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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>T. Miller, S. Pedell, L. Sterling, F. Vetere, and S. Howard,
“Understanding socially oriented roles and goals through
motivational modelling,” J. Syst. Softw.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1016/j.jss.2012.04.049</article-id>
      <title-group>
        <article-title>An ideal physical activity app for adults - what should it be like? Requirements of adult users</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Kerli Mooses Institute of Computer Sciences University of Tartu Tartu</institution>
          ,
          <country country="EE">Estonia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>85</volume>
      <issue>9</issue>
      <fpage>268</fpage>
      <lpage>275</lpage>
      <abstract>
        <p>-Despite the numerous health benefits provided by physical activity, people struggle to meet healthy activity levels. There are numerous apps aiming to support the physical activity of adults. However, it is unclear whether and at what extent is the end user been involved in the development process. In addition, there is a lack of research which examines which functional, quality and emotional goals are preferred and expected by the user of physical activity app. To address this issue, do-be-feel workshops were carried out with 38 adults and the results were combined into goal model. These results offer a good overview of the expectations of end user which can be used in further development.</p>
      </abstract>
      <kwd-group>
        <kwd>requirements elicitation</kwd>
        <kwd>physical activity</kwd>
        <kwd>goal modelling</kwd>
        <kwd>adults</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>The positive impact of physical activity on mental, social
and physical health are widely recognized [1], [2]. Countries
make efforts to support and promote healthy physical activity
levels among their citizens. It has been shown that if all
inactive people became active, more than 5 million deaths per
year could be avoided [2]. Recent research indicates that
every move counts as health benefits occur even when
physical activity is below the international recommended
levels [1], [3]. At the same time, higher physical activity
levels and reduced sedentary time substantially reduces the
risk for premature mortality [4]. Despite the facts and
research reassuring the positive influence of physical activity
on health, a lot of people struggle to achieve healthy
physically active levels as third of adult population do not
meet the physical activity recommendations by World Health
Organisation [5]. According to the literature reviews, the
most common barriers for physical activity reported by adults
are lack of time, motivation and self-discipline [6], [7]. This
indicates that a tool supporting the motivation and
selfdiscipline could have beneficial effects on physical activity
levels of adults.</p>
      <p>The rapid advantages in information and communication
technologies (ICTs) and their extensive use worldwide make
ICTs valuable tools in health promotion, including
supporting physical activity. There are numerous apps
available in app stores for physical activity. However, it has
been shown, that their effect on physical activity behaviour is
modest [8]–[10]. It could be partly explained by the fact that
the involvement of end user during the development process
seems to be modest or even non-existing as no physical
activity app has reported users involvement during the
development process [11]. In addition, to the best of our
knowledge there is no study describing the involvement of
the end user during the requirements elicitation phase of
physical activity app. At the same time end user is a crucial
stakeholder who should be involved in the development
process. Early identification of the needs, preferences and
problems of end users helps to address them during early
development phase and thereby ensure the acceptance and
usability of the end product. The findings about the features
that adults would like to have in a physical activity app are
sparse. According to a qualitative study [12] young adults
prefer physical activity apps that coach and motivate them,
provide tailored feedback, enable to set personal goals and
allow competition with friends. User-friendliness and
flexibility has also been reported [8]. Most published data
focus on describing existing apps, trying to identify most
effective and/or most frequently used features [9], [11], [13]–
[15]. For example, it has been found that giving feedback,
setting goals, receiving rewards, social sharing and
competition can positively influence the physical activity of
adults [13]. These studies mostly focus on functional
requirements, but in addition to functional requirements it is
important to consider the quality and emotional requirements
which also influence the acceptance and usability of end
product [16]. Therefore, knowledge of quality and emotional
requirements needed by the end user can increase the
effectiveness and attractiveness of the app.</p>
      <p>The aim of current study is to find out the needs and
expectations of adults for an app that would support their
physical activity. In addition, we combine the elicited
requirements into hierarchical goal model to give a good
visual overview of gathered requirements.</p>
    </sec>
    <sec id="sec-2">
      <title>II. METHODS</title>
      <p>To identify the functional, quality and emotional goals of
an app that would support the physical activity of adults, nine
online workshops with a total of 38 adults (22 female, 16
male, aged 35-45) were conducted. The participants were
recruited through the requirements elicitation course of the
university. The workshops were carried out online due to the
COVID-19 situation and to reduce the personal contact. The
do-be-feel method was used in the workshop. At first the
participants were given a following description: “It is advised
by World Health Organisation that adults should accumulate
10 000 steps per day or 150 minutes of moderate activity per
week in order to stay healthy. If there would be an app that
helps you to fill these activity goals, what would it be like?”
The participants were asked to think on four aspects: 1) what
should such app do? (functional goals), 2) what should such
app be like? (quality goals), 3) how should such app make
you feel? (emotional goals). In addition, the participants were
asked to think which roles are associated with the app. The
answers were all gathered in one table where participant
could add additional ideas. The results from nine workshops
were divided into subthemes and combined into one summary
table presented in Results section. The frequency of goals
mentioned by different workshop groups was also added to
the table to identify the most popular needs.</p>
      <p>In order to give a good visual and systematic overview of
gathered requirements agent-oriented goal model [17]–[21]
was created. In this hierarchical goal tree, the functional goals
are presented in tilted rectangles. Roles, quality and emotional
goals are attached to the functional goal that they are
associated with. The roles are presented as stick man, quality
goals with clouds and emotional goals with heart symbols.
Goal modelling was used as it presents early functional,
quality and emotional requirements in a holistic and coherent
way, which can be further developed into user stories [22].
User stories in turn are often used in agile software
engineering [23], [24]. In addition, it has been shown that goal
models are also helpful when there is a need to involve or
communicate with nontechnical stakeholders or experts [25].</p>
    </sec>
    <sec id="sec-3">
      <title>III. RESULTS</title>
      <p>Measuring activity and making reports were two
functional goals that were mentioned by all groups (Table 1).</p>
      <p>A variety of indicators for measuring physical activity by the
app was mentioned – for example, the number of steps, heart
rate, time, velocity, distance and activity minutes. In addition
to the possibility that the app itself tracked the activity, it was
important that activity data could be imported from watches
and activity trackers. As for the reports, different input
variables, such as activity minutes, steps, activity types, and
time periods, such as day, week, month, was mentioned. The
goal setting was considered an important feature. All groups
wanted to set personal goals and some groups preferred the
app to make suggestions for next goals based on previous
goals and activity. Together with goal setting, the participants
wanted to get notification and praise for meeting the goal.</p>
      <p>Reminders, motivating tips and messages were considered as
encouraging and motivating which help them to meet goals
and overcome barriers. The participants also considered
notifications that would remind activity in case of prolonged
passive periods useful. Another popular features were
possibility to participate in challenges and share and compare
your progress with others within app or in social media.</p>
      <p>Participants were interested the app to suggest nearby tracks
for different activities, such as hiking, orienteering, running
etc.</p>
      <p>FUNCTIONAL, QUALITY AND EMOTIONAL REQUIREMENTS IDENTIFIED WITH DO-BE-FEEL WORKSHOPS</p>
      <p>To-do
() – number of groups who mentioned this requirement. Presented if N &gt; 1.</p>
      <p>To-be
Safe (7)
Intuitive (6)
Modern (6)
Simple (5)
User friendly (5)
Precise, accurate (5)
Reliable (5)
Compatible (4)
Motivating (3)
Free (3)
Reasonably priced (3)
Energy-saving (3)
Inspiring (2)
Playful (2)
Adaptive (2)
Comfortable (2)
Fast (2)
Spectacular
Innovative
Unnoticed
Practical
Interesting
Realistic
Adds-free</p>
      <p>To-feel
Healthy (9)
Satisfied (7)
Motivated (6)
Happy (6)
Inspired (4)
Self-confident (4)
Aware (4)
Proud (3)
Victorious (3)
Proud (3)
Informed (2)
Addicted (2)
Supported (2)
Recognised (2)
Cared for (2)
Positive (2)
In control
Hopeful
Success
Amused
Special
Belong to
Active
Excited
Energetic
Guided</p>
      <p>Roles
User (9)
Friend (9)
Sponsor (5)
Doctor (3)
Scientist, Health expert (2)
Athlete (2)
Sport psychologist
Sport club
Coach
Safety, simplicity, user-friendliness, accurate
measurements and reliability were most frequently
mentioned quality goals. As for emotional goal, the
participants wanted to feel healthy, satisfied, motivated and
happy when using the app.</p>
      <p>The gathered requirements were transformed into goal
models which give a good visual of the most popular needs
of adults who want to be physically active with the help of an
app (Fig. 1).</p>
    </sec>
    <sec id="sec-4">
      <title>IV. DISCUSSION</title>
      <p>There is a limited evidence in scientific literature about
the needs and expectations of adults who use physical activity
app. In current study we addressed this knowledge gap and
identified functional, quality and emotional requirements for
such app with the help of do-be-feel workshops.</p>
      <p>Most common behaviour change techniques such as
measuring activity, setting goals and getting feedback [11],
[14], [15] were mentioned by most of our workshop groups.
Being aware of one’s activity levels can be considered a
prerequisite for evaluating the sufficiency of physical
activity. In addition, it helps to increase the awareness of
actual activity levels and review the changes over time [26].
According to studies, these three features have a potential to
increase the effectiveness of the app [27]. For our participants
it was equally important to use the app for performing activity
measurements as well as importing the data from watch or
activity tracker. As different sporting disciplines can make
restrictions on the measurement device, it would be useful to
ensure compatibility and connectivity with a variety of
devices. As for feedback, only one group mentioned the
possibility to consult a coach although personalised feedback
has been identified one factor that encourages PA change [9].
Our participants preferred to get feedback and view progress
over time with graphical and numeric reports.</p>
      <p>Another quite popular behaviour change techniques that
are used in existing physical activity apps and which were
mentioned several times by our participants, were providing
rewards and enabling social comparison [9], [13], [14].
Although rewards have a potential to support engagement in
physical activity, they have to be aimed at intrinsic
motivation, which supports long term changes [28]. Caution
should be taken when incorporating social comparison
feature to the app as the scientific findings are contradictory
– some people find motivating comparing with more active
people, whereas the others demotivating [12].</p>
      <p>Our participants also pointed out the need to invite a
friend to training session and share your results with friends
or in social media. Social support and enjoyment have been
reported as one of the main motives for physical activity [6]
and being able to train with a friend will certainly support
these motives. Being active with friends helps to fulfil
abundance of emotional goals which emerged from our
workshops. For example, supported, cared for and recognised
are only few of them.</p>
      <p>Possibility to create challenges and participate in them
was favoured by half of our workshop groups. Similarly,
participating in challenges has been previously reported by
young adults [12]. However, not all people are competitive
and interested in challenges [13], thus this feature should be
kept optional.</p>
      <p>Interestingly a possibility to find activity has not been
mentioned in previous studies with adults or in existing apps,
whereas this feature was reported by almost half of the
workshop groups. Previously a shortage of facilities has been
reported as one of the barriers for physical activity [6]. In
some cases, there could be a lack of information about
different opportunities for in- and outdoor physical activity.
In such cases, including a possibility to search or get
suggestions about nearby tracks and facilities can help to
overcome this barrier. This feature would also be beneficial
in a case of a holiday or a trip to a new and foreign
surrounding.</p>
      <p>Safety was the most highly valued quality goal by our
participants. Participants wanted to share their personal data
as it enhances user experience and improves personalisation.
As the privacy and security of existing physical activity apps
has been rated as low [11], [29], developers should pay extra
attention to meet this requirement.</p>
      <p>Motives for being physically active are health benefits,
social support [6], [7] and enjoyment [6]. These are in line
with emotional goals reported by our participants.
A. Limitations</p>
      <p>One limitation of our requirements elicitation method is
that the workshops were online which could have hindered
some co-creation that would have emerged during
face-toface meetings. However, we believe this effect was minimal
as all participants participated actively during the workshops
and due to the prolongation of COVID-19 restrictions people
have become more familiar, experienced and comfortable
with online meetings.</p>
      <p>Another limitation of our model is, that it presents the
viewpoint of one stakeholder group – the end user. Inclusion
of health and behaviour experts could also be beneficial to
ensure the correctness and safety of the content, and
longterm usage of the app which in turn supports healthy and
lifelong physical activity. Despite the benefits of experts
involvement, experts are rarely involved during the
development process [11], [14], [29], [30]. We have
previously created goal models for supporting the physical
activity of adolescents [25]. These goal models were based
on the literature review and inclusion of health experts and
overall resulted in similar themes as in current study with
adults. Therefore, we could argue that in an early
requirements elicitation phase the involvement of experts
might not be that urgent. At the same time, we agree that
behavioural and physical activity experts should be involved
in later development phases and during validation of the early
requirements in order to create an evidence-informed mobile
app [30]. Such expert help to ensure that suggestions and
information provided to the users is healthy and
evidencebased and presented in a way that they support intrinsic
motivation. This in turn supports the long-term behavior
change [28].</p>
      <p>When interpreting the results, it should be kept in mind
that participants aged 35-45 were involved in the workshop
and their present physical activity levels are unknown.
Whether and to what extent created goal model apply to
younger or older end users warrants further investigation.</p>
    </sec>
    <sec id="sec-5">
      <title>V. CONCLUSION</title>
      <p>Do-be-feel workshops conducted with adults helped to
discover the needs and preferences that adults have for
physical activity app. These findings are valuable input for
developers who want to improve their existing app or develop
a new one.</p>
    </sec>
    <sec id="sec-6">
      <title>ACKNOWLEDGMENT</title>
      <p>We thank all the participants of workshops for their
valuable input and time.</p>
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    </sec>
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