PRE2020 3 Group8
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Group description
Abstract
A pure software end-user application that supports people in their need to socialize while motivating self-improvement. Anthropomorphism is intentionally used to increase user commitment and experience. Machine learning techniques are used to process user's data and provide feedback, and to facilitate the anthropomorphized interface.
Members
(in alphabetical order):
- Edwin Steenkamer
- Emi Kuijpers (1227154)
- Fanni Egresits
- Morris Boers
- Lulof Pirée (1363638)
GitHub Page:
Logbook
See the page logbook_group_8
Problem statement and objectives
Who are the users
The target of the application is to support civilians in daily life. The audience of the prototype is narrowed down to adolescents and adults who use computers on a daily basis.
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Approach, milestones and deliverables
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Literature Review
Possibly relevant papers:
- Identifying Evidence-Informed Physical Activity Apps: Content Analysis
- This one is a bachelor thesis, but it does include useful references: [1]
- The efficacy of using mobile applications in changing adolescent girls’ physical activity behaviour during weekends
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User guide
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Software documentation
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