This paper focuses on the design and development of a noninvasive smart and pervasive mobile solution to measure blood glucose without the need for drawing blood or pricking fingers. Specifically, it examines the possibility of sensors using Terahertz (THz) technology to measure blood glucose. This paper reports on a research in progress looking at identifying and then designing superior strategies for measuring blood glucose. It presents the central role that measuring blood glucose plays in diabetes care management. It then highlights the current methods and problems and concerns with finger pricking. From there, the paper proffers a non-invasive solution using THz technology to measure blood glucose and outlines the approach to design and develop such a solution using a decision science methodology.
Mobile games are relatively new industry, and their relevance on the game markets are rising. At the same time, it is very competitive market, as new games are coming out by hundreds every day. The challenges for the new game development come from the creative process and the human factors on how to make the game appealing. In this research, we study the use of test groups as part of new mobile game and concept development process in the early phases. They were used to complement the testing automation at the development phases when use of analytics was not yet possible. Six separate feedback collection sessions were arranged using different methods. The paper presents the main learnings of each used method, the perceived usefulness of the methods for the entire development process. We also contribute to the growing knowledge for mobile game development, focusing on methods for the testing with test user approaches. We conclude that testing with user groups can help clarify the mobile game design to create a more appealing game, but choosing the right groups and right moments in the game development phase can be difficult, as can be the interpretation of the feedback for decision making.
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