• Gamification of Mobile Fitness Applications for Newly Diagnosed Multiple Sclerosis Patients

      Coupe, Brian (2016-01)
      We can think of our life with mobile technology as a constant classroom and learning environment. Mobile Fitness is a prototype application which will be used by newly diagnosed Multiple Sclerosis patients. The application uses the theory of fun and engagement to keep the user interested and motivated to complete daily workouts. Mobile Fitness uses these game based learning characteristics and human centered design to better suit the user. Recreational therapy also integrates well with gamification because both can be considered with the same end goals in mind. Successful completion of tasks with a reward.
    • Mobile technologies aide cancer patients in rural areas with digital medicine to seek a second opinion

      Wurz, Stacy L (2015-12)
      This mobile application provides cancer patients in rural areas the ability to seek a second opinion from more experienced physicians based on the criteria they input. According to the N.Y. Times there are over 100,000 medical mobile applications, (Krisch, pg. 1) however none that are listed provide a second opinion. Through research and by observing the needs of cancer patients in rural areas, the need for mobile Internet technology is great as rural areas lack connectivity of high-speed PC-based Internet access to access proper medical needs. This application breaks the digital divide by introducing a mobile platform to seek more experienced physicians who can offer a second opinion. It has been designed on a platform of a hierarchy of needs which guides the user through menus situated in two areas of the application. The design features an aesthetic light blue warm hue, which is inviting to the user. Once the user registers for the application, they are free to engage with others through a forum and ultimately design and implement their own health-care plan.