Master thesis – It’s getting serious!

A whole semester has passed since my last blog article (”About throwing everything aside and starting over”), so there’s a lot to catch up on. Let’s not waste time and dive right in: As mentioned in my last blog entry, I changed my master thesis topic from “Augmented Reality in Education” to “UX Case Study: Designing a mobile application to support self-management and therapy of patients with gestational diabetes mellitus (GDM)” (working title for now). For further details on the topic, please read my previous blog entry.

During the past couple of months I did a lot of research on my topic in order to write my exposé, which I soon will hand in. The course “Proseminar Master Thesis” helped a lot during this process, as we had the opportunity to write a first version of our exposé, have it peer reviewed by fellow students, improve it and finally have a one-on-one feedback session with our professor.

My exposé still needs a few adjustments here and there, but it’s at an advanced state already and I’m confident that it will be approved by my supervisor Anika Kronberger, so I can start with the “actual work”. At this point it is to mention that I will be writing my thesis from abroad – from Lisbon to be specific – which will probably bring some challenges as well, but working and communicating remotely has worked out well for the last two years of the pandemic, thus I think that it will also work out for writing a master thesis 🙂

I also had two very insightful meetings with two professionals in the field of interaction design – Orhan Kipcak and Martin Kaltenbrunner. I talked with each of them for half an hour about my topic and received valuable feedback. With Mr. Kipcak I talked a lot about the environment of conducting my thesis. For example he recommended to do research on ongoing projects and studies in the field of my topic in order to get access to valuable data or even collaborate with organizations and people. In this context he recommended several platforms and organizations where I could start my research. Furthermore he underlined the importance of actively involving my supervisor Mrs. Kronberger since she has good connections to other study programs like Midwifery or E-Health as well as to organizations outside of the FH. The talk with Mr. Kaltenbrunner was more about the topic itself and which hurdles could occur in my plan. The most important thing he mentioned was that it is very important to do a proper competitors- and market-analysis of a) existing diabetes apps and b) pregnancy-related apps in general. The first step should be to find out if a new app even makes sense or if it would be better to enhance/adjust an existing app so it fits the needs of GDM patients without re-inventing the wheel. I was/am aware that this could become a problem and it helped a lot to get an opinion and tipps from an expert on how to handle that. Maybe I will have to adjust my plan during the process, but I believe that this is only natural and common.

All in all I now have a more clear plan of my scope, possible hurdles and next steps and am looking forward to start with writing things down.

What are my next steps?

  • Finish my exposé
  • Fill out the official form of the exposé for the FH and hand it in
  • Get the go from my supervisor
  • Start working!

That’s it for now, thanks for reading 🙂

Gamification for elderly patients

Gamification in healthcare refers to the use of game-like elements, such as points, rewards, and competition, to engage patients and encourage healthy behaviours. This approach has become increasingly popular in recent years, as healthcare providers look for new and innovative ways to improve patient outcomes and satisfaction. Some of the ways that gamification is being used in healthcare today.

  1. Patient engagement: Gamification can be a fun and effective way to engage patients in their own care. By using points, rewards, and competition, patients are motivated to become more involved in their health and wellness and are more likely to stick to their treatment plans.
  2. Adherence to treatment: Gamification can help improve adherence to treatment, as patients are incentivized to take their medications and attend appointments. For example, patients can earn points for taking their medications on time and can compete with other patients to see who is most compliant with their treatment plan.
  3. Health tracking: Gamification can also be used to encourage patients to track their health and wellness metrics, such as weight, blood pressure, and physical activity levels. By using a point system, patients are motivated to improve their health and are rewarded for reaching their goals.
  4. Chronic disease management: Gamification can be particularly effective in the management of chronic diseases, such as diabetes, heart disease, and asthma. By using games and other game-like elements, patients are encouraged to take an active role in their care and are more likely to adhere to their treatment plans.
  5. Mental health: Gamification is also being used in the treatment of mental health conditions, such as anxiety and depression. For example, patients can use gamified apps to track their moods, complete therapy assignments, and earn rewards for meeting their goals.

In conclusion, gamification in healthcare is a growing trend that has shown promising results. By incorporating game-like elements into patient care, healthcare providers can create a more enjoyable and engaging experience for patients, which can lead to better outcomes and higher levels of satisfaction and overall health status.

>>> But how can all be applied when we talk about the elderly population?

Gamification can be an effective tool for engaging and motivating elderly patients as well. As older adults face a unique set of challenges related to their health and wellness, gamification can help to make their healthcare experience more enjoyable and effective. How gamification can be applied to improve the health and well-being of elderly patients.

  1. Encouraging physical activity: Physical activity is crucial for maintaining good health and independence as we age. Gamification can be used to encourage older adults to be more active by making exercise and physical activity more fun and engaging.
  2. Medication management: Many older adults take multiple medications, which can be difficult to manage and can lead to non-adherence. Gamification can be used to help older adults remember to take their medications and stay on track with their treatment plans.
  3. Cognitive stimulation: As we age, it’s important to maintain cognitive function and prevent decline. Gamification can be used to encourage older adults to engage in activities that stimulate their minds, such as crosswords, word games, and other brain games. These activities can be made more engaging by using gamification elements, such as points and rewards, to encourage patients to participate.
  4. Social engagement: Social isolation is a major problem for many older adults, and it can have a significant impact on their health and well-being. Gamification can be used to encourage social engagement and build a sense of community among older adults.

Gamification can be a valuable tool for improving the health and well-being of older adults. By using game-like elements, healthcare providers can make the healthcare experience more enjoyable and effective for older patients, improve patient outcomes and enhance the overall quality of life for older adults.

_ Literature:

  • K. White, Becky et al: Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. In The Lancet Regional Health – Western Pacific (2022), https://doi.org/10.1016/j.lanwpc.2022.100528
  • de Vette, Frederiek et al: Engaging Elderly People in Telemedicine Through Gamification. In JMIR Publications – Advanced Digital Health and Open Science 3, no 2 (2015), DOI:10.2196/games.4561

The psychological struggle of undergoing medical procedures.

Medical procedures can often have a profound impact on a person’s mental and emotional well-being. While physical side effects are usually the primary focus of discussion, the psychological side effects of medical procedures should not be overlooked.

Anxiety and stress are common feelings experienced before, during, and after a medical procedure. This can be especially true if the procedure is invasive or has a high degree of risk. Patients may worry about the outcome of the procedure, the pain it may cause, or the impact it will have on their daily life. This anxiety can cause physical symptoms such as increased heart rate, sweating, and difficulty breathing.

Depression can also be a side effect of medical procedures. This is especially true for procedures that have long recovery times, such as surgeries, or those that cause significant changes to a person’s appearance, such as plastic surgery. Patients may feel sad, hopeless, or have a loss of interest in their usual activities. Patients may struggle with accepting the changes to their bodies and may feel self-conscious or embarrassed.

It is important to remember that everyone reacts differently to medical procedures and that these side effects can vary in intensity and duration but it’s pretty safe to assess that medical procedures can have a significant impact on a person’s mental and emotional well-being and it is important to be aware of the potential psychological side effects.

Therefore, addressing patient anxiety before ongoing medical procedures is an important part of the medical professional’s role. By using a combination of communication, good communication is key to reducing anxiety in patients. Medical professionals should take the time to clearly explain the procedure, what it entails, and what to expect before, during, and after. They should also provide answers to any questions the patient may have, as well as address any concerns or worries the patient may have; empathy, patients are more likely to feel at ease if they feel understood and cared for by their medical professional. This, along with good listening skills, can help to establish trust and make the patient feel more comfortable; information, providing clear and concise information about the procedure, including the risks and benefits, can help patients feel more informed and in control. Patients should also be provided with information about what to expect during and after the procedure, such as pain management and recovery time, relaxation techniques, encouraging patients to practice relaxation techniques, such as deep breathing, visualization, or guided imagery, can help to reduce anxiety and promote calmness before the procedure; distraction techniques, reassurance, reassuring patients that the procedure is safe and that the medical team is experienced and well-equipped to handle any potential complications can help to reduce anxiety; and alternative treatments, medical professionals can help to reduce anxiety and promote a positive experience for patients.

In recent years, technology has made great strides in this topic. Digital tools have been developed to provide patients with accurate information, distraction, and relaxation techniques, all from the comfort of their own homes. Here are some of the most commonly used digital tools for reducing patient anxiety before ongoing medical procedures. Among them we can find:

  1. Patient education apps: These apps provide patients with detailed information about their upcoming procedure, including what to expect, how to prepare, and what to do after. They may also provide animations, videos, and illustrations to help patients better understand the procedure.
  2. Virtual reality tools: VR tools allow patients to experience a simulated version of the procedure in a safe and controlled environment. This can help to reduce anxiety by allowing patients to familiarize themselves with the procedure and understand what to expect.
  3. Relaxation and mindfulness apps: These apps provide guided meditations, deep breathing exercises, and other techniques to help patients relax and reduce anxiety. They can be used before, during, and after the procedure to promote a sense of calm.
  4. Distraction games: Simple games and puzzles can be a helpful distraction for patients who are feeling anxious before a procedure. These games can help take their mind off the procedure and promote a sense of calm.
  5. Telemedicine: Telemedicine allows patients to connect with their medical team from the comfort of their own homes. This can be especially helpful for patients who are feeling anxious about their procedure, as they can receive the support and reassurance they need from their medical team in a familiar and comfortable environment.

The anxiety and stress provoked by an upcoming medical procedure shouldn’t be overlooked because it impacts directly not only the patient’s well-being but also the efficiency of the medical procedure itself and the workload for the professional physicians. If a procedure has to be repeated because the patient was extremely shocked the first time, that means there will be extra costs and extra work for the physicians, creating a problem for all the parts involved.

In my opinion, the elderly population is still a hard rock for all the developments in this regard. They are a big part of our society, we keep increasing numbers of the population from 70 years old onwards and they are not as used to digital tools as younger people are. We can’t rely only on digitalisation to overcome all the struggles that come from this situation so we need to find either an analogue and effective solution or find a way to approach digital resources to this target group in an easy, soft and very friendly way specifically designed for them.

_Literature:

  • Rahman, Asmaa/Mahdy, Naglaa/Kamaly, Aiman: Predictive Factors Affecting Postoperative Quality of Recovery for Patients Undergoing Surgery. In IOSR Journal of Nursing and Health Science (IOSR-JNHS) 6, no 3 (2017), p. 50 – 60, 10.9790/1959-0603085060
  • De Rosis, Sabina/Barsanti, Sara: Patient satisfaction, e-health and the evolution of the patient–general practitioner relationship: Evidence from an Italian survey. In Health Policy 120, no 11(2016), p. 1279 – 1292, https://doi.org/10.1016/j.healthpol.2016.09.012
  • Elliot, Tania et al.: Beyond Convenience: Patients’ Perceptions of Physician Interactional Skills and Compassion via Telemedicine. InMayoClinic Proceedings: Patient’s perception, quality & outcomes 4, no3(2020), p. 305 – 314, https://doi.org/10.1016/j.mayocpiqo.2020.04.009

Designing calorie tracking app for healthy habits building


Key Words
Design; Motivation; User Experience; Calorie Tracking; Habit builder.

Obesity and being overweight have become major public health concerns in the United Kingdom, with a staggering two-thirds of adults falling into this category. This puts them at an increased risk for a wide range of chronic health conditions, including heart disease, diabetes, and certain types of cancer. These conditions not only affect the individual’s quality of life but also put a strain on the healthcare system.
Traditionally, public health support for weight loss has focused on providing information about healthy eating and lifestyle. However, the advancements in technology, specifically the internet and mobile applications (apps), it has opened up new possibilities for providing long-term motivational support to individuals looking to lose weight. These apps can provide personalized feedback, set achievable goals, and offer a wide range of features such as tracking progress, connecting with others, and having access to a wealth of information.
In addition, with the increasing use of smartphones and the internet, these apps are accessible and convenient, making it easier for individuals to access the support they need to make positive changes to their lifestyles. Moreover, the apps can be used to provide continuous support and encouragement, even when the individual is away from a healthcare provider. This type of support is crucial in promoting long-term weight loss and improving overall health outcomes.
In conclusion, weight-related issues are becoming a major public health concern in the UK, and the advancements in technology, specifically the internet and mobile applications (apps) open up new opportunities for providing long-term motivational support to individuals looking to lose weight. Thus, health professionals and researchers should consider developing and promoting the use of these apps to support weight loss and improve overall health outcomes. The use of technology to track and manage one’s health has become increasingly popular in recent years, with many individuals turning to mobile apps as a convenient and accessible tool for achieving their health and wellness goals. One specific area where mobile apps have seen widespread use is in the realm of dietary tracking and management. The Apple App Store, for example, features hundreds of apps in the Health & Fitness category that allow users to track their calorie intake and monitor their diet.
According to a survey conducted by the Pew Research Center, 31% of health app users reported using these types of apps to track their diet. However, while the popularity of these apps is clear, research suggests that many of these apps may be limited in their effectiveness in promoting long-term changes in dietary behavior. One key area where these apps are lacking is in their integration of health behavior theory. Health behavior theory provides a framework for understanding how individuals make decisions related to their health and how to design interventions that are most likely to be successful in promoting positive behavior change.
Despite the potential benefits of incorporating health behavior theory into dietary tracking apps, previous research has found that many of these apps are void of such integration. To date, there has not been a comprehensive examination of how popular calorie-counting apps include health behavior theory. This is a significant limitation as methodologies used in previous studies are useful for providing a general overview of the content, but their limited scope makes it challenging to identify all of the instances of health behavior theory integration.
In order to address this gap in the literature, the purpose of this study is to conduct an extensive content analysis of the 10 most popular calorie-counting apps from the Health & Fitness category of the App Store. Specifically, the purpose of this analysis is to evaluate the presence of health behavior theory in the selected calorie-counting apps when used extensively over the course of one week. The findings of this study will provide insight into the current state of dietary tracking apps and inform future development of these types of apps to better promote long-term changes in dietary behavior.


The main question of this paper is to understand how user behavior and motivation will change once
we simplify a user path.
The task is to develop an interface that will help users to manage their daily diet easily and, in this
way, to promote a healthy lifestyle.
I am planning to take references from Pei-Yu C.Jen-Hao C. Hao-Hua C. Jin-Ling L. “Enabling
Calorie-Aware Cooking in a Smart Kitchen” in the book Persuasive Technologies, pp 116–127 (Oulu,
Finland, June 2008); Neeraj K. Consuelo L. Clara M. Swanand P. Bixia S., Alfred K. CalNag:
Effortless Multiuser Calorie Tracking (University of California, Irvine, CA, USA; 2016)
The purpose of this thesis is to create a user-centric calorie-tracking app with an external scale. From
From the technical point of view, the external scale will be connected to the app wirelessly, once a user will
place a product on the scale and take a photo of it the system will suggest products with
information on a screen, so that way, users can easily add products and count calories.
The Structure of the thesis is a classic one, I will start with the theory, finding literature, good practice
examples, and user research, and then will dedicate the majority of the time to building the working
prototype.
I am dedicating two months to research and data collection. Another two months for the first draft and
editing and the rest of the time are for creating a layout and final corrections.

Master’s Thesis: Designing a board game to enhance memory retention.

What impact does playing board games have on memory retention in higher education design studies? 

Nowadays with the overload of information and technologies, it is very easy to get lost in the process of learning. It depends on the individual and the method of teaching. Some people can retain information better if they are able to actively engage with the material and apply it to their lives, rather than using traditional methods of memorizing and writing information in exams. Exams can be a good way to assess an individual’s understanding of a subject, but they may not be the best way to ensure that the information is retained in the long-term. It can be hard to remember all the information when you only read from a textbook. 

Board games can be effective tools for improving memory and cognitive skills, and research has shown that they can be especially helpful for teaching new concepts and helping students retain information (Chang et al. 2022). Board games can improve memory, concentration, and cognitive skills, as well as promote collaboration and problem-solving skills. 

The idea is to take a critical look at the current state of teaching methods in the field of design (Vance, and Smith 2010. Dimitrios et al. 2013, Noblitt). The thesis will focus on trying to improve the memory retention of students with an interactive and gamified technique. Therefore, the target group for this project is design students between 18 and 30 years old. It will examine how this problem has been exacerbated by the growing emphasis on preparing for testing rather than learning. After this initial research and testing, the thesis will consider potential solutions to the issue and propose new ways to reform the system with the creation of a fun board game that will be tested in an experiment later. 

In terms of structure, it will start with the basic research that will determine similar cases, ideas, or best practises. A public online database will be created, containing all the data obtained from the case studies (e.g., https://bit.ly/3ZiRUpc). This content will be a help point for the research phase. With this information, and a possible initial survey, the importance of the topic will be specified. 

The development will start considering information collected in the research phase with the idea of creating good and understandable mechanics. With this done, the prototyping and testing loop will start to find the best design for the boardgame. Once it is satisfactory, the visual design will be finalised, and the game will be created. The last step will be to answer the research question using an AB Testing exercise with two groups of users.

As a result, an experiment can be conducted to compare the effectiveness of a board game with traditional teaching techniques in improving memory retention. The experiment would involve two groups of people, one group playing a board game focused on a subject and the other group using traditional techniques such as reading from a textbook. The experiment would measure the 

performance of each group before and after the experiment, including the number of facts they can remember and how long they can retain them. The experiment could also measure variables such as the level of engagement and enjoyment of the participants. 

The goal of the experiment would be to provide evidence that board games can be more effective than traditional techniques in improving memory retention. The proposed board game would be designed with the principles of design in mind and target a specific group of students. To be able to reach this conclusion, the design process would involve research, analysis of existing board game designs and mechanics, playtesting to find the best user experience, and visual design. 

BIBLIOGRAPHY

Bochennek, Konrad, Boris Wittekindt, Stefanie-Yvonne Zimmermann, and Thomas Klingebiel. ‘More than Mere Games: A Review of Card and Board Games for Medical Education’. Medical Teacher 29, no. 9–10 (2007): 941–48. 

Chang, You-Syuan, Sophia H. Hu, Shih-Wei Kuo, Kai-Mei Chang, Chien-Lin Kuo, Trung V. Nguyen, and Yeu-Hui Chuang. ‘Effects of Board Game Play on Nursing Students’ Medication Knowledge: A Randomized Controlled Trial’. Nurse Education in Practice 63 (1 August 2022): 103412. https://doi.org/10.1016/j.nepr.2022.103412. 

Dimitrios, Belias, Sdrolias Labros, Kakkos Nikolaos, Maria Koutiva, and Koustelios Athanasios. ‘Traditional Teaching Methods vs. Teaching through the Application of Information and Communication Technologies in the Accounting Field: Quo Vadis?’ European Scientific Journal 9, no. 28 (2013). 

Ezezika, Obidimma, Maria Fusaro, James Rebello, and Asal Aslemand. ‘The Pedagogical Impact of Board Games in Public Health Biology Education: The Bioracer Board Game’. Journal of Biological Education, 13 April 2021, 1–12. https://doi.org/10.1080/00219266.2021.1909638. 

Gobet, Fernand, Jean Retschitzki, and Alex de Voogt. Moves in Mind: The Psychology of Board Games. Psychology Press, 2004. 

Hinebaugh, Jeffrey P. A Board Game Education. R&L Education, 2009. 

Mozer, Michael C., and Robert V. Lindsey. Predicting and Improving Memory Retention: Psychological Theory Matters in the Big Data Era, 2016. 

Noblitt, Lynnette, Diane E Vance, and Michelle L DePoy Smith. ‘A Comparison of Case Study and Traditional Teaching Methods for Improvement of Oral Communication and Critical-Thinking Skills’. Journal of College Science Teaching 39, no. 5 (2010): 26. 

Phuong, Hoang Yen, and Pham Nguyen. ‘The Impact of Board Games on EFL Learners’ Grammar Retention’. International Journal of Research & Method in Education 7 (January 2017): 61–66. https://doi.org/10.9790/7388-0703026166. 

Woods, Stewart. Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland, 2012.