Article Info

The Usability Evaluation of Adolescent Depression Screening Model Using Cognitive Walkthrough

Nurul Fasihah Jamaludin, Tengku Siti Meriam Tengku Wook, Siti Fadzilah Mat Noor
dx.doi.org/10.17576/apjitm-2022-1102-06

Abstract

This study focuses on evaluating the usability of a newly developed model for depression screening. The model was designed to address the issue of adolescent motivation during the gamification-based depression screening. Depression causes adolescent to experience emotional changes including hopelessness, lack of self-confidence and a sense of worthlessness which ultimately makes them unmotivated to undergo a face-to-face depression screening in medical institution. In this regard, the model applied gamification elements comprises game mechanics and components, extrinsic and intrinsic motivational elements, and types of user. A prototype was developed to validate the generated model. Subsequently, the prototype was evaluated using the cognitive walkthrough method which examines its usability. Five respondents with expertise in the field of adolescent counselling and human-computer interaction were involved in the evaluation. The analysis found that the model has a high level of usability, as all respondents have given positive feedback on the sets of task provided. These findings validated the model in diagnosing depression through the inspection testing. It can be concluded that the model could be adopted as a guideline in developing an actual depression screening system. The model has also undergone some improvements, specifically by providing clearer details on every gamification design element involved.

keyword

usability evaluation, cognitive walkthrough, depression screening, gamification model, adolescent depression

Area

Multimedia and Usability