Table 4.
App feature/characteristic | Prototype I | Prototype II |
Challenges | Strict defined rules to reach goals | Easing the rules: More jokers for the users of the drinking world in the Big Master level |
Feedback | Visual feedback | More visual feedback, for example, a smiling avatar for rewarding consumption of water |
Feedback | Informative feedback (tips) | Optional extra button for more information, the user can choose if he/she wants more information concerning feedback |
Feedback | —a | Reflective questions in feedback, for example, What are your best tips for a friend to encourage him to drink more water? |
Feedback | — | Goal-orientated feedback: Asking an introductory question, linking the tips to the answer and thereby to the user’s goal |
Usage motivation of app | Feedback development: Focus on preintender and intender | Informative feedback focuses on intenders only, preintenders are not considered. This decision was supported by literature, as health apps are more likely used by health-conscious people [31] |
Worlds | — | Bonus worlds: Might be possible with an update of the app (menu button bonus worlds) |
Worlds | Worlds are started one after the other | The worlds can be played simultaneously |
Infothek | Point-related access or as a present | More frequently access: Through reduction of the distance of the points |
Infothek | Information about healthy snacks/drinks | Including more information about healthy snacks and drinks |
Infothek | Health, food waste, and beauty are topics | Content ideas for the following topics: (1) Health : Where does enjoyment of taste start and where does it end (start of addiction); mechanism of resorption of nutrients; food waste: Shelf life of food, seasonality of fruits and vegetables, environmental pollution; (2) Beauty: Cosmetics without any animal testing |
Quiz | Answering question with yes/no; assigning answers | Answering questions with drag and drop mechanisms |
aNot applicable.