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<article xlink="http://www.w3.org/1999/xlink" dtd-version="1.0" article-type="healthcare" lang="en"><front><journal-meta><journal-id journal-id-type="publisher">IJCRR</journal-id><journal-id journal-id-type="nlm-ta">I Journ Cur Res Re</journal-id><journal-title-group><journal-title>International Journal of Current Research and Review</journal-title><abbrev-journal-title abbrev-type="pubmed">I Journ Cur Res Re</abbrev-journal-title></journal-title-group><issn pub-type="ppub">2231-2196</issn><issn pub-type="opub">0975-5241</issn><publisher><publisher-name>Radiance Research Academy</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">2836</article-id><article-id pub-id-type="doi"/><article-id pub-id-type="doi-url"> http://dx.doi.org/10.31782/IJCRR.2020.121616</article-id><article-categories><subj-group subj-group-type="heading"><subject>Healthcare</subject></subj-group></article-categories><title-group><article-title>Analysis of User Experience in Health Apps: Focusing on Users of the 20s Step Count App&#13;
</article-title></title-group><contrib-group><contrib contrib-type="author"><name><surname>Lee</surname><given-names>Seung-Min</given-names></name></contrib></contrib-group><pub-date pub-type="ppub"><day>22</day><month>08</month><year>2020</year></pub-date><volume>6)</volume><issue/><fpage>99</fpage><lpage>107</lpage><permissions><copyright-statement>This article is copyright of Popeye Publishing, 2009</copyright-statement><copyright-year>2009</copyright-year><license license-type="open-access" href="http://creativecommons.org/licenses/by/4.0/"><license-p>This is an open-access article distributed under the terms of the Creative Commons Attribution (CC BY 4.0) Licence. You may share and adapt the material, but must give appropriate credit to the source, provide a link to the licence, and indicate if changes were made.</license-p></license></permissions><abstract><p>Introduction: As people__ampersandsignrsquo;s interest in health and life sports increases, health is considered as the main content in various media. This interest has led to the release of hundreds of thousands of mobile health app applications along with the development of health information technology, and health apps that help consumers manage their health through personalized feedback are attracting attention. The trend of managing health data using various smart devices is spreading among young people in their 20s and 30s, and smartphones account for the largest portion as the route for them to receive health services. Aim and Objective: Therefore, this study aims to describe the phenomenon and identify problems and improvements by comprehensively exploring the user experience of the step count app of users in their 20s. For this purpose, FGI was conducted for users of the step count app. Result: As a result of the study, it was found that it is necessary to improve the level of the playfulness of the step count app, various additional functions, and reliability. In this study, we conducted an FGI to grasp the empirical data and satisfaction in detail when using the step counting app. Conclusion: To do this, the research participants in the study tried to use the health app and were free to talk about thinking and feeling. Through the results of this study, it is expected that the academic horizon of the health information service will be broadened and can be actively used as a guideline for future health apps.&#13;
</p></abstract><kwd-group><kwd>Step count app</kwd><kwd> mHealth</kwd><kwd> FGI</kwd><kwd> Empirical data</kwd><kwd> Health apps</kwd></kwd-group></article-meta></front></article>
