Filtering by
- Creators: Barrett, The Honors College
The purpose of this study is to create and establish an efficient and cost-effective solution to decrease the effects of sedentarism in pregnant women. Our team was given a propelling question, from which we had to narrow down our scope and conduct primary and secondary research to determine our ideal customers. The design of our study intends to imitate the development of a startup where ideas are created from scratch and the final deliverable is a business model plan that shows some sort of traction. Our first major finding is that a sedentary lifestyle can be treated without major challenges in low-risk pregnancies. We determined that uncertainty and lack of concise and clear information is one of the main causes of an increased level of sedentary behavior in low-risk pregnancies. A significant driver for women to do some sort of activity or exercise stems from feeling supported, which doesn’t necessarily come from their partner or couple, but instead from other women that are going to a similar process as them. There are apps in the market that intend to serve pregnant women; however, there is not one that incorporates a social aspect to achieve their goal. In conclusion, there is opportunity in the market for a socially integrated pregnancy fitness app. The Gleam concept has been consciously developed to decrease sedentary behavior through concise, clear, and reliable information and by encouraging women through a socialization platform.
As part of the Founders’ lab program, this thesis explores a social venture idea whose concept is to connect the philanthropic community with individuals and organizations in need of funding a project relating to (Sustainable Development Goals) SDG indicators through a peer-to-peer donation-based crowdfunding platform. Through this platform, the philanthropic community will have the possibility to easily access a wide range of projects to support as well as underserved individuals and communities seeking help, track their impact, donate in a complete transparent donation process, and automate donations through bank card round-ups. This social venture idea has been named PhilanthroGo.
The purpose of this study is to create and establish an efficient and cost-effective solution to decrease the effects of sedentarism in pregnant women. Our team was given a propelling question, from which we had to narrow down our scope and conduct primary and secondary research to determine our ideal customers. The design of our study intends to imitate the development of a startup where ideas are created from scratch and the final deliverable is a business model plan that shows some sort of traction. Our first major finding is that a sedentary lifestyle can be treated without major challenges in low risk pregnancies. We determined that uncertainty and lack of concise and clear information is one of the main causes of an increased level of sedentary behavior in low risk pregnancies. A significant driver for women to do some sort of activity or exercise stems from feeling supported, which doesn’t necessarily come from their partner or couple, but instead from other women that are going to a similar process as them. There are apps in the market that intend to serve pregnant women; however, there is not one that incorporates a social aspect to achieve their goal. In conclusion, there is opportunity in the market for a socially integrated pregnancy fitness app. The Gleam concept has been consciously developed to decrease sedentary behavior through concise, clear, and reliable information and by encouraging women through a socialization platform.
This project explores how modern mobile technology can be used to provide support for domestic violence victims. The goal of the project is to create a proof-of-concept iOS mobile application that maintains a discreet safety front and provides domestic violence victims with resources and safety planning. The design and implementation are disguised as a hair salon app to maintain a low profile on the user’s phone. The HairHelp app features quick exit navigation, a secure database to store a user’s private and personal documents in case of emergency, and a checklist of safety planning measures. The steps taken in this project serve as the foundation for a larger project in the long term.
The purpose of this study is to create and establish an efficient and cost-effective solution to decrease the effects of sedentarism in pregnant women. Our team was given a propelling question, from which we had to narrow down our scope and conduct primary and secondary research to determine our ideal customers. The design of our study intends to imitate the development of a startup where ideas are created from scratch and the final deliverable is a business model plan that shows some sort of traction. Our first major finding is that a sedentary lifestyle can be treated without major challenges in low risk pregnancies. We determined that uncertainty and lack of concise and clear information is one of the main causes of an increased level of sedentary behavior in low risk pregnancies. A significant driver for women to do some sort of activity or exercise stems from feeling supported, which doesn’t necessarily come from their partner or couple, but instead from other women that are going through a similar process as them. There are apps in the market that intend to serve pregnant women; however, there is not one that incorporates a social aspect to achieve their goal. In conclusion, there is opportunity in the market for a socially integrated pregnancy fitness app. The Gleam concept has been consciously developed to decrease sedentary behavior through concise, clear, and reliable information and by encouraging women through a socialization platform.
This research study investigates the design principles and best practices for incorporating gamification in EduMobile apps for teaching about mosquito breeding grounds. With limited research investigating the effectiveness of EduMobile apps in engaging and educating students on complex topics, this study aims to uncover best practices for designing EduMobile apps for early learners (elementary and middle schoolers). A convenience sample of adults who were not part of the target demographic were recruited to test the app. The System Usability Scale was used to measure user satisfaction, and question-wise t-tests were conducted to analyze the effectiveness of specific design changes. Results show a significant difference in user satisfaction between the original and revised designs, with question 5 of the System Usability Scale driving the overall difference in score. Inconsistent design was found to increase extraneous cognitive load and split attention, while consistency within different views was shown to increase user perception of system integration. These findings suggest that incorporating gamification and following best practices in designing EduMobile apps can increase student engagement and motivation in learning about mosquito breeding grounds.
This project seeks to motivate runners by creating an application that selectively plays music based on smartwatch metrics. This is done by analyzing metrics collected through a person’s smartwatch such as heart rate or running power and then selecting the music that best fits their workout’s intensity. This way, as the workout becomes harder for the user, increasingly motivating music is played.