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USING DESIGN THINKING AND THE GAME MATRIX TO INCREASE ENGAGEMENT OF OLDER ADULTS WITH PREDIAGNOSTIC GAMES

dc.contributor.advisorAnand, Christopher
dc.contributor.advisorBruce, Ian
dc.contributor.authorGhaffari Hadigheh, Habib
dc.contributor.departmentComputing and Softwareen_US
dc.date.accessioned2025-02-10T21:04:33Z
dc.date.available2025-02-10T21:04:33Z
dc.date.issued2025
dc.description.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.en_US
dc.description.degreeMaster of Computer Science (MCS)en_US
dc.description.degreetypeThesisen_US
dc.description.layabstractWe propose using mobile games with a human-centered design to engage older adults and support long-term data collection for Parkinson's Disease.en_US
dc.identifier.urihttp://hdl.handle.net/11375/31060
dc.language.isoenen_US
dc.subjectHuman Computer Interactionen_US
dc.subjectDesign Thinkingen_US
dc.subjectGame Designen_US
dc.subjecteHealthen_US
dc.subjectGrounded Theoryen_US
dc.subjectHuman-Centered Designen_US
dc.titleUSING DESIGN THINKING AND THE GAME MATRIX TO INCREASE ENGAGEMENT OF OLDER ADULTS WITH PREDIAGNOSTIC GAMESen_US
dc.typeThesisen_US

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