Abstract (EN):
Background: The study aims to present and explain the development stages of a mobile app designed to improve health literacy for self-management of oncological diseases. Through the integration of gamification, the app aims to enhance patient engagement and education in an interactive manner. Methods: The methodology of Design Science in Information Systems and Software Engineering was employed, which included stages of needs identification, requirements definition, prototyping, and iterative validation of the developed artifact. A total of 132 participants, consisting of patients and healthcare professionals, were involved in the development of the PocketOnco application. The subsequent implementation of the App, PocketOnco, involved usability testing, System Usability Scale assessment, and the collection of qualitative feedback. Results: The usability testing analysis revealed excellent acceptance of PocketOnco, with the gamified elements such as quizzes and reward systems being particularly appreciated for their ability to consistently engage and motivate users. Conclusion: The various stages in the development of this resource ensure the quality of its purpose. The application proved to be a viable and attractive solution for both patients and healthcare professionals, suggesting a promising path for future digital interventions in the field of oncology.
Idioma:
Inglês
Tipo (Avaliação Docente):
Científica
Nº de páginas:
8