How can the persuasive software design patterns for social influence be best leveraged to promote engagement in a digital health promotion application to reduce workplace sedentary behavior?
This solo project was completed as my master's thesis.
I gathered user research, designed low and high-fidelity prototypes, conducted usability tests, surveyed participants to explore measures of engagement, and determined recommendations for designing a digital health mobile application while leveraging social influence.
METHODS & TOOLS
Interviewing, qualitative thematic coding (using MaxQDA software), affinity mapping, low-fidelity paper prototyping, high-fidelity prototyping (using proto.io software), quantitative surveying, mixed-methods analysis
February - May 2020