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Accepted for/Published in: JMIR Formative Research

Date Submitted: May 14, 2025
Date Accepted: Feb 12, 2026

The final, peer-reviewed published version of this preprint can be found here:

Exploring User Experiences of an Augmented Reality Smartphone App Prescribing Exercise for Children and Young People With Cancer: Results From a Qualitative Study

Marriott H, Straun K, Solera-Sanchez A, Watson E, Windsor S, Neu MA, Dreismickenbecker E, Faber J, Wright P

Exploring User Experiences of an Augmented Reality Smartphone App Prescribing Exercise for Children and Young People With Cancer: Results From a Qualitative Study

JMIR Form Res 2026;10:e76855

DOI: 10.2196/76855

PMID: 42019039

Exploring user experiences of an augmented reality smartphone application prescribing exercise for children and young people with cancer: Results from a qualitative study

  • Hayley Marriott; 
  • Kim Straun; 
  • Alba Solera-Sanchez; 
  • Eila Watson; 
  • Stanley Windsor; 
  • Marie A. Neu; 
  • Elias Dreismickenbecker; 
  • Joerg Faber; 
  • Peter Wright

ABSTRACT

Background:

Mobile health (mHealth), and specifically smartphone applications (apps), have grown exponentially in both functionality and accessibility, and are becoming an important component of healthcare. Research exploring the use of mHealth for managing or treating chronic diseases such as cancer, has shown promising effects. However, there is a lack of studies exploring the use of apps within lifestyle interventions, such as exercise interventions. In particular, in order to strengthen mHealth effectiveness within healthcare, evidence focusing on user experiences is key.

Objective:

This study aimed to explore user experiences of school pupils and university students using an augmented reality (AR) smartphone app designed to prescribe exercise for children and young people with cancer.

Methods:

School and university students, aged 8-21 years were eligible to participate in the study. Practical workshops allowed participants to engage with the AR smartphone app before taking part in focus groups to explore user experiences. Data was analysed using qualitative content analysis, which also involved a critical friend approach using two researchers. Suggested improvements were then mapped against motivational affordances’ (MAs) taxonomy.

Results:

A total of 50 participants aged 8 - 21 years took part in this study. Participants expressed some concerns regarding data safety and functionality of the novel AR avatar, but found the demonstrations and varied exercises useful. It was proposed that additional educational components, challenges and rewards as well as a customisable avatar, social support features and audio instructions for more inclusive design would be desirable and could enhance user experience.

Conclusions:

This study provides understanding on how apps that prescribe exercise can be optimised to enhance motivation and user experience. Further evidence specifically in children and young people with a childhood cancer diagnosis is needed.


 Citation

Please cite as:

Marriott H, Straun K, Solera-Sanchez A, Watson E, Windsor S, Neu MA, Dreismickenbecker E, Faber J, Wright P

Exploring User Experiences of an Augmented Reality Smartphone App Prescribing Exercise for Children and Young People With Cancer: Results From a Qualitative Study

JMIR Form Res 2026;10:e76855

DOI: 10.2196/76855

PMID: 42019039

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