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Running Head: DEVELOPMENT OF A GAMIFIED ADHD APP 1
How ADHD Children’s Views and Experiences with Technology Can Guide the Development of
a User-Centered Gamified Behavior Management App
Laszlo Pokorny
New Jersey City University
Author Note
Laszlo Pokorny, Department of Educational Technology, New Jersey City University
Correspondence concerning this article should be addressed to Laszlo Pokorny, 37 West Long
Drive, Lawrenceville, NJ 08648. Contact: [email protected]
DEVELOPMENT OF A GAMIFIED ADHD APP 2
How ADHD Children’s Views and Experiences with Technology Can Guide the Development of
a User-Centered Gamified Behavior Management App
CHAPTER 1: INTRODUCTION
Introduction
Attention Deficit Hyperactivity Disorder (ADHD) is a widespread psychiatric disorder
that affects eleven percent of American children (Barkely, 2006; Visser et al., 2014). This
prevalence rate is consistent with global epidemiological data and findings reported by Faraone
et al. (2003), Polanczyk et al. (2007, 2014), and Willcut (2012). ADHD has a higher prevalence
in boys (1 in 5 boys) verses girls (1 in 11 girls) (Visser et al., 2014).
ADHD children struggle with academics due to challenges with academic engagement
and inability to focus on rules and instructions (Teta, 2008; Brown, 2013). The impact of ADHD
on children’s lives goes beyond the classroom, which is why social problems, drug abuse,
depression, and anxiety disorders are disproportionately high among this population (Evans et
al., 2005).
Research has linked ADHD to impaired executive functions, which are commonly
referred to as the management system of the brain (Brown, 2013). The relationship between
executive function impairment and ADHD has given rise to a new understanding of the
disorder’s physiological and psychological foundations. Rewards processing is among the
components of executive functions that plays a significant role in motivation. Due to impairment
in rewards processing, children with ADHD typically lack motivation to engage in activities that
require concentration for extended periods; therefore, interventions involving continuous and
immediate rewards have been developed to help sustain motivation and engagement for longer
periods (Brown, 2013; Dovis et al., 2015).
DEVELOPMENT OF A GAMIFIED ADHD APP 3
Gamification applies game elements in educational contexts in order to create more
engaging learning experiences (Dicheva, 2015; Kapp, 2012). In the current age of smartphones
and tablets, a broad range of gamified mobile applications have been developed in the areas of
education, training, time management, health, and more. Game elements have also been
introduced to apps developed specifically for disabled persons, including those with ADHD.
Research has revealed these apps have varying degrees of effectiveness.
User-centered design (UCD) is an approach that relies on end-users to guide the design
process (Abras et al., 2014). A key component of effective development of new technologies is
understanding the user’s needs and interests. In developing mobile applications, this involves
understanding potential users’ views and experiences with technology.
Statement of the Problem
There is currently no formalized research-based framework for development of gamified
mobile applications for ADHD. A literature search revealed a lack of published research
exploring ADHD children’s technology habits, their perceptions of apps and software, and
whether their views and ideas are being used to guide app design and development. An
understanding of ADHD children’s views and experiences with technology would help guide a
user-centered approach to developing an app for this population (Abras, 2004). Due to their
unique characteristics, it would be valuable for researchers, educators, and technology
developers to know the specific needs and desires of this population to guide the app
development process.
Purpose
This qualitative study aims to shed light on how children with ADHD view and
experience apps and mobile technologies in order to guide the development of a gamified
DEVELOPMENT OF A GAMIFIED ADHD APP 4
behavior management app. The purpose of this research is to contribute new understanding in the
following three areas.
Improving lives of children with ADHD
Improving technology development
Informing policy decisions
Improving Lives of Children with ADHD
There is little research on how children and young adults with ADHD utilize the web and
mobile technologies and its value or usefulness in their everyday lives. Although ADHD-focused
programs and apps have been developed, tested, and reported upon in literature, there is a lack of
exploration and analysis of children’s views and opinions regarding these web-based and mobile
technologies. This research seeks to amend this situation by exploring how children with ADHD
relate to their condition, how they utilize mobile technology and the internet in ADHD and non-
ADHD related situations, and what new ADHD based technological innovations they think
would be useful to them, by engaging in in-depth discussion and eliciting suggestions and
feedback.
Improving Technology Development
Studies on web-based programs and mobile apps for ADHD have primarily analyzed
these technologies through the lens of a researcher, clinical practitioner, or educator. An ADHD
technology development framework that is based upon the views, opinions, and needs expressed
by ADHD children would contribute to a user-centered technology design approach for this
population. Children’s views are vital because they have a drastically different understanding
and experience with technology than parents or practitioners. Due to the proprietary nature of
commercially available technologies, there is a lack of available research regarding design and
DEVELOPMENT OF A GAMIFIED ADHD APP 5
development of ADHD-related apps. One of the aims of this study is to contribute to the creation
of a user-centered design and development framework for these technologies.
Informing Policy Decisions
Morse (2012) asserts that qualitative health research is undertaken to gain insight to the
patient’s perspective (Pulman, 2016). The current study aims to provide children with ADHD the
opportunity to share their opinions through interviews, which can be utilized to develop user-
centered technological innovations. In addition, the qualitative findings from this study could
potentially influence future policy regarding ADHD children’s needs and problems experienced
with technology.
Research Questions
This qualitative study addresses two research questions. The aim of this study is to discover
ADHD children’s views and experiences with apps and mobile technologies in order to guide the
development of a gamified behavior management app. The research seeks to answer the
following two research questions.
1. How do children with ADHD utilize technology in their lives and in relation to their
disorder?
2. How can the views and experiences of ADHD children inform the development of a user-
centered gamified behavior management app?
DEVELOPMENT OF A GAMIFIED ADHD APP 6
CHAPTER 2: LITERATURE REVIEW OUTLINE
Relevant Research
ADHD and Gamification
Retalis et al. (2014) published pilot study results on Kinems Mathloons and SpaceMotif
educational games’ impact on executive function and educational results of ADHD children.
Results show statistically significant gains in executive functions (focus and impulsive
behaviors) and learning outcomes.
Ranathunga et al. (2014) presented a summary of the design, development, and functions
of a gamified online mathematics program for children with ADHD. The paper does not indicate
any user input to the design and development process.
Wronska et al. (2015) explored the impact of an app designed to maintain ADHD
children’s attention while engaged in reading comprehension exercises. The publication provided
no indication of whether user input was utilized to guide the design process; however, the study
conducted qualitative satisfaction and usability surveys with users after the app was developed.
Tan et al. (2012) examined the impact of two gamified English language learning
computer programs (Nessy Learning Programme and Wordshark) on elementary school student
outcomes. Significant improvement in student behaviors and attention were reported.
Bruhn et al. (2017) examine twelve gamified educational apps that were shown to positively
impact motivation and engagement of special needs children. The authors introduce three
effective components (challenge, contextualization, control) that explain how apps impact
student motivation.
E-Therapy
DEVELOPMENT OF A GAMIFIED ADHD APP 7
Bul et al. (2015) assert that children with ADHD have an interesting ability to play video
games for hours even though they have difficulty with maintaining attention while engaged in
other activities. They further assert the mental health profession has capitalized on this unique
situation by designing gamified computer-based psychotherapy programs for ADHD.
Dovis et al. (2015) explain improved motivation in ADHD children during video game
play resulting from striatal dopamine release while gaming. The researcher designed and
developed Braingame Brian, a gamified executive training program for ADHD. Teacher’s
reported significant improvement in ADHD related behaviors among children who use the game.
The research did not indicate users being involved in the design and development of the app.
Bul et al. (2015) developed Plan-it Commander, a gamified computer-based program
designed to improve time organization, plan-making, and social abilities in ADHD children.
User feedback was collected and analyzed, but there was no indication whether users were
involved in the initial design of the app.
Dovis et al. (2012) looked at the motivational impact of money compared to video games.
Their findings reveal ADHD students’ motivation levels in response to gaming is comparable to
a 10-euro incentive.
Prins et al. (2011) assessed the motivational impact and training outcomes of a gamified
computer-based working memory trainer on ADHD children. Increased time-on-task and
improved training outcomes were realized by those participants who received the gamified
training.
Apps
Kumaragama et al. (2015) examined 32 mobile health apps for ADHD. The apps fell
under 10 functional categories including education, productivity, strategies, and reminder. The
DEVELOPMENT OF A GAMIFIED ADHD APP 8
study reaches the conclusion that there are inexpensive and effective life-managing apps
designed for ADHD currently available.
Schuck et al. (2016) develop a behavior management app designed to impact ADHD
children’s self-regulation. There are no gamified elements in this app. This mixed methods study
indicates that students were involved in design and development of the app; however, details
regarding how they contributed to the process are lacking. Qualitative user survey data is
analyzed to determine usability. Qualitative findings indicate a user-friendly design, and teacher
survey responses reveal the app was non-disruptive in a classroom setting.
Vogelgesang (2015) conducted a mixed methods study on the impact of a behavior
management app on students with behavioral challenges. The main objective of the research was
to examine the relationship between the use of the app and students’ academic engagement.
Qualitative data is gathered from teacher interviews, a journal, and open-ended questions on a
survey. Qualitative user feedback is not collected from student participants at any point during
the research. Teacher feedback shows consistently positive ratings on this behavior management
intervention.
Virtual Rewards
Rominus et al. (2014) conducted a mixed methods study examining the impact of
GraphoGame virtual rewards on motivation. Tokens are earned by users as they complete
reading assignments, and the players use the tokens to buy access to “reward games”. Qualitative
data from parent and user questionnaires showed improved concentration levels in response to
virtual rewards.
Denny (2013) conducted a mixed methods study examining the impact of virtual badges on
student motivation. Students’ time-on-system and total answered questions were retrieved from
DEVELOPMENT OF A GAMIFIED ADHD APP 9
the program and analyzed. A significant increase in time-on-system and total questions answered
was realized with the use of virtual badges. Qualitative data on user feedback was collected;
however, there was no discussion of whether and how the feedback will be used to improve the
program.
User-Centered Design
Abras et al. (2004) provide an overview of user-centered design, including its history,
methods for involving users in design, usability testing, participatory design, advantages and
disadvantages, and examples of user-centered design. One of the methods for involving users in
the design process is to conduct interviews to determine users’ needs and expectations, and to
provide feedback on prototypes and the final product. Participatory design has users involved
throughout the design and development of the product. Some of the advantages of user-centered
design include the development of more effective products, improved user satisfaction, products
require less redesign, more creative design solutions.
Druin (1999) created a design approach called cooperative inquiry, which enables
children to provide input during the entire technology development process. Cooperative inquiry
is grounded in the theory of participatory design. Cooperative inquiry embodies the following
three vital aspects; “1) a multidisciplinary partnership with children, 2) field research that
emphasizes understanding context, activities, and artifacts, 3) iterative low-tech and high-tech
prototyping” (Druin, 1999). The researcher includes two case summaries involving cooperative
inquiry.
Pulman (2016) uses a patient-centric approach to design an app for diabetic young adults.
The qualitative research begins with exploring participants’ lifeworld, or lived experience with
their disorder, and then examines their views and perspectives on technology. Ideas are
DEVELOPMENT OF A GAMIFIED ADHD APP 10
generated from the qualitative interviews which are then fed in to the app design and
development process. An app prototype is created, and qualitative interviews are conducted to
obtain users’ feedback on the prototype. After launching the app, new users are recruited to
provide feedback through a questionnaire and qualitative interview regarding their experiences
with the app.
Lifeworld
Hemingway (2011) argues that lifeworld-led healthcare is a way to humanize healthcare
and bring “caring” back in to a system that tends to rely on superficial quality measures and
focuses on decontextualized goals. Lifeworld is comprised of five elements; temporality,
spaciality, intersubjectivity, embodiment, and mood. Temporality is the human experience of
time. Spaciality is the human experience of our environment. Intersubjectivity is the
psychological relation between people. Embodiment is the role that the body plays in shaping the
mind. Mood reveals the meaning of our situation (Hemingway, 2011).
Summary
The reviewed literature covers several areas that are relevant to the current study.
Literature pertaining to apps helped to guide this research by revealing methods and approaches
that have, and have not, been taken to understand app usage and development by ADHD
children. Literature on gamification highlighted the potential of game elements to make an
impact on the motivational and academic outcomes of this population. The reviewed publications
on user-centered design and lifeworld contributed to how the researcher approached the current
qualitative study. The discovery of a lack of published research on a user-centered design
approach to developing technologies for children with ADHD prompted the pursuit of the
current study.
DEVELOPMENT OF A GAMIFIED ADHD APP 11
CHAPTER 3: RESEARCH METHODOLOGY
Introduction
This section provides a description of the methodology employed in this study. This
qualitative study aims to discover ADHD children’s views and experiences with apps and mobile
technologies in order to guide the development of a gamified behavior management app. The
objective of this study is to develop a mobile application for children with ADHD guided by
user-centered design principles, which emphasize direct involvement of end-users in the design
process (Abras, 2004; Pulman, 2016). User-centered design stands in contrast to traditional
software design methods that are primarily concerned with the engineers’ perspective (Abras,
2004).
The idea to investigate ADHD children’s use of mobile technology and apps was
prompted by a lack of published studies considering their views on the use of such technologies
to support their condition. Therefore, one of the goals of this research is to gain insight to how
the use of mobile technologies and apps has impacted these children’s lives. The research seeks
to explore and understand these children’s feelings about their use of technology and how they
perceive its impact on their lives. Additionally, the research seeks to explore what these children
feel about their use of technology in relation to their disorder, and whether it facilitates their
awareness and proactivity in addressing their disorder. This information is gathered through
qualitative interviewing to achieve an in-depth understanding of their daily experiences using
technology in their lives and relating to their condition. Using user-centered design principles,
this data, in addition to research participants’ input on design and usefulness of app prototypes,
will be used to guide the app development process. The research aims to provide new
understanding in the following areas.
DEVELOPMENT OF A GAMIFIED ADHD APP 12
Improving lives of children with ADHD
Improving technology development
Informing policy decisions
Research Objectives
The research objectives are as follows.
1) To investigate ADHD children’s views on their daily experiences with mobile
technologies and apps.
2) To develop an understanding of whether, and how, these children use mobile
technologies and apps in relation to their disability for:
a. Searching for information
b. Communicating their experiences
c. Managing information
d. Education and training
e. Managing symptoms, stress, and behaviors
3) To use data from phase 1 qualitative interviews to develop a prototype gamified behavior
management app.
4) To collect and analyze data from phase 2 observations and qualitative interviews
regarding user feedback on the prototype.
5) To refine, develop, and launch the most effective app based upon user suggestions and
feedback.
6) To collect and analyze phase 3 data regarding user feedback from non-Phase I & II
participants after launch.
DEVELOPMENT OF A GAMIFIED ADHD APP 13
Qualitative Approach
Qualitative research has been used to examine people’s feelings, perspectives, and
beliefs, and to discover participants’ responses to their ailments and disorders and how they
understand and view the role of their disorder in their lives (Cooper et al., 2007). Qualitative
research has been increasingly applied to disorder-related behavioral research (Pulman, 2016).
Regarding the application of this research method to healthcare, Patton (1990) asserts qualitative
research is an effective and proper means for enabling patients to communicate their thoughts
and concerns. Further, by investigating patients’ perceptions, views, motivations, and desires,
Ritholz et al. (2011) posits that qualitative research can aid clinicians in finding answers to
questions that might not be answered by quantitative methods. Although a broad array of mobile
apps has been developed specifically for ADHD, there is a lack of published qualitative research
on how children users of these technologies, and mobile apps in general, perceive and respond to
these apps. This realization provided justification to undertake this qualitative study to gather
data on the views and experiences of children with ADHD, and learn how they use apps and
mobile technologies for ADHD and non-ADHD related activities.
Generic Qualitative Inquiry Approach
This study is concerned with the practical application of what is learned from participants’
views and experiences with mobile apps and technology to design a user-centered gamified
behavior management app. Patton (2015) describes generic qualitative inquiry as an approach
that uses qualitative methods such as in-depth interviews “to answer straightforward questions
without framing the inquiry within an explicit theoretical, philosophical, epistemological, or
ontological tradition”. Patton (2015) describes a truly practical side to qualitative methods that
simply entails using skill to ask questions of participants of interest in real-life settings to solve
DEVELOPMENT OF A GAMIFIED ADHD APP 14
issues or improve systems. Merriam (1998) characterizes generic qualitative research as studies
that align with the methods of qualitative research, but instead of concentrating on culture, like
ethnography, or constructing theory, like grounded theory, they “simply seek to discover and
understand a phenomenon, a process, or the perspectives and worldviews of the people involved”
(Pulman, 2016). A goal of this study is to develop a deep understanding of the views of children
with ADHD and generate insight to their daily experiences with ADHD and how they use mobile
technologies and apps in all aspects of their lives, including in relation to their disorder.
Furthermore, the research seeks to apply this information to build a new technology utilizing
user-centered design principles to guide the design, development, and post release evaluation of
the app. The information being sought from participants requires freedom to explore the breadth
of participants’ diverse experiences, as well as the flexibility to dig deep when exploring specific
thoughts and experiences. A generic qualitative approach allows for achieving breadth of
information in exploring participants’ range of experiences, while also developing depth of
understanding specific recollections (Pulman, 2016). A consistent epistemological and
methodological standard for generic qualitative research, comprised of four key requirements,
was outlined by Caelli et al. (2003) (Pulman, 2016). They put forth the following essential
components that should be clearly articulated when using this approach.
1) Statement of Theoretical Position
2) Consistency between methodology and method
3) Clear explanation of how rigor will be maintained
4) Articulation of analytical lens (Caelli et al., 2003; Pulman, 2016)
DEVELOPMENT OF A GAMIFIED ADHD APP 15
Theoretical Position
A researcher’s experiences and views impact all aspects of their approach to research,
including their choice of research topic, perspective on the subject, investigational methods,
findings that are deemed relevant, and the conclusions that are drawn (Malterud, 2001; Pulman,
2016). The current study merges themes of ADHD behavioral interventions, gamification,
technology, and user-centered design to present an original exploration of a subject that has not
received attention in published research. The following paragraphs detail the researcher’s
reflection on his own personal, professional, and academic background, and how he arrived at
his theoretical position.
As someone personally affected by ADHD, the researcher has great sympathy and
interest in helping this population overcome their shortcomings and maximize their potential for
success in education. The researcher has read publications noting the ability of ADHD children
to engage with video games and technology for extended periods without losing attention (Bul et
al., 2015; Dovis et al., 2015). He is also aware of studies that examine the impact of gamified
technologies on ADHD therapy outcomes and academic and behavioral intervention results
(Dovis et al., 2015; Prins et al., 2011; Vogelgesang, 2015). Through these studies, his own
experiences, and observations of his students, the researcher recognizes the potential of
technology to improve the lives of those affected by ADHD.
Children with ADHD have a unique worldview, specifically regarding their behavior and
educational experiences (Dwivedi et al., 2005; Lange et al., 2010; Moon, 2010; Mueller et al.,
2012). The researcher believes this unique perspective, along with ADHD children’s views on
technology, should be taken in to consideration to guide the design of user-centered mobile
applications for this population. User-centered design is a consistent theme in this research
DEVELOPMENT OF A GAMIFIED ADHD APP 16
because the researcher’s experience in product development instilled a sense of importance in
considering the users’ needs and desires in making products. Through the researcher’s own
experience, he understands the challenge of overcoming ADHD behaviors, which are
symptomatic of executive function impairments associated with the disorder; therefore, the
ultimate objective of this research is to use lessons learned from ADHD children to develop an
app that will help these children track and manage their behaviors. The aims of the current study
are as follows.
Achieve an in-depth understanding of the perspective of children with ADHD and join
and assemble their opinions and reflections in to a comprehensive view of their daily
experiences with ADHD and how they use apps and mobile technologies related to, and
unrelated to, their disorder.
Apply this newly developed insight to guide the design and development of a user-
centered gamified behavior management app.
Consistency Between Methods and Methodology
Caelli et al. (2003) argue that description of the methods used in generic qualitative
research should be sufficiently detailed to distinguish them from methods used in other
qualitative methodologies. Methodology reflects a desire to build a specific type of knowledge
and embodies theoretical frameworks that guide the research process (Pulman, 2016). Methods
are the tools and techniques used to collect data. The following paragraphs discuss methodology
and methods used in the current study and address the issue of consistency.
Husserl was a philosopher and mathematician who expressed concern that quantitative
measures ignored aspects of human experience (Hemingway, 2011). He defines “our world as
textured, embodied and experienced by us and through us” (Husserl, 1970; Hemingway, 2011).
DEVELOPMENT OF A GAMIFIED ADHD APP 17
Husserl discussed lifeworld as “the world of lived experience” (Husserl, 1970; Pulman, 2016).
Lifeworld-led healthcare arose out of Husserl’s work and argues that when Lifeworld is ignored,
and healthcare becomes fixated on decontextualized and superficial measurements, then research
and practice become dehumanized (Hemingway, 2011). The importance of lifeworld in
humanizing the research and development of a technology meant to impact the lives of ADHD
children is what drives this research. Collecting, analyzing, and using ADHD children’s views,
opinions and lived experiences to guide the design of a technology humanizes research and
development of products for this special population.
User-centered design describes a design process in which end-users are involved in
product development. UCD entails a broad philosophical approach and utilization of diverse
methods to design products. There are many ways that users can be involved in UCD. Some
UCD processes only involve users when they assess their needs at specific times during the
design phase, whereas other UCD approaches have users intimately involved as partners
throughout the design phase (Abras, 2004). The current research aligns with UCD philosophy
and adopts UCD methods by collecting qualitative data from targeted end-users to understand
their needs and interests in order to directly inform the design of a new technology. The
participants are also involved during the development phase as they provide qualitative feedback
on the app prototypes, which facilitates refinement of the design.
Sampling
The sampling strategy targets children ages eleven to thirteen diagnosed with ADHD.
This age range is chosen because children from the current junior high school owned a personal
mobile device or tablet computer since fifth grade or age 10, which allows them at least one year
to develop a familiarity and routine with these technologies. Non-random convenience sampling
DEVELOPMENT OF A GAMIFIED ADHD APP 18
is used to select participants from the population. A purposeful, non-randomized, sampling
strategy is utilized to select participants who have knowledge and experience in the area of
interest. For collection of lifeworld data, needs and interests data, and prototype feedback,
participants are recruited from a special school that caters to children with ADHD. Candidates
are considered eligible for the study if they have an ADHD diagnosis and are within the specified
age range. Recognizing that a small number of participants from the same school could not result
in generalizable findings, the researcher intends to address this limitation by recruiting post-
launch registered app users from outside the current school to provide feedback and broader
perspective. Post-launch participants must meet the same ADHD diagnosis and age requirements
as the original participants.
Recruitment of participants starts with introduction of research to school principal, a
letter of request for permission to conduct the research at the school (See Appendix A), and
distribution of flyers and consent forms (See Appendix B) to teachers of 6th, 7th, and 8th grade
homeroom. Students are encouraged to take the flyer and consent forms home to their parents,
read it together, contact the researcher with any questions, and sign the form and mail, fax, or
email it to the researcher if they agree to participate. The information includes a statement that
participation is strictly voluntary, and participants can drop out at any time without
repercussions. Upon acceptance, the researcher contacts the participants to schedule interviews
and then makes arrangements with administration to secure a space for conducting interviews in
the school.
Post-launch participants are recruited through the app using the same information and
consent form provided in the original form in Appendix B. Upon receiving completed online
forms, interviews are scheduled via email. Post-launch participants must meet the same ADHD
DEVELOPMENT OF A GAMIFIED ADHD APP 19
diagnosis and age requirements as the original participants. Due to the risks posed by online
recruitment, the researcher follows guidelines put forth by Martinez et al. (2014) to maintain
confidentiality and reduce the risk of bias (Pulman, 2016).
Sample Size
Sample sizes are generally small in qualitative research because the focus is often on
deep exploration of information rich cases. Rather than focusing on generalizable findings,
purposeful sampling emphasizes the importance of collecting rich data and revealing the ideas
and perspectives of participants (Patton, 2015; Pulman, 2016). The current research aims to reach
a saturation point, where the sample size results in obtaining robust data with the emergence of
stable themes, and where further sampling does not reveal new information (Pulman, 2016;
Holloway, 2008). The target sample size (n=20) is comprised of five boys and five girls for
lifeworld interviews and design and development input, and five boys and five girls for post-
launch feedback.
The researcher will determine if saturation point has been reached with this sample size
upon analyzing interview responses and achieving a clear understanding of the perspectives and
experiences of ADHD children and what sort of technologies would be useful to them.
Methods
Qualitative Interviews
The researcher conducts comprehensive, 45-minute, semi-structured interviews, which
are used when the questions are known, but the answers are not (Patton, 2015). Primary
questions are asked in the same sequence in all interviews and answers to open-ended inquiries
can be probed for further information (Pulman, 2016). In-depth interviews are conducted when
information is sought on individual’s own experiences with a specific issue by recording their
DEVELOPMENT OF A GAMIFIED ADHD APP 20
stories. (Patton, 2015). Individual interviews are selected over focus groups because the age
range, maturity, and distractibility of participants might compromise the quality of results
(Pulman, 2016). In addition, children who are interviewed in a focus group setting might feel
hesitant to reveal their true feelings in front of peers. A semi-structured interview outline,
including broad questions and areas of focus, was developed (Appendix C); however, there was
room left for improvisation during the interview to address expected and unexpected responses.
The aim of each interview is a detailed examination of specific areas relevant to the participant’s
experience and its bearing on the research questions and objectives (Pulman, 2016).
Phase I: Interview Process for Lifeworld Understanding and Ideas Generation
The interview begins with the following broad question.
Can you tell me about the first smartphone or tablet that you owned?
The interview begins by discussing technology and then transitions to how technology relates to
their disorder and everyday life (Pulman, 2016). After discussing smartphones or tablets, the
discussion moves to cover all technologies that the participant interacts with, including usage of
the internet, email, Google, and social media. Then, when suitable, the researcher poses a
question regarding the interviewee’s diagnosis of ADHD, which will lead the participant to talk
about their disorder and whether they use technology related to their ADHD. The interview will
delve in to exploring varying aspects of their daily experiences with ADHD, including social
aspects, education, and family relationships, and whether they ever used technology in relation to
their disorder. As the interviewee discusses problems they experience due to their disorder, the
interviewer elicits ideas that the participant thinks could improve their life, and whether
technology could potentially help.
DEVELOPMENT OF A GAMIFIED ADHD APP 21
The interviewer will follow best practice guidelines put forth by Patton (2015) for
conducting qualitative interviews. For example, the interviewer will refrain from asking leading
questions and avoid overly complex questions by sticking to simple and clear wording (Pulman,
2016). Furthermore, the interviewer will always listen to the full response and avoid making
judgements about responses. Immediately following each interview, the researcher spends time
reflecting on the interview during transcription (Patton, 2015).
Interviews are closed out with one last question as follows.
The final question I have for you is….
After the participant’s response to this question, the interviewer summarizes the main points and
gives an opportunity for the interviewee to clarify or add to a particular area that had already
been discussed. Upon conclusion of the interview, the researcher thanks the participant and
notifies them that the finalized study will be made available to them upon request.
MethodsPre-interview – Phase I:Design qualitative interview method and write semi-structured questions. Interviews – Phase I:Conduct in-depth qualitative interviews.Generate Ideas – Phase I:Use qualitative findings to generate ideas for creating app prototype
Table 1. Methods Summary Table: Lifeworld Understanding and Ideas Generation
Phase II - User-Centered Design and Pre-Launch Feedback
Ideas for prototype app design are generated from qualitative interviews in Phase I. Upon
completion of the first app prototype, developed using ideas provided by participants in Phase I
interviews, the app is uploaded to a suitable device (e.g. iPod Touch, iPhone, Android device)
and presented to research participants for use. The app is built using Altova MobileTogether®
DEVELOPMENT OF A GAMIFIED ADHD APP 22
app development software, which is purchased and download on to the researcher’s PC. The
software supports all mobile platforms include IOS and Android.
Phase II qualitative interviews dedicate a portion of the interview to allowing participants
to share their feelings and provide meaningful feedback on the prototype. Faulkner (2000)
emphasizes the importance of unstructured interviews in usability engineering for obtaining
valuable information that the interviewer might not expect (Pulman, 2016). These interviews
allow for capture of positive and negative remarks on the prototype which are then utilized in
refinement of design and development. This is consistent with user-centered design (Abras,
2004).
Phase II - Observation of Participants Using App Prototype
In addition to interviewing participants to obtain feedback on the prototype, the research
observes the participants using the app for a short duration. The observer focuses on how the
users interact with the app, and whether they experience any problems while navigating the app.
(See Appendix E) This observational approach also aligns with user-centered design (Abras,
2004).
DEVELOPMENT OF A GAMIFIED ADHD APP 23
Anticipated
Timeframe
Methods
Months 1-3
Phase I- Conduct qualitative interviews. - Analyze and interpret qualitative data. - Generate ideas for app design.
Months4-5
Design and develop prototype app based upon ideas generated from qualitative interviews.
Months6-8
Phase II- Provide app to participants. - Conduct qualitative interviews regarding prototype feedback. - Observe participants using the prototype. - Analyze qualitative data. - Generate ideas for app revision.
Months9-10
Revise app design based upon ideas generated through feedback on the prototype, and develop a new version of the app.
Months11-13
Obtain Google and Apple approval. Launch app.
Month 19
Phase III- Design and develop post-launch questionnaire.- Design and develop semi-structured questions for qualitative interview.
Month20-23
- Collect qualitative data from post-launch questionnaires and interviews.- Analyze data and identify themes.
Table 2. Anticipated Timeline and Methods Summary Table: Phases I, II, & III
Obtaining Apple and Google Approval
Apple and Google provide specific app development and approval guidelines that must be met in
order to be listed on Apple’s App Store or Google Play. These guidelines cover a broad range of
topics including intellectual property, restricted content, privacy, security, deception,
monetization, ads, spam, and functionality. The developer ensures the app meets all the
requirements prior to submitting it for review. The review process must be completed prior to
listing the app through Apple or Google.
DEVELOPMENT OF A GAMIFIED ADHD APP 24
Phase III – Post-Launch Feedback Questionnaire
In order to collect feedback on the launched app, an online questionnaire is created using
an online survey company such as Survey Monkey. The questionnaire (See Appendix D) consists
of a combination of open-ended and closed questions. The open-ended questions are designed to
elicit reflective responses regarding the usefulness of the app to its users. Questions regarding
why they downloaded the app, how they’ve used it, and suggestions for improvement are
included in the questionnaire. Informed consent is obtained as the questionnaire is completed.
The questionnaire includes an invitation to participate in an interview with the researcher
regarding the app.
Phase III – Post-Launch Feedback Interviews
The questionnaire is used to identify potential interview participants. The participants
must meet the same requirements as the original set of post-launch participants, i.e. they must be
between ages 11-13 and diagnosed with ADHD. Consent forms are sent to participants
explaining the research, and returned to the researcher with a parent signature. Interviews are
conducted via Skype or WeChat. The focus of the interview is on clarifying questionnaire
responses and then asking similar questions to the Phase II pre-launch feedback interviews (See
Appendix B).
Maintaining Rigor
Reliability of the methodology is judged based upon the rigor of the qualitative study
(Caelli et al., 2003; Pulman, 2016). The four criteria that Pulman (2016) uses to establish the
rigor and validity of his qualitative research are credibility, transferability, dependability, and
confirmability. Credibility is maintained in the current study through triangulation of data
DEVELOPMENT OF A GAMIFIED ADHD APP 25
sources and methods. Participants in Phase I and II of the study provide qualitative data during
interviews conducted prior to- and after prototype development. Participants in Phase III of the
study provide qualitative data in a questionnaire and interviews conducted post-launch. The
qualitative data collected from these two separate groups of participants provides triangulation.
Transferability of the study findings are revealed through thorough exploration and
description of context (Lincoln and Guba, 1985; Pulman, 2016). The deep exploration of ADHD
children’s Lifeworld provides insight to how they interact with technology, their perceptions
regarding subjects that might have policy implications, and their ideas for creating an ideal
technology. Transferability is also maintained by clearly describing any assumptions and
limitations regarding the research (Pulman, 2016).
An audit trail is maintained to achieve dependability. Confirmability and trustworthiness
is maintained by keeping all raw data and original recordings for any potential auditor to be able
to confirm the study findings (Pulman, 2016).
Analytical Lens
The analytical lens refers to how the researcher approaches the data. The researcher seeks
to interpret the views and daily experiences of children with ADHD by utilizing personal
experience and understanding. Then the researcher aims to create a technology based upon this
developed understanding, thereby humanizing the design of a tool to help this population. This
entails identifying ideas and generating a technology-based solution from participants’
descriptive interview responses. Then applying user-centered design principles to guide the
development of a gamified behavior management app.
Analysis
DEVELOPMENT OF A GAMIFIED ADHD APP 26
Data analysis follows Creswell’s (2007) Data Analysis Spiral. The four loops of the Data
Analysis Spiral entail data management, familiarization with the data, describing, classifying,
and interpreting the data, and representing the data. In the describing, classifying, and
interpreting data loop (loop 3), coding and category formation takes place. In loop 4, the data is
presented in a table.
Phase I & II interview data is recorded using a digital recording device that can create
individual MP3 files. Each audio file is transcribed word-for-word in to a Microsoft Word
document. Phase III post-launch interview data is also transcribed in to a Microsoft Word
document. Phase III post-launch questionnaire data is transferred to a Microsoft Excel
spreadsheet. Digital data is securely stored on a private network drive, accessible only to the
researcher. Paper documents and transcripts are kept in a locked file cabinet.
During the reading and memoing step (loop 2), the researcher immerses in the data by
thoroughly re-reading the interview transcripts and making notes while reading. This step entails
the researcher becoming thoroughly familiarized with the data. Preliminary classification
schemes emerge and the researcher categorizes data in to groupings.
In loop 3, the interview data is coded using pre-set codes and emergent themes. Coding
will follow a descriptive to interpretive to pattern coding, which moves from summary to
meaning to explanation. The coding scheme will be refined throughout the coding process by
adding, collapsing, expanding, and revising the coding categories. If there is too much data under
a single code, then the code will be broken down in to sub-codes to improve organization of the
data. The approach to code will be to make the code fit the data. The researcher will make coding
notes of reactions and ideas that emerge. The coding process will enable the researcher to reveal
the richness and complexity of the in-depth interview responses.
DEVELOPMENT OF A GAMIFIED ADHD APP 27
Codes consist of words or short phrases that summarize the crux of the dialogue. After
first-round coding, Microsoft Word files are created based upon the codes, and the matching
coded information is cut and pasted in to the corresponding Word document. Groups of related
data with similar meaning are coded in multiple cycles. Once coded, those groups become
organized in similarly themed categories. Themes emerge from these groups. The themes are
then interpreted to answer the research questions.
DEVELOPMENT OF A GAMIFIED ADHD APP 28
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Appendix A
Letter of Request to Conduct Research at Winston Preparatory School
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Appendix B
Parental Consent Form
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Appendix C
Semi-Structured Interview Questions
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Phase I Qualitative Interviews – Lifeworld Understanding and Generation of Ideas
1) Can you tell me about the first smartphone or tablet that you owned?
a. Probes: How important is technology for your social life? What technologies do
you use most? How much time do you spend on your technology devices per day?
What type of video games do you like?
2) When were you first diagnosed with ADHD?
a. Probes: If it’s longer than you can remember, then how long have you been aware
that you have ADHD? How often do you think about it? What does it feel like to
have ADHD?
3) Have you used any ADHD related programs or apps?
a. Probes: Are you aware that there are apps built specifically for people with
ADHD? What do you think about these apps? Do you use your favorite
technologies to help you organize?
4) What do like best and least about the technologies that you’ve used?
a. Probes: Do you have a favorite video game? What do you like about it most?
What’s you’re least favorite technology that you use regularly. Why? If you could
invent a game or technology, what would it be? Why?
Phase II & III Qualitative Interviews – Pre-Launch and Post-Launch Feedback
1) How was your experience using the app?
a. Probes: How difficult was it to use? What did you like best about it? Was there
anything you didn’t like about it?
2) What did you think about when you used the app?
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a. Probes: Did you think about your behavior more or less than you normally
would? Why? What kind of rewards did you earn while you used the app, and
why did you earn then?
3) If there is anything you could change about the app, what would it be?
a. Probes: Is it something you think you would use again? Why or Why not?
4) Did this app have an impact on your behavior? If yes, in what way?
Appendix D
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Phase III Post-Launch User Questionnaire
Closed Questions:
1) Are you male or female?
2) Are you 11 to 13 years old?
3) Have you been diagnosed with ADHD?
Open-ended Questions:
1) Did you experience any difficulties using this app? If yes, please explain.
2) What is your favorite feature of this app?
3) What is your least favorite feature of this app?
4) What you would like changed about this app?
5) How would you improve this app?
Appendix E
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Phase II Pre-Launch Observation Sheet
Date of Observation: _______________
Location: ________________________
Observer Name: ___________________
1) How are children interacting with the app?
2) Are children experiencing any difficulties with using the app? If yes, what are they?