| Literature DB >> 35892807 |
Rainer Haas1, Hakan Aşan2, Onur Doğan3, Claus Rainer Michalek4, Özlem Karaca Akkan5, Zeki Atıl Bulut6.
Abstract
Consumers are responsible for almost 50 percent of food waste. Consumer-focused interventions are crucial to achieve many Sustainable Development Goals (SDGs), especially SDG 12.3. There are many factors that cause food waste, and these can be prevented by changing the consumption behavior of adults. Mobile apps are seen as promising tools to change consumer behavior for ensuring more sustainable food consumption. This study describes the development process and examines the perceived quality of MySusCof, an app intended to reduce the food waste of consumers. The uMARS scale was used for collecting data from consumers. Within the scope of the study, two studies were conducted to examine the development process of the application and to determine the user reactions to the mobile application. Results show that gamification elements with hedonic and social components, as well as functional aspects, are important features for user engagement and perceived impact. The qualitative results also supported the user experience in both hedonic and functional value and role of mobile apps to lead behavior change. This study serves as a guideline for future developers of mobile apps intended to lead consumers to a more sustainable food consumption.Entities:
Keywords: consumer behavior; food consumption; food waste; mobile app
Year: 2022 PMID: 35892807 PMCID: PMC9329747 DOI: 10.3390/foods11152222
Source DB: PubMed Journal: Foods ISSN: 2304-8158
Figure 1Project Implementation Process.
Figure 2Kudos Grade List.
Figure 3Information Page.
Figure 4App Home Screen.
Figure 5SCOFI Display.
Figure 6“Take Action” and “Find Out More” Screen.
Figure 7“Investigate More Content” Screen and Contents.
Figure 8Usability as Quality of Use in a Context (Source: [54,55]; own depiction).
Sociodemographic variables—sample structure.
| Sample | |||
|---|---|---|---|
| n | % | ||
| Age | 18–30 | 4 | 36% |
| 31–50 | 5 | 46% | |
| 51 or older | 2 | 18% | |
| Gender | Male | 4 | 36% |
| Female | 7 | 64% | |
| Education | Middle/Vocational School | 1 | 9% |
| High School | 1 | 9% | |
| Bachelor Level | 3 | 27% | |
| Master/Doctorate Level | 6 | 54% | |
| Place of Living | Rural | 2 | 18% |
| City | 8 | 73% | |
| City Outskirts | 1 | 9% | |
| Profession | Student | 2 | 18% |
| Employee | 8 | 73% | |
| Entrepreneur | 1 | 9% | |
| Nationality | Danish | 1 | 9% |
| Austrian | 3 | 28% | |
| German | 1 | 9% | |
| Italian | 1 | 9% | |
| Indian | 1 | 9% | |
| Slovak | 1 | 9% | |
| Swedish | 1 | 9% | |
| Turkish | 1 | 9% | |
| Kosovan | 1 | 9% | |
Figure 9Mean Scores of Engagement, Functionality, Aesthetics, and Information in Two Studies.
Comparison of Pilot Study and Usability Study Results.
| Variable | Pilot Study | Usability Study |
| ||
|---|---|---|---|---|---|
| Mean | SD | Mean | SD | ||
| App quality | 3.62 | 0.26 | 3.90 | 0.58 | 0.000 |
| Information | 4.20 | 0.38 | 4.29 | 0.47 | 0.092 |
| Functionality | 3.50 | 0.32 | 3.88 | 0.77 | 0.000 |
| Engagement | 3.13 | 0.37 | 3.69 | 0.77 | 0.000 |
| Aesthetics | 3.67 | 0.37 | 3.74 | 0.75 | 0.333 |
| Subjective quality | 3.16 | 0.50 | 3.26 | 0.84 | 0.280 |
| Perceived impact | 4.11 | 0.43 | 4.06 | 0.83 | 0.412 |
| Hedonic Value | 3.39 | 0.29 | 3.71 | 0.70 | 0.000 |
| Utilitarian Value | 3.85 | 0.33 | 4.09 | 0.54 | 0.000 |
SD: standard deviation; p: statistically significance for t-tests.