Improvement Potential of Business Models and Usability of Fitness
Apps: Results of Expert Interviews and a User Study
Leon Griesch
a
and Kurt Sandkuhl
b
Institute of Computer Science, Rostock University, Albert-Enstein-Str. 22, 18059 Rostock, Germany
Keywords: Fitness App, Usability, Business Model.
Abstract: Mobile applications (apps) supporting individual users in their personal fitness have received growing interest
on the user side and in the research community. The value offered to fitness app users in general consists of
support for changing attitude and behaviour towards a healthy lifestyle and maintaining this behaviour. Work
presented in this paper aims at contributing to this field by focusing on the following main research question:
what improvement potential exists for fitness apps that at the same time are contributing to the business model
and desired from a user’s perspective? The contributions of this paper are (1) market and functionality analysis
of fitness apps, (2) results of expert interviews on functionality and scenarios with business model
improvement potential, and (3) results of a user study on desired improvements from a usability perspective.
1 INTRODUCTION
Mobile applications (apps) supporting individual
users in their personal fitness, including healthy
nutrition and monitoring of health parameters (cf.
Section 2.1), have undergone considerable
development in the last years. The functionality of
such apps continuously grows, integration with other
apps improves, and the number of users increases.
Some scholars believe that this trend is related to the
“quantified self” movement (Swan, 2013) and the
growing importance of the mobile health sector
(Martinez & López-Coronado, 2013).
From an economic perspective, fitness apps and
their business models are part of the mobile business
sector and rely on the identification of an individual
user based on her/his mobile device and permanent
use (i.e., “24/7”) of the device (Wirtz, 2001). The
value offered to the fitness app user, in general,
supports changing attitude and behaviour towards
healthy lifestyle and maintaining or eliciting this
behaviour. In practice, this materializes in goal setting
and self-monitoring in combination with social
learning, competition with other members of the
fitness community, reward mechanisms, provision of
supportive content (training instructions, recipes),
a
https://orcid.org/0000-0002-1946-2016
b
https://orcid.org/0000-0002-7431-8412
connection to other actors (personal trainer, nutrition
coach) or other elements of established business-to-
consumer business models. However, this value
offering shows service characteristics according to
service-dominant logic (Vargo & Lusch, 2008),
particularly the need for cooperation with the user.
Only if the user provides information about the own
goals and information relevant for self-monitoring
(e.g., what, and how much food was consumed?), can
the fitness app be supportive. Functionalities
supporting this data capture are subject to research.
The growth of the fitness app sector also is
reflected in a more academic research in the field.
(Liu & Avello, 2021) showed an increase in the
number of academic publications with focus on
medicine, computer science, and health sciences.
However, this work also should a lack of research on
business models: less than 4% of all publications
were related to business, management and
economics, and the keyword “business model” did
not occur in any paper. Our work aims to contribute
to a better understanding of the business improvement
potential for fitness apps by focusing on the user
perspective. The main research question is: what
improvement potential exists for fitness apps that at
the same time are contributing to the business model
and desired from a users’ perspective?
514
Griesch, L. and Sandkuhl, K.
Improvement Potential of Business Models and Usability of Fitness Apps: Results of Expert Interviews and a User Study.
DOI: 10.5220/0011780600003414
In Proceedings of the 16th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2023) - Volume 5: HEALTHINF, pages 514-521
ISBN: 978-989-758-631-6; ISSN: 2184-4305
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
From a market and function analysis of fitness
apps, we use expert interviews to identify areas for
utility and business model improvement. The “voice
of experts” afterwards is contrasted and refined by the
“voice of the users”. Here, we conduct an experiment
with a group of users and four different fitness apps.
The contributions of this paper are (1) market and
functionality analysis of fitness apps, (2) results of
expert interviews on functionality and scenarios with
business model improvement potential, and (3)
results of a user study on desired improvements from
a usability perspective. Section 2 discusses related
work from fitness apps, business models and
usability. Section 3 introduces the research
methodology used in the paper. Section 4 contains the
results of the market analysis. Section 5 presents the
approach and results of the expert interviews. Section
6 focuses on the user study. Section 7 discusses
limitations, conclusions and future work.
2 BACKGROUND AND RELATED
WORK
2.1 Fitness Apps
Fitness apps, in general, are concerned with the self-
monitoring of healthy habits of individuals within the
context of adopting healthy lifestyles or disease
prevention habits. This is often implemented through
commercial apps developed without medical
administrations supervision. Not subject of this study
but often with overlapping functionality areas are
mobile health apps in professional medical practices,
both on the side of doctors and patients and usually
involving the relationships between doctors and their
patients.
“Fitness” as a term has several meanings: fitness,
in general, refers to a good state of vitality and
physical well-being (Corbin & Le Masurier, 2014);
the term also refers to the practice of physical exercise
to gain or maintain good body. Within Health-Related
Physical Fitness (HRPF), fitness is defined as a set of
a person’s abilities to perform certain physical
activities and to perform daily tasks, and the capacity
to reduce the risk of diseases (Leask et al., 2015).
The use of mobile devices and apps has become a
key factor in helping individuals in the adoption of
healthy lifestyles. Fitness apps have been found to
offer a great potential to be effective due to the ability
to support on healthy habits at a low operating cost
(Blackman et al., 2013).
Work by (Oyibo & Vassileva, 2021) showed that the
higher the perceived usefulness of a fitness app by
users is, the more likely they are to be persuaded by
the app and its features, such as goal-setting and self-
monitoring. The higher the perceived aesthetics is, the
more likely the users are persuaded by features such
as competition and social learning. Similar results
were achieved in the investigation of (Cai et al., 2022).
2.2 Business Models
At its core, a business model fulfils two important
functions: value creation and value capture
(Chesbrough, 2010). In the last decade, many
definitions for the concept of business model have
been proposed, but we limit the presentation in this
paper to Business Model Canvas (BMC) as it shows
typical business model aspects relevant for fitness
apps. The BMC approach by Osterwalder and
Pigneur includes building blocks for the four most
important areas of a business: customers, offerings,
infrastructure, and financial viability (Osterwalder &
Pigneur, 2010). Each building block of the Business
Model Canvas is explained below:
Key partners describe the network of suppliers
and other partners contributing to the business
model’s success.
Key activities must be undertaken to make a
business model work.
Key resources represent important assets
essential to the business model's success. They
can be physical, intellectual, human, and
financial.
Cost structure circumscribes all due costs
incurred in the execution of a business model
assigned to the term cost structure.
Customer relationships define the type of
relationship a company enters into with
specific customer segments for customer
acquisition, customer care, and sales growth.
Customer segments are defined by the
customer segments, which include the target
groups a company wants to reach with its
product or service.
Value proposition describes the package of
products and services that creates value for a
specific customer segment.
Channels include communication, distribution
or sales channels through which a company
reaches its customer segments and
communicates its value proposition.
Revenue streams are income that a company draws
from each customer segment grouped under revenue
streams.
Improvement Potential of Business Models and Usability of Fitness Apps: Results of Expert Interviews and a User Study
515
2.3 Usability and Technology
Acceptance
Usability combines characteristics of user-
friendliness, usability, usability and user quality. ISO
9241-210 (Bevan et al., 2015) defines usability as
"the extent to which a product, system or service can
be used by specific users in a specific application
context to achieve specific goals effectively,
efficiently and satisfactorily". The easier and more
intuitive an app can guide users to their personal
goals, the more user-friendly that app will be
perceived by its users. Nielsen's usability model
(Nielsen, 1992) characterizes five attributes of
usability that help to sharpen the concept of usability:
Efficiency: resources expended to accurately
perform a task to achieve the user's goals.
Learnability: The ease with which the system
can be learned so that the user can use it to
perform tasks in the shortest possible time.
Satisfaction: the product should provide
comfort and give the user a positive attitude
towards its use.
Errors: The error rate of the system should be
as low as possible so that the user makes as few
errors as possible when using the system. If
errors do occur, they should be easy to fix.
Memorability: The system should be so easy to
remember that even a casual user who starts
using it after a long time does not have to
struggle to learn from the beginning.
Both Nielsen and ISO see the components that
enable efficient and effective operation of the product
as central, but equally point to the essentiality of
satisfaction as an emotional component during use.
The investigation of technology acceptance is subject
of various models. One model that stands out due to
the frequency of its application is the Technology
Acceptance Model (TAM) (Davis, 1985). It consists
of the constructs Perceived Usefulness, Perceived
Ease of Use, both of which act on the construct
Attitude toward Using. This attitude, together with
perceived usefulness, ultimately determines
"Behavioural Intention to Use.".
3 RESEARCH METHODOLOGY
The research strategy for work presented in this paper
consisted of four steps. The first step was analysing
existing work in the field to confirm problem
relevance and the need for additional work. The
results of this step are visible in sections 1 and 2. The
following three steps were:
Step 1: Market analysis of fitness apps and their
value proposition (Section 4.1)
What fitness apps are economically successful
and what value proposition do they offer? As
economically successful, we consider fitness apps
with many users and long market presence.
Regarding value proposition, we focus on
functionalities offered and aim at selecting apps with
different value propositions in order to contrast them?
The result of this analysis step was a substantial list
of fitness apps with largely overlapping
functionalities, i.e. the differences in value
proposition is hidden in the way the functionalities
are implemented, their application processes and their
ease of use.
Step 2: Determining the focus of usability and
potential analysis (Section 4.2)
What functionalities and application processes
are essential for the success of fitness apps and at the
same time show clear improvement potential
either because their usability are pain-points from a
user perspective or their functionality is not
sufficient from the business model perspective?
This was the core question of an expert study
performed in step 3 with experts for fitness apps and
their business models. One of the results was, what
application scenarios to select for the user study
from a business model perspective.
Step 3: Preparation, execution and evaluation of
the UX and potential analysis (Section 4.3)
The application scenarios resulting from the
expert interviews were the focus of a user study
including 22 users and four different fitness apps. All
users were new to fitness apps. The core idea was to
investigate, how the usability could be improved in
thee identified application scenarios of high relevance
to the business models.
4 RESULTS
4.1 Fitness Apps Market Analysis
The analysis of fitness apps started from the rankings
in app-stores. The focus was on apps with a
substantial number of users and availability for the
general public, which meant exclusion of fitness apps
for specific health insurances or company-internal
ones. Furthermore, we only included apps supporting
both, nutrition and training. Figure 1 shows details of
HEALTHINF 2023 - 16th International Conference on Health Informatics
516
the identified apps. One result of the analysis were the
following functional areas, each of which was present
in several or all apps and was the starting point for the
expert interviews and user study:
1. tracking of food intake: food intake at every
meal can be entered manually by the user, often based
on a food database. Some apps also offer to identify
products using a barcode scanner.
2. Measurement of the own training units: many
fitness apps can capture sporting activities within the
app. Sporting activities are intended to support a
healthy lifestyle and to reach the desired weight. For
this purpose, the apps include a pedometer or a way
to track sports, such as jogging or swimming
including calorie consumption.
3. Courses given by experts: some apps offer the
feature of courses provided by experts specifically for
the user. No distinction is made here whether the
courses concern exercise, healthy eating, healthy
lifestyle or other lessons on nutritional psychology.
4. Live training: In the case of live training, we
distinguished between recorded video courses or
courses with the option of live contact with a coach.
5 Exchange between users: An active and
animated community can help to motivate each other
to achieve the user's personal goals. Some apps offer
direct contact between users, other apps an integrated
forum or communities on social media.
6. Provision of healthy recipes: Most apps offer
this function in the premium version, where the user
gets access to a database for a certain fee.
Figure 1: Fitness apps and their functional areas.
4.2 The Voice of the Experts – Results
from Expert Interviews
Three experts were selected for an interviews study
aiming at investigating what improved or future
functionality of fitness apps could establish a
competitive advantage and support the business
model of fitness app providers. In this context, we
decided not to address solitary functional areas but
application scenarios reflecting an integrated set of
functionalities. Starting point for relevant application
scenarios were the results of the market analysis. The
first expert has over ten years of experience as a
fitness coach and operates his own fitness studio.
With years of experience in the fitness scene, his
expertise is expected to bring new ideas to light,
especially regarding the market situation and the
challenges users of a fitness app experience in their
daily lives. The second expert was selected to shed
light on the topics under investigation specifically
with regard to business modelling through his years
of experience as an IT consultant, and to provide
insights into the potential of an objective evaluation
of possible user scenarios that a user may perform
when using the fitness app through his technical
know-how. The third and final expert is a sole
proprietor with expertise in marketing and sales.
The interviews consisted of questions about the
experience and the person of the interviewed expert;
problems on the market of fitness and fitness apps on
offer; possible user scenarios for solving the problems
on the market; and ideas and experiences of
successful business models. During the interview, the
experts were asked where they saw the biggest
problems for fitness app users. Six major pain points
emerged here:
1. New habits: Establishing new habits
require more effort for the user.
2. Daily time tracking: Current apps on the
market are time-consuming.
3. Personal assistance for the user: Due to the
lack of proactivity of the app, users are feeling
lonely and missing support in their daily routines.
4. Education about healthy nutrition: Lack of
information and education on health/nutrition leads
to demotivation of one's healthy diet.
5. Personalization of the fitness app: The user
wants to find an individual solution for nutrition.
6. Collecting the relevant fitness data: The
lack of media integration forces users to use the app
only on the smartphone instead of collecting their
fitness data through other channels.
Based on the experience of the experts, it involves
a great deal of extra work for the user to establish new
habits or change their lifestyle. Fitness apps should
therefore ensure that this additional effort is
minimized as much as possible or that the
establishment of the new habits (e.g. new eating
habits or sports routines) is as pleasant as possible.
Improvement Potential of Business Models and Usability of Fitness Apps: Results of Expert Interviews and a User Study
517
Furthermore, it turned out that current fitness apps on
the market are very time-consuming if the user wants
to save or track his diet in the app. Most apps only
offer the option of a barcode scanner or manual input.
This is an additional effort that many users are not
prepared to integrate in their daily lives. This point
will be examined in greater detail in the subsequent
user study. Another pain point focuses on the app's
lack of proactivity. Many users simply feel left alone
by the app. Although many apps offer solutions on the
topic of healthy eating, they do not provide active
support for the user in everyday life.
Furthermore, it became clear from the expert
interviews that many current fitness apps offer little
background information on the complex and
extensive topic of nutrition. As a result, users become
less motivated by the lack of experience, and instead
of achieving their personal nutrition goals, they fall
back into old patterns. In particular, since current
apps only consider the calories consumed as a success
factor for a successful diet, this does not lead to higher
user motivation. The user also wants an individual
solution, which is something a fitness app must be
able to provide. Finally, it also turned out that the
current solutions on the market offer no or too few
options to use the application beyond their
smartphone, i.e. they do not have the option to use the
app on smartwatches and the like simultaneously. To
circumvent the major problem of the increased time
required for a manual input of the eating behaviour,
solution must be created that offer more flexibility to
the user. One solution could be connections to
additional applications or access to smart home
devices. A voice control function in the app could
also improve the user experience.
The experts were also asked about current
problems on the market, which resulted in three major
problem areas from the expert interviews: One of the
biggest problems is active communication with the
user or the absence of such communication. The lack
of communication makes users feel left alone and on
their own. The lack of proactivity on the part of the
app providers must be seen as problematic. Although
current apps offer push messages, these are not
individually tailored and serve mainly as a reminder
function. The second problem concerns the
possibility of taking a closer look at the complex topic
of a healthy diet from the user's point of view. There
needs to be more than the learning curves offered by
current apps to educate the user and thus motivate him
or her more. The third problem identified was the
familiarization phase and the individuality required to
know the user properly. Since many apps only use
calorie counts as a success factor, this often means
that the user only uses the app for a short time and
then stops using it directly due to a failure, since the
app does not offer any individual solutions.
As a final result, a prioritized list of the top 5 user
scenarios was created from the expert interviews to
map which functions an innovative fitness app should
offer users (see Table 2). The first rank is the nutrition
recording scenario. The user should be allowed to
save this function in the app using voice recognition,
semantic linking, manual input or automatic camera
recognition. This is intended to significantly reduce
the time required by the user and make meal
recording as convenient as possible. In second place
is the familiarization phase. This should be used to get
to know the user properly to offer him an individual
solution. This should be as intuitive and low-
threshold as possible. Next, the app should collect as
much data as possible about the user's habits,
preferences, and routines to support the getting-to-
know phase. With the help of meals that can be
selected in advance based on this habit data, the user
should be able to carry out his meal recording via
push notifications. For example, the app should
recognize what the user regularly eats for breakfast
and, based on this data, ask the user via notification
whether he or she has eaten the same thing for
breakfast for today. In last rank, the idea of making
automated suggestions based on the nutritional values
consumed, which should help the user to improve
their diet, was included.
Figure 2: Priority of application scenarios as result of
pairwise comparison
4.3 The Voice of the Users – Results
from User Study on Usability
The user study was conducted in three different
phases, where 22 study participants were asked about
a fitness app before, during and after use. The
participants were asked to test one of the four selected
apps over ten days to obtain information about user
behaviour, wishes and problems relating to the fitness
apps. First, a survey was conducted with the study
participants before they were to test the app assigned
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to them. This included questions about their
experience with previous fitness apps, their self-
assessment of their well-being and purchasing
behaviour, their monthly willingness to pay for a
fitness app and the financial possibilities of a healthy
diet. The question about the future probability of
using a fitness app was chosen as a control question
for all three phases of the user study to determine how
user behaviour changes before, during and after using
the tested app.
Following the initial survey, study participants
were assigned their respective apps, which they were
free to use during a ten-day trial. However,
participants were asked to use the app regularly
during the trial and test it extensively for
functionality. After half of the test period, the second
survey was conducted with the participants to capture
the impressions during the use of the app. The
questions from the second survey mainly refer to the
perceived user experience with the app. With the help
of 7-Likert scales, questions were asked about the
user experience, usage behaviour, the amount of time
required, how well participants felt the app was
supported, and the general functionality of the app,
among other things. Many questions in the survey
were designed based on the TAM (see section 2.3).
Thus, four aspects of the model were included in the
questionnaire: perceived usefulness, perceived ease
of use, attitude toward use (here: satisfaction), and
intention to use. Finally, a final interview was
conducted with the study participants at the end of the
ten days to use open-ended questions to capture
precise reasons as to what the user liked about the
app, what they did not like, and what they would like
to see in an ideal fitness app in the future. The results
of the user study were grouped into different areas
and are summarized below:
1. Experience with fitness apps
Approx. half of the study participants indicated
little or no experience using fitness apps before the
study. When asked about their level of knowledge,
50% of participants indicated that they were ignorant
and did not consider themselves experts. Overall,
53% of participants indicated that they felt
inexperienced and 57% uninformed about fitness
apps. Thus, the results and responses of the
participants reveal an unbiased and open-minded
attitude toward the fitness apps studied.
2. Willingness to receive advice and coaching
while using a fitness app.
The study results show that most participants
would like further information from the fitness app
and would also like to be educated on the pros and
cons of a weighted diet. Overall, 57% of participants
said they would engage in counselling and coaching,
39% were more averse to counselling, and 5% were
neutral about it. A clear trend emerged in information
clarification. Here, 20 out of 22 participants stated
that they would be given additional information. A
clarification of the advantages and disadvantages was
desired by 87% of the participants, 23% even
expressly agreed with this statement. In addition, the
study revealed that participants would welcome
decision support. In this regard, 77% of the
participants stated that they would like to have
accompanying support on nutrition. It can be
concluded that future fitness apps should implement
the aspects of an additional consulting or coaching
service and support the user by providing individual
information so that the user knows what she/he
should pay attention to regarding a healthy diet to
achieve his personal goals.
3. Criteria for the selection of a fitness app
Quality and performance were found to be the
most important for users of a fitness app. The
participants indicated 82% that these criteria are
essential for the selection. Likewise, the app must
positively impact the user's well-being. With 77%,
the participants indicated that this is also an essential
criterion for choosing a fitness app. Another
important criterion is price. Here, 55% of participants
agreed that price was very important in making a
choice. Overall, 32% said that price was important.
Less important is the familiarity of the offer and the
recommendation of friends, which the user can obtain
from outside experience. The least important factor
for the users of a fitness app is the attractiveness of
the advertising, where 59% stated that the external
appearance of the app is less important.
4. Impact on future likelihood of use.
The question about likelihood of use served as a
control question for overall satisfaction as well as for
the added value of the apps’ features. The results
showed that all four fitness apps failed to convince
participants of the promised added value. Although
the likelihood of using a fitness app was 47% before
testing the app, this likelihood continued to
deteriorate during and after the testing period.
MyFitnessPal's likelihood of use decreased by 62%
and Noom's and Yazio's likelihood of use decreased
by 74% each when comparing before and after using
the app. For the app Fastic, the probability changed
by 32% overall, indicating that the testers are more
satisfied with this app.
5. Impact on the user experience of the app.
Despite the low probability of use, the study
showed a high level of popularity with the Noom app.
Improvement Potential of Business Models and Usability of Fitness Apps: Results of Expert Interviews and a User Study
519
Thus, there was a very high level of satisfaction with
the Noom app among the study participants
throughout the usage period. 4 of the 5 Noom testers
indicated they were very satisfied with the app. The
app Noom meets the expectations of the study
participants due to the large and individual offer and
established itself as the best fitness app in terms of
overall satisfaction compared to the other apps. Since
price is an important criterion for users, it can be
assumed that the very high price of Noom is the cause
why the likelihood of future use (see 4.) was found
quite low. Although the study participants were
mostly satisfied with the functions of Yazio and
Fastic, both apps were not able to completely fulfil
the users' needs and wishes during the test period. The
app MyFitnessPal received the worst results in the
user study. Overall, 60% of study participants said
they were not satisfied with the app and 80%
indicated that it failed to meet their needs and desires.
6. Time required to use the app
Since the amount of time required is an important
factor in evaluating the user experience, the user
study asked the study participants how much time
they had to invest per day to use the app. The user
study found that the Fastic app was the least time-
intensive for users compared to the other apps.
Overall, 67% of participants agreed they had to make
little to no major time investment to use it. Likewise,
when asked about the eating behaviour features and
the control question that it had only taken a few
minutes to use the app, the Fastic app scored the
highest in terms of time investment. Although 50% of
the testers stated that the meal recording function in
the app was too time-consuming, 50% of the Noom
testers said that they only had to spend a few minutes
on the app to use it. The Yazio app was rated by the
participants as time-consuming in some cases. In
particular, the meal recording function was rated as
too time-consuming for the app. As with the Noom
app, it can be assumed that the apps' solutions for
meal recording are too time-consuming. The most
time-consuming and thus the worst rated app was
MyFitnessPal. Here, 60% of the testers stated that the
time required to use the app was too high, 40% of
them even as not acceptable. Also rated as very time-
consuming was the meal recording function.
Although 80% of the users stated that they only had
to spend a few minutes to use the app in principle,
60% of the participants stated that the time required
had kept them from using the app.
7. Results on the functional scope of a fitness app
From the user study, the study participants
indicated that users of a fitness app would like to
receive regular push notifications on their cell
phones, as long as they are discreetly placed and serve
as a reminder to eat healthy. In the case of the app
Fastic and Yazio, users were more divided in this
regard, with a majority of testers of the app
MyFtinessPal and Noom opting for more push
notifications. Overall, users need to see the added
value of the app before paying money monthly to use
it. In particular, a no-obligation, free trial month is
very important from the users before they should
spend money on an app. Users would like to test the
full functionality of the app during this month in order
to see the promised added value ahead of time and to
test whether the app suits the respective user.
8. Results of the open questions on the status quo
To conclude the user study, participants were
asked questions during the interview about what they
liked about the app, what they did not like, and what
was lacking about the app overall. These results
should provide more insight into what users want
from fitness apps and what such apps can do better in
the future. In summary, it can be said that the study
participants rated a modern design and a simple user
interface, which has been designed intuitively and
clearly, very positively. In the case of the
MyFitnessPal app, the huge selection of the food
database and the free connection with other sports and
health apps on the cell phone were particularly rated
positively by users. The app Fastic was rated as
beginner-friendly due to its very simple operation and
pleasant due to its quick and easy registration. The
Yazio app well received by the participants in its
range of functions already offered in the free version.
5 DISCUSSION
From the results obtained from the user study, the
problems and desires of the users result in
implications for app providers in the nutrition sector,
which are summarized below to improve the user
experience for the user.
The evaluation of the user study shows that the
functions offered by the apps studied require too
much time on the user’s part. These confirm the
results from the user survey, which revealed that the
time required is too great, especially for the food
storage function. This large time investment has a
large impact on user satisfaction, which is why many
users have such a low future likelihood of use. After
the user study, users were asked what they would like
to see in an ideal fitness app. Many of the study
participants would like to see more innovative and,
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above all, user-oriented solutions. App providers
should ensure that the storage of eating habits is
served with functions such as voice recognition,
smart home or other innovative functions to make it
as easy as possible for the user. Users are only willing
to spend a few minutes on a fitness app.
The results of the user study support the
established theory that customizability, usability, and
user engagement are essential to the user experience.
In this regard, user satisfaction, whether they feel
pleasure from the app, plays a significant role. At the
same time, the anticipated usage before testing the
app was investigated with the help of the queried
expectation. The usability during the usage was
investigated by querying the satisfaction and its
influencing factors. The processed usage after the
testing phase was investigated by a final interview
with the user.
The current problems of the apps can be
summarized as follows: Overall, the participants
would like to see more individuality from the apps
offered, so that they can adjust their use individually
to their own well-being. This applies to the individual
profile setting, whether vegan or vegetarian.
Although some of the apps in the premium version
offer a special filter function or individual diet plans
for such target groups, the study participants wanted
more targeted setting options from the app since the
beginning of use, to thereby also build up a sense of
understanding on the part of the app with the user. At
the same time, many study participants stated that
although the app offers many features for healthy
eating, they would have liked to see more
communication with specific recommendations from
the app. In the following and final chapter, the results'
exact implications will be elaborated to clarify what
specifically fitness apps can do better in the future.
Limitations: Two methods were used for this
study: the semi-structured, guided-thread-based
expert interview and a standardised, Internet-based
questionnaire. To meet the requirements of validity
and reliability, the paper described the study’s logic,
purpose, and reporting style of our approach. To
increase transparency and confidence in the results,
especially in the expert interviews, the views and
opinions of the study participants were reflected and,
to some extent, distinguished from each other. Given
the small and only partly representative sample of the
interviews, it should be considered to test the
transferability and generalizability of the results in
further studies. This study offers an exclusively
German perspective on the study topic. This could
lead to bias in the results (Cai et al., 2022).
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