Browsing by Author "Carvalho, Marta"
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- CAPÍTULO III - PROMOVENDO COMPORTAMENTOS SAUDÁVEIS NA ADOLESCÊNCIA COM UMA APLICAÇÃO MÓVEL: O PROCESSO DE ILUSTRAÇÃO, DESIGN E GAMIFICAÇÃO.Publication . Reis, Catarina; Pernencar, Cláudia; Carvalho, Marta; Fragata, Nuno; Martinho, Ricardo; Alves, Rodrigo; Morais, Teresao Projeto TeenPower adotou um conjunto de estratégias com o intuito de promover a solução de mHealth especialmente concebida para adolescentes. No sentido de divulgar, promover e envolver os adolescentes na utilização desta aplicação móvel foi necessário definir e seguir orientações de promoção que viabilizassem a utilização da aplicação. A imagem da marca TeenPower e o seu logotipo customizado foram utilizados em operações de marketing e divulgação junto dos adolescentes, numa perspetiva de gerar afinidade e identificação/reconhecimento com o projeto. Foram criadas ilustrações e grafismos específicos para adolescentes, no sentido de promover hábitos de vida saudáveis através de cartazes para impressão ou digitais especialmente concebidos para adolescentes. Este processo decorreu no âmbito de uma unidade curricular uC de Design e Composição Gráfica do curso de Ilustração e Produção Gráfica e envolveu todos os estudantes no sentido de lhes permitir experimentar com um caso real a temática da uC. Toda a experiência de utilização da aplicação móvel foi cuidadosamente concebida, validada e implementada, de forma incremental e continuada. A geração desta experiência de utilização foi merecedora de um estudo em 3 fases que apostou fortemente na realimentação do sistema recorrendo ao feedback obtido pelos utilizadores/avaliadores num determinado momento. o envolvimento de estudantes das áreas de design, enfermagem e engenharia permitiu tirar partido de uma equipa multidisciplinar que, conjuntamente com utilizadores adolescentes, concebeu a base de trabalho para a implementação descrita posteriormente na secção 3 do presente capítulo. Finalmente, e diretamente relacionado com o envolvimento continuado dos adolescentes surge a aposta na utilização de uma aplicação móvel. A gamificação foi uma das técnicas utilizadas, tanto na fase de conceção e desenho, como posteriormente, na fase de implementação. o grande objetivo foi conseguir manter os utilizadores envolvidos e dar uma resposta efetiva à redução da taxa de retenção dos utilizadores, da plataforma de mHealth TeenPower
- Development of an mHealth Platform for Adolescent Obesity Prevention: User-Centered Design ApproachPublication . Reis, Catarina I.; Pernencar, Cláudia; Carvalho, Marta; Gaspar, Pedro; Martinho, Ricardo; Frontini, Roberta; Alves, Rodrigo; Sousa, PedroObesity is a chronic condition that influences the quality of life of patients and families while increasing the economic burden for the world population. Multidisciplinary prevention programs are crucial to address it, allowing an early introduction of healthy behaviors into daily habits. Mobile health interventions provide adequate support for these programs, especially considering the gamification techniques used to promote users’ engagement. TeenPower is a multidisciplinary mHealth intervention program conducted in Portugal during 2018 to empower adolescents, promoting healthy behaviors while preventing obesity. An agile software development process was applied to the development of the digital platform that holds a web-based application and a mobile application. We also propose a model for future developments based on the user-centered design approach adopted for this development and the assessment conducted in each phase. The user-centered design approach model proposed has three distinct phases: (1) design study; (2) pre-production usability tests; and (3) post-production data. Phase 1 allowed us to obtain the high-fidelity version of the graphical user interfaces (n = 5). Phase 2 showed a task completion success rate of 100% (n = 5). Phase 3 was derived from statistical analysis of the usage of the platform by real end users (n = 90). We achieved an average retention rate of 35% (31 out of 90 participants). Each technique has provided input for the continuous design and improvement of the platform. This allowed the creation of a tailored platform that could meet users’ expectations. Nevertheless, the retention rate decreased significantly over a short period of time, revealing the need for further work in the improvement of the gamification experience.
- Teenpower: an integrated architecture for an mHealth platform designed for e-Empowering teenagers to prevent obesity: a showcase of the TeenPower platformPublication . Carvalho, Marta; Alves, Rodrigo; Reis, Catarina I.; Martinho, Ricardo; Sousa, Pedro Miguel Lopes; Gaspar, PedroAdolescents, reportedly, easily adopt a sedentary lifestyle and unhealthy behaviors. Furthermore, the use of smartphones, especially in this age group, is made on a daily basis. In this context, the TeenPower Project includes an mHealth platform integrated in an intervention programme to engage teenagers to embrace more healthier lifestyle behaviors. This paper describes the technical aspects of the development and implementation of the software applications that compose the TeenPower Platform. The platform consists of two applications: a mobile app (Android) to be used by adolescents, mainly for self-monitoring and educational purposes; and the backoffice (web) application to be used by teachers and health professionals. Both applications are integrated and work through a web service (REST-based) API, which allows them to exchange data seamlessly, keep all related contents updated and enhance communication between adolescents and health professionals.
- TeenPower: Measuring the effectiveness of an intervention program and engaging adolescents towards physical activities using location-aware gamificationPublication . Alves, Rodrigo; Carvalho, Marta; Reis, CatarinaAdolescents, reportedly, easily adopt a sedentary lifestyle and unhealthy behaviors easily carried into adulthood. Prevention is one of the few viable ways to contain the current epidemic percentages of overweight and obesity. The TeenPower Project has created an intervention program that relies on a mHealth platform to engage teenagers into embracing healthier lifestyle behaviors. Although the program is already fully deployed in some schools, further work is necessary to continue to encourage adolescents into long lasting behavioral changes. It is necessary to measure the effectiveness of this intervention program by analyzing the data generated by the adolescent’s usage of the platform. This analysis may also support the decision-making process of health professionals when planning the future of the intervention program. On the other hand, gamification, the use of game-like rewards and incentives, paired with desired behaviors to increase motivations, is starting to be integrated in the mobile application as a way to engage to adolescents in the platform.