How I Used Quantitative Research to Explore the Patterns and Impact of Fitness Apps and Wearables on Exercise Consistency Among Early Middle-Age Adults

Quantitative Research

8 min read

2022

Project Management

Qualtrics

Quantitative Analysis

Survey Design

IBM SPSS Statistics

Literature Review

Dissertation Report

Context

Can fitness apps and wearables really help maintain a consistent exercise routine? This study dives into the patterns and impact of these technologies on exercise habits among middle-age adults. Conducted with 169 participants from Ireland, New Zealand, and China, aged 30-50, the research utilised a quantitative design with an online survey via Qualtrics. Data analysis was performed using IBM SPSS Statistics 27, focusing on participants' perspectives on fitness technology and its role in their exercise habits. The results revealed a significant relationship between the use of fitness apps and wearables and exercise consistency. While these technologies proved effective in helping maintain long-term fitness routines, they did not significantly impact the overall volume of fitness activity. This study underscores the efficacy of fitness apps and wearables in fostering regular exercise among middle-age individuals.

Project Stages


  1. Research Topic Discovery

  2. Literature Review

  3. Survey Design & Data Collection

  4. Data Analysis

  5. Findings

  6. Project Reflections


Challenges

One of the biggest challenges, and a critical step in the research process, was designing the survey. It required careful consideration to ensure the data collected would address the study’s objectives, and it was crucial to visualise the data in relation to the questions when designing survey questionnaires. Therefore, before creating the survey, I needed to clearly define the questions I aimed to answer and establish the purpose of the research. This involved conducting thorough background research to understand the current landscape of fitness and technology studies.

A systematic review of 42 recent studies revealed positive results regarding increased physical activity in experiments and clinical trials. The most effective techniques identified were persuasive design, gamification, and self-quantification. However, many studies reported inconclusive findings on the long-term sustainability of these devices. Additionally, newer research has raised concerns about the negative effects of gamification and unhealthy competition driven by social features.

Based on these insights, I set the purpose of my research to examine how design approaches in fitness technology can be optimised and to identify potential negative effects to avoid design flaws. Consequently, I designed the survey to answer two key questions:

  1. Do people exercise more when using fitness apps and devices?

  2. Do people exercise less due to negative impacts from fitness apps and devices?

An online survey with English and Chinese language options was designed and generated on Qualtrics with primarily closed-ended multi-choice questions. A fixed quantitative design approach was selected. Targeted population were healthy adults in the 30 to 50 years age range, considering this demographic group would face many obstacles in maintaining a consistent fitness routine.

More Challenges

Another significant challenge was synthesising the data in a way that was easily understood by the intended audience. It was essential to consider the varying levels of familiarity with the topic and present the information clearly and concisely. Striking the right balance between technical detail and accessibility was crucial to ensure the findings were both informative and digestible.

To overcome this challenge, I carefully organised the data into key themes and insights, using visual aids like charts and graphs to highlight the most important findings. Additionally, I focused on simplifying complex concepts without losing their core meaning, tailoring the language to suit a diverse audience.

For the data collection, I used a snowball sampling method to recruit participants. This method relies on pre-established trust within networks, which increased participation rates and ensured a general understanding of the characteristics of the target population. Over 200 responses were collected via Qualtrics, evenly split between males and females. This sampling method not only facilitated data collection but also allowed for a broader, more diverse pool of respondents, enhancing the study's validity.

Findings

The results supported that fitness mHealth and wearable interventions have a long-term effect on people's fitness wellbeing. The descriptive statistics showed normal score distribution after reviewing the initial data using IBM SPSS Statistics. Nearly 80% participants exercise using fitness apps and devices. The correlation table of the data indicated using fitness supporting technologies has a strong relationship with exercise frequency and consistency. The Simplicity Scales showed that easy navigation of fitness apps and smart watches has a strong relationship with the easy learnability requirement for using these devices.

Comparing the design techniques examined, the result showed persuasive design and self-quantification were more effective than gamification. However, the divided opinions shown in graph below reflected concerns among participants regarding the personal data being collected by their apps and devices.

The negative effects researchers were concerned with regarding mHealth apps and devices did not have a statistical significant effect on how much people use fitness apps and devices to maintain a fitness routine.

Interesting found: data indicated that females were more likely to use devices in assisting their exercise routine than males from the overall sample population.

Project Reflection

The quantitative research conducted was an interesting and challenging project that allowed me to gain deeper insights into the pattern of use and the effectiveness of fitness apps and wrist wearables in maintaining a fitness routine among early middle-age individuals. Harvesting meaningful data meant, the project demanded strong project management skills to oversee how each step related to the next.

One of the highlights of the project was being able to work with different data sources and analyse them to draw meaningful conclusions. This helped me to develop my analytical skills and gain a better understanding of the topic.

In conclusion, this project was a valuable learning experience that allowed me to improve my research and writing skills, and also provided me with a deeper understanding of persuasive design techniques. Future design of devices supporting people’s physical wellbeing could implement some of the elements to address the trust issue of personal data collection.

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