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Gamification-based To-do List Application for Women with Attention-Deficit/Hyperactivity Disorder (ADHD): How Women with ADHD Perceive Gamification
2025 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Inclusive design is an important aspect of User Experience (UX) (Cozolov &Zadoronjinii, 2022). However, the research of neurodivergence is often insufficient inUX design research (Attoe & Climie, 2023). Individuals with Attention DeficitHyperactivity Disorder (ADHD) tend to struggle with Executive Functioning (EF)(Johnson & Reid, 2011; Prevatt et al., 2017; Borg Skoglund, 2024). They are essentialfor regulating motivation, attention, and energy levels (Borg Skoglund, 2024).Additionally, ADHD has historically been a male-focused disorder, with women oftenbeing left out (Attoe & Climie, 2023). This has in turn led to limited research onwomen with ADHD (Morgan, 2023).

Gamification is defined by Llorens-Largo and Molina-Carmona (2020) as “applyingthe principles of video game design, the use of mechanics and the elements of a gamein any process, beyond the context of video games [...]”. It is most commonly studiedin an educational context, and is linked to the increase of intrinsic (internal)motivation and an overall positive effect on the user's emotional state (Zeybek &Saygi, 2023). Which is also emphasized by Hosseini et al. (2022), in their researchregarding the correlation between gamification and engagement in task performance.

The purpose of this study is to measure how women diagnosed with ADHD perceivegamification in task-management with the goal of giving an alternative cognitive aid.In order to objectively measure how gamification is perceived by women with ADHD, two inclusive app prototypes have been created. One without gamificationelements, Prototype 1 (P1) and one with, Prototype 2 (P2). They were evaluatedthrough a user test, a TAM evaluation and finally with an interview where theparticipants can give deeper insight into their perception of the prototypes.The quantitative data revealed no significant difference due to the limited number ofparticipants.

The thematic analysis ,however, revealed four main themes: gamified support andplayful engagement, simplicity and task efficiency, simple and efficient design andlastly daily energy and prioritizing tools; In total nine out of fifteen participantspreferred the application with gamified elements. They expressed a higher motivationtowards completing tasks, noting that a) it felt more playful than a normal to-do listapplication, b) It felt more motivating to take care of someone else, in this case, theirvirtual pet, and c) attaining a reward. The participants that preferred the non-gamifiedprototype, perceived the gamified elements as overwhelming and ultimatelydistracting them from their main priority, task completion. They expressed apreference for the non-gamified prototype because it was perceived as simpler andstraightforward.

Keywords Final thesis work, Gamification, Women with ADHD, User Experience Design

Place, publisher, year, edition, pages
2025. , p. 39
Keywords [en]
Final thesis work, Gamification, Women with ADHD, User Experience Design
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:hj:diva-69050OAI: oai:DiVA.org:hj-69050DiVA, id: diva2:1977779
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Available from: 2025-07-01 Created: 2025-06-26 Last updated: 2025-10-13Bibliographically approved

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