Despite both WHO's recommendation to increase the levels of physical activity, and the existence of numerous intervention programs, there is still a lack of sustainable tools to help people adopt and maintain a healthy level of physical activity. Currently, motivational technologies aimed at positively influencing user behavior seem to be relevant. In this article, we describe how we collected and analyzed the needs of future users of a motivational mobile application for running. As part of a participatory design approach, we conducted wireframe workshops (10 participants divided into 3 groups), where participants created their wireframes with functionalities and human-machine interactions essential to them. We categorized the most recurring themes and then, they were evaluated by focus groups (9 participants divided into 3 groups). Our results suggest that personalization and gamification are crucial elements for motivation and engagement.
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Fernandes et al. (2024) studied this question.
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