Please use this identifier to cite or link to this item:
http://hdl.handle.net/11375/31060
Title: | USING DESIGN THINKING AND THE GAME MATRIX TO INCREASE ENGAGEMENT OF OLDER ADULTS WITH PREDIAGNOSTIC GAMES |
Authors: | Ghaffari Hadigheh, Habib |
Advisor: | Anand, Christopher Bruce, Ian |
Department: | Computing and Software |
Keywords: | Human Computer Interaction;Design Thinking;Game Design;eHealth;Grounded Theory;Human-Centered Design |
Publication Date: | 2025 |
Abstract: | \prefacesection{Abstract} In this thesis we apply Design Thinking (DT) to a real-world problem: the detction of Parkinson's Disease (PD). PD is a neurological disorder and ranks as the second most common neurodegenerative disorder worldwide. Timely detection can positively influence the type and dosage of medication prescribed, ultimately enhancing patients' quality of life. Typically, patients visit the clinic during their downtime, guided by their perception of symptom severity. Often, patients misinterpret the clinical evaluation process. Since early 2020, the number of clinical visits has decreased, particularly among older adults, who face a higher risk of COVID-19 infection. Consequently, implementing remote monitoring and symptom tracking for PD could improve daily living for patients while conserving valuable healthcare resources. Numerous research studies exist focusing on PD prediction and severity assessment through data-driven methods alongside many mobile applications designed for tracking PD symptoms remotely. However, most research tends to focus on a singular symptom, even though PD is complex and multifaceted. Additionally, the participant pools for these studies are often limited, and many mobile apps face challenges with user engagement and commitment. To tackle the challenges associated with data collection, we propose utilizing mobile games as a viable solution. To create those games, we adjusted the DT methodology by replacing the ideation phase with the Game Matrix (an alternative to Morphological charts) for a human-centered design. In addition to evaluating the resulting games, we evaluated the experiences of first-year students with Design Thinking, and specifically with the Game Matrix. We used a focus group of older adults to evaluate the games. Using a Grounded Theory to analyze the interview transcripts, we found a high level of engagement. Initially, they were attracted by the mission of the project and the possibility of helping themselves and other people. They continued using the games due to the games' supportive design. |
URI: | http://hdl.handle.net/11375/31060 |
Appears in Collections: | Open Access Dissertations and Theses |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
GhaffariHadigheh_Habib_202501_Master.pdf | 5.09 MB | Adobe PDF | View/Open |
Items in MacSphere are protected by copyright, with all rights reserved, unless otherwise indicated.