health; mixed methods; qualitative study; questionnaire; remote study; serious games; user experience
Liittyvät organisaatiot
Hankkeet, joissa julkaisu on tehty
- Pelikulttuurien tutkimuksen huippuyksikkö, jatkokausi
- Koskimaa, Raine
- Suomen Akatemia
- An Ontological Reconstruction of Gaming Disorder: A Qualitative Meta-Phenomenological Foundation
- Karhulahti, Veli-Matti
- Euroopan komissio
OKM-raportointi: Kyllä
VIRTA-lähetysvuosi: 2024
Alustava JUFO-taso: 1