Usability Evaluation of a Mobile Exergame Application for Older Adults to Encourage Physical Activity: Mixed-Method Approach

Naincie Pindeh (1), Azrina Kamaruddin (2), Noris Mohd Norowi (3), Rahmita Wirza (4)
(1) Faculty of Computer Science & Information Technology, Universiti Putra Malaysia, Selangor, Malaysia
(2) Faculty of Computer Science & Information Technology, Universiti Putra Malaysia, Selangor, Malaysia
(3) Faculty of Computer Science & Information Technology, Universiti Putra Malaysia, Selangor, Malaysia
(4) Faculty of Computer Science & Information Technology, Universiti Putra Malaysia, Selangor, Malaysia
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N. Pindeh, A. Kamaruddin, N. Mohd Norowi, and R. Wirza, “Usability Evaluation of a Mobile Exergame Application for Older Adults to Encourage Physical Activity: Mixed-Method Approach”, Int. J. Adv. Sci. Eng. Inf. Technol., vol. 15, no. 2, pp. 555–562, Apr. 2025.
Engaging older adults in physical activity is crucial for improving their health and quality of life. Mobile exergames, which combine exercise and interactive gaming, offer a promising solution to enhance physical activity among this demographic. However, the usability of such applications is a critical factor in their adoption and effectiveness. This study evaluated the usability of a mobile exergame application designed to promote physical activity in older adults, using a mixed-method approach that combined quantitative and qualitative data. A total of 33 participants aged 55 and above were recruited, primarily from the University of the Third Age (U3A) Malaysia. The usability evaluation involved remote individual testing sessions and focus group discussions to gather participant’s user experience. The System Usability Scale (SUS) was employed to assess the app’s usability quantitatively, while thematic analysis of focus group feedback provided qualitative insights into ease of use, functionality, and design. The results indicated high usability, with an overall SUS score of 93.4, reflecting strong user satisfaction. Participants found the app intuitive and accessible, with high task completion rates. Areas for improvement were also identified, including the need for customization options, streamlined navigation for complex tasks, and the incorporation of gamification elements to enhance user engagement and motivation. This study provides valuable insights into the design and usability of mobile exergame applications for older adults, highlighting the importance of user-friendly interfaces and personalized features. Future research suggests exploring the long-term use of such applications and adapting them for older adults with physical limitations.

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