Charlotte Poot

98 Chapter 4 4 asked for help with reading the texts. The problems with difficulties of use were also observed in the SUS item scores. Almost 35% of all children needed support while using the HH app (‘completely agree’ or ‘slightly agree’). Comparison of the SUS score showed that older children had a statistically significantly higher overall SUS score (73.13 ± 15.92). However, two-way ANOVA analysis of the overall SUS score on age and gender only showed a main effect for gender (F(1) = 3.89, p = .05) but not for age (F(1) = 0.36, p = .57) nor the interaction between the effect of gender and age (F(1) = 0.23, p = .64). When asked if the usability problems hindered the playing, some children indicated that they enjoyed the interaction with their parents, whereas other children wanted complete control. “I did not see that [explanation screens on QR scanning], but I did notice that mom had to point out certain things to me. Also, she searched with me, but I thought: ´this is for children.” – Boy, 10 years old. Caregivers added that they enjoyed the interaction moments with their child and the app. Theme 2: coherence and power of storytelling SUS scores on items on coherence (HH has good coherence and HH has little coherence) showed that around 40% of the children found that the app lacked good coherence. The lack of good coherence was also observed in the qualitative data, which suggested that children did not find the storyline explicit enough in the app. Also, while children enjoyed choosing their favourite animal in the beginning and searching for the QR codes, only one child referred to elements of the storyline such as going on a safari with their favourite animal. Two children suggested another way to strengthen the storyline in the app, for example, by having a more central character that they repeatedly meet in the app: ‘Maybe there should be a more adventurous story put into it. As if, for example, you come to a village of monkeys. And then maybe you come across the owner of a mine, who will say: ‘my worker is gone’. Then you must find the QR code that belongs to him. You get it?’ – Boy, 10 years old. Next to the storyline in the app, children and caregivers missed that some healthcare professionals did not ask about the game or seem to be involved. This detracted somewhat from the overall experience and suggests that it is important that healthcare professionals engage in creating an immersive imaginative safari story. Likewise, healthcare professionals that did engage with the story facilitated engagement and improved the overall experience. “No, the doctor did not help. The blood sampling nurse, she was super excited about HH and searched everywhere with her. But the doctor did not, he said sort of: ‘well, good luck searching’’ – Mother of 8 year old girl. When asked how to improve the healthcare professionals’ engagement, caregivers

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