Usability testing of EatsUp®: mobile application for monitoring balanced dietary practices and active lifestyle among adolescents—a study in Jakarta, Indonesia
Erfi Prafiantini, Rina Agustina, Betty Purwandari, Dian Novita Chandra, Dini Rahma Bintari, Fellatinnisa Zafira Rajwadini, Jihan Farhanah, Aryono Hendarto

TL;DR
This study tested the usability of EatsUp®, a mobile app designed to help adolescents in Jakarta adopt healthy eating and active lifestyles, finding it highly usable but with room for improvement.
Contribution
The study provides empirical usability data for EatsUp® among Indonesian adolescents, highlighting its effectiveness and areas for improvement.
Findings
EatsUp® received high user experience ratings across five of six parameters, ranking in the 'Excellent' category.
Participants used the app for seven consecutive days, indicating strong engagement.
Perspicuity was rated as 'Good,' suggesting a need for improved clarity in the app's design.
Abstract
Adolescence is a critical period for establishing lifelong health habits, yet many adopt unhealthy behaviors, leading to obesity and other non-communicable diseases. Mobile apps offer a promising platform for delivering health interventions through education. Usability testing is essential to ensure mobile app features align with adolescent preferences and promote sustained behavior change. We conducted an experimental usability study from June to August 2024 in Jakarta, Indonesia targeting adolescents aged 15–18 who used the EatsUp® mobile application. Participants engaged with the app for seven consecutive days, completing daily tasks and a user experience questionnaire. User experience was assessed across six domains—Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty—using a 7-point Likert scale. Descriptive statistics were used to analyze the data,…
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Taxonomy
TopicsMobile Health and mHealth Applications · Child Development and Digital Technology · Educational Methods and Impacts
