Exploring User Needs in the Development of a Gamification-Based Child Oral Health Application Using a User-Centered Design Approach: A Qualitative Study

Abstract Background The demand for health promotion programs targeting healthy populations has increased in recent years. Mobile applications are increasingly used to support disease prevention, risk-factor management, physical activity promotion, dietary improvement, weight management, and reducing smoking, stress, depression, and obesity. The World Health Organization (WHO) defines mobile health (mHealth) as a broad field that uses smartphones, personal digital assistants, wireless monitoring devices, and other mobile technologies to support public health and medical practices. mHealth has the potential to improve healthcare delivery by expanding access to health-related services. Purpose This study aimed to identify the theoretical frameworks and adaptive elements to developing an oral health application for children aged 7–9 years. Methods This study employs a qualitative method with in-dept interview technique to explore informants' opinions regarding application development. The sampling technique used in this study is purposive sampling. The study sample consisted of six groups: pediatric dentists, psychologists, UI (User Interface) and UX (User Experience) experts, mobile application experts, a parent group, and a children group. The total sample size was 43 individuals. Results The participants identified several essential application features, including interactive toothbrushing tutorials, reminders, reward systems, engaging visual elements, personalization, and parental involvement. The HBM constructs were translated into application components through cues to action, feedback mechanisms, and motivational strategies that encourage oral hygiene behaviors. Conclusion This study identified critical features for developing a gamification-based oral health application for children aged 7–9 years using the HBM as a theoretical foundation. The findings highlight the importance of interactive education, behavioral reminders, reward mechanisms, personalized experiences, engaging visual designs, and parental support in promoting children's toothbrushing behaviors.

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Publication Details

Journal
Research Square
Published
2026-11-09
DOI
https://doi.org/10.21203/rs.3.rs-11343759/v1
Primary Topic
Mobile Health and mHealth Applications
Type
preprint
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preprint

Exploring User Needs in the Development of a Gamification-Based Child Oral Health Application Using a User-Centered Design Approach: A Qualitative Study

Risqa Rina Darwita, Ivana Abigayl, Melissa Adiatman
Research Square
Mobile Health and mHealth Applications
preprint

Exploring User Needs in the Development of a Gamification-Based Child Oral Health Application Using a User-Centered Design Approach: A Qualitative Study

Risqa Rina Darwita, Ivana Abigayl, Melissa Adiatman
preprint en

Abstract

Abstract Background The demand for health promotion programs targeting healthy populations has increased in recent years. Mobile applications are increasingly used to support disease prevention, risk-factor management, physical activity promotion, dietary improvement, weight management, and reducing smoking, stress, depression, and obesity. The World Health Organization (WHO) defines mobile health (mHealth) as a broad field that uses smartphones, personal digital assistants, wireless monitoring devices, and other mobile technologies to support public health and medical practices. mHealth has the potential to improve healthcare delivery by expanding access to health-related services. Purpose This study aimed to identify the theoretical frameworks and adaptive elements to developing an oral health application for children aged 7–9 years. Methods This study employs a qualitative method with in-dept interview technique to explore informants' opinions regarding application development. The sampling technique used in this study is purposive sampling. The study sample consisted of six groups: pediatric dentists, psychologists, UI (User Interface) and UX (User Experience) experts, mobile application experts, a parent group, and a children group. The total sample size was 43 individuals. Results The participants identified several essential application features, including interactive toothbrushing tutorials, reminders, reward systems, engaging visual elements, personalization, and parental involvement. The HBM constructs were translated into application components through cues to action, feedback mechanisms, and motivational strategies that encourage oral hygiene behaviors. Conclusion This study identified critical features for developing a gamification-based oral health application for children aged 7–9 years using the HBM as a theoretical foundation. The findings highlight the importance of interactive education, behavioral reminders, reward mechanisms, personalized experiences, engaging visual designs, and parental support in promoting children's toothbrushing behaviors.

Research Square
University of Indonesia (ID)
Mobile Health and mHealth Applications
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