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Gamification as a motivational tool in a diabetes lifestyle coaching application

Beening, R.F.L. (2019) Gamification as a motivational tool in a diabetes lifestyle coaching application.

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Abstract:This paper describes the design process of an app interface for people with Diabetes Mellitus type 2 (DMT2). The goal of the app is to support people with DMT2 in managing their diabetes and obtaining/maintaining a healthy lifestyle. The aim of this research is to design an attractive and interactive interface. This will be achieved through the implementation of gamification and personalized design. Above all, this should also enhance the motivation of the user in using the app, as well as committing towards a healthy lifestyle. The first prototype of the app is based on the literature on gamification, personalization and real user experience. From this, requirements are derived that serve as the fundament of the design. These requirements translated into the game elements of a goal and point setting system, feedback elements and an avatar. Following, an iterative design process including an evaluation with the target group resulted in the final prototype and requirements. The end result shows a prototype including the game elements and a re-design of the interface. In further research, there could be looked at how motivating the gamified interface is compared to other applications.
Item Type:Essay (Bachelor)
Clients:
ZGT, Almelo, Netherlands
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:50 technical science in general
Programme:Creative Technology BSc (50447)
Link to this item:https://purl.utwente.nl/essays/78823
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