Participatory design |
A design process in which a product's users actively contribute to its design (Johnson, 1998). |
Clinical aims |
Intervention content that is intended to promote changes in behavior or relevant antecedents of behavior (Mohr et al., 2014). |
Usage aims |
Intervention features that are intended to increase engagement with the intervention (Mohr et al., 2014). |
Human-computer interaction |
A field that involves studying how users interact with computer systems (Card et al., 1983). |
User experience |
A field devoted to understanding what interacting with a product feels like to a user (Rogers et al., 2011). |
Persona |
Specific representations of potential users intended to personify these characteristics and provide a realistic, detailed model the design team can empathize with. |
End goal |
A user's specific motivations for engaging with a product (Cooper et al., 2007). |
Experience goal |
What a user might want to feel when using a product (Cooper et al., 2007). |