Analysis of the user experience (UX) of a fitness app by gender

  1. Catalán Ubero, Antonio José 1
  2. Valcarce-Torrente, Manel 2
  3. Gálvez-Ruiz, Pablo 2
  4. Angosto, Salvador 3
  5. García-Fernández, Jerónimo 1
  1. 1 Universidad de Sevilla
    info

    Universidad de Sevilla

    Sevilla, España

    ROR https://ror.org/03yxnpp24

  2. 2 Universidad Inteernacional de Valencia
  3. 3 Universidad de Murcia
    info

    Universidad de Murcia

    Murcia, España

    ROR https://ror.org/03p3aeb86

Revista:
Cultura, ciencia y deporte

ISSN: 1696-5043

Año de publicación: 2024

Volumen: 19

Número: 60

Tipo: Artículo

DOI: 10.12800/CCD.V19I60.2098 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: Cultura, ciencia y deporte

Repositorio institucional: lock_openAcceso abierto Editor

Resumen

Fitbe es una herramienta tecnológica que facilita la gestiónintegral de espacios deportivos y supone una ayuda en lapráctica de actividad física para sus usuarios. La experienciadel usuario es un aspecto clave a tener en cuenta a lahora de adoptar el uso de herramientas tecnológicas. Elobjetivo general es analizar la experiencia de usuario decentros deportivos con la fitness app Fitbe, así como examinar la intención de uso y de ejercitarse con la app enel futuro según el género, la edad y el nivel de estudios.Se utilizó una muestra de 174 personas (53 hombres y121 mujeres). Se utilizó el cuestionario de experiencia delusuario (UEQ). Los resultados mostraron que las cualidadespragmáticas tuvieron valores superiores que las cualidadeshedónicas, existiendo diferencias estadísticamentesignificativas según género y nivel educativo, pero no poredad. La segmentación de los usuarios según su nivel deintención de uso de la app Fitbe identificó tres grupos. Elgrupo mayoritario mostró una alta intención de uso de laapp y estuvo formado por mujeres de edad media. Los desarrolladores de apps de fitness deberían tener en cuenta la experiencia del usuario a la hora de diseñar y desarrollar las apps de fitness, teniendo en cuenta la inclusión de gamificación para mejorar la experiencia del usuario.

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