Design participativo para o envelhecimento saudável: engajar usuários mais velhos a uma vida urbana ativa impulsionada por jogos digitais lúdicos
Resumo
Older adults tend to be underactive, which is a risk factor for chronic non-communicable
diseases, which are equally painful for the individual as they are costly to the public health
system. Maintaining levels of physical activity throughout life is a motivational
challenge. Digital tools have been used to change this pattern, such as smartphone apps
to support physical activity; but in-depth research on personalization is lacking to drive
sedentary behavior change, considering what end users really want. Objective: To
propose the concept and design vision of a new mobile physical activity application
(PAUL) used in urban areas. Method: A qualitative focus group study was carried out,
involving by prototype co-design; 24 volunteers divided into 2 focus groups from two
Brazilian cities: São Carlos - elderly people who are not users of an app for physical
activity and Santos (adults over 35, app users). The following procedures were performed:
(i) baseline assessments; (ii) a focus group (iii) develop activities with both groups to
redesign the Prototype. Data analysis: Thematic content analysis was performed. Results:
the development of physical activity applications in urban environments, for people over
35 years old, should consider the following resources: custom-made and customizable
application. Younger adults prefer resources such as self-monitoring, goal setting and
social influence. Older adults prefer a simple interface, with self-monitoring, goal setting
and reminders. This study provided recommendations for translating motivational
strategies theoretically embedded in functional elements that can guide the development
of health interventions to engage urban residents in an active urban life.
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