General information
-
Academic year:
- 2025
-
Description:
- In this course students will learn to design and develop physiotherapy apps for mobile devices, to help the development of the physiotherapist within the work task, encompassing the evaluation, diagnosis and the treatment.
Students will analyze and research about how important technology is nowadays. After that, they will design an useful app prototype for their work as physiotherapists, maybe for organization and administration or schedule, maybe for therapy programs, etc.
The methodology used in this course is based in Design Thinking and Service Design, adding knowledge in usability and UX for the best user experience, something needed in digital interaction products/tools.
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ECTS credits:
- 6
-
Course coordinator:
- Emilio Robres Sitja
Groups
Group
A
-
Duration:
- One-semester, 2nd semester
-
Teaching staff:
- Emilio Robres Sitja
-
Language of the classes:
- English (100%)
Competences
- Comunicar-se de mode efectiu i clar
- Tenir la capacitat d'aprenentatge autònom
- Resoldre problemes
- Tenir capacitat de gestió d'informació
- Aprendre a aprendre (aprendre de manera autònoma, actualitzar-se i poder aprofundir en coneixements permanentment)
- Resoldre problemes complexos de forma efectiva en el camp de la Fisioteràpia.
- Aplicar pensament crític, lògic i creatiu, mostrant dots d'innovació.
- Treballar de forma autònoma amb responsabilitat i iniciativa.
- Utilitzar de manera avançada les tecnologies de la informació i la comunicació.
- Saber organitzar i planificar el treball propi i els estudis ulteriors.
- Dissenyar el pla d'intervenció en fisioteràpia, atenent a criteris d'adequació, validesa i eficiència.
- Participar en l'elaboració de protocols assistencials de Fisioteràpia basada en l'evidència científica, fomentant activitats professionals que dinamitzin la investigació en fisioteràpia.
- Dur a terme les intervencions fisioterapèutiques basant-se en l'atenció integral de la salut que suposa la cooperació multiprofessional, la integració dels processos i la continuïtat assistencial.
Syllabus
1. Introduction: technology and society
2. Design Thinking process flow
2.1. Empathize
2.2. Define problem
2.3. Ideation
2.4. Prototyping
2.5. Test
3. Creativity techniques
3.1. Burkus
3.2. Csikszentmihalyi
3.3. From quality to quantity
4. User center design
4.1. User experience and Usability
4.2. User experience principles in mobile applications
4.3. Information architecture
4.4. Think Aloud Protocol
4.5. Marketing Apps Metrics i InApp Analytics Metrics
5. Stages of product development: Flowchart, wireframe, mockup.
5.1. What is a prototype?
5.2. Choosing the right prototype
6. Application design I: User interface elements
6.1. Color
6.2. Typography
6.3. Images, illustrations and icons
6.4. Navigation
7. Application design II: Interaction design
7.1. Basic mobile apps screens
7.2. Mobile app design laws
7.3. The laws of simplicity (John Maedes)
8. Mobile application development software
8.1. Figma
9. Accessibility in mobile apps in physiotherapy
9.1. Visual impairments
9.2. Hearing impairments
9.3. Mobility impairments
9.4. Learning impairments
10. Agile framework
10.1. Agile Manifesto: values and principles
10.2. Scrum
11. Persuasion-Captology
11.1. From Aristotle through Cialdini to Fogg Behavior Model
12. How to prioritize functions
12.1. MVP
12.2. Kano Model
Activities
|
Activity type
|
Hours with a teacher
|
Hours without a teacher
|
Virtual hours with a teacher
|
Total
|
| Analysis / case study |
26,00 |
74,00 |
0
|
100,00 |
| Participatory class |
26,00 |
0
|
0
|
26,00 |
| Hands-on class |
8,00 |
16,00 |
0
|
24,00 |
|
Total
|
60,00 |
90,00 |
0
|
150 |
Bibliography
- Steve, K. (2005). Don't Make Me Think: A Common Sense Approach to Web Usability.. Addison Wesley..
- Norman, D. A. (2013). The design of everyday things.. New York, NY: Basic Books..
- Burkus, D (2013). The Myths of Creativity: The Truth About How Innovative Companies and People Generate Great Ideas (1 edition). Jossey-Bass.
- Csikszentmihalyi (2013). Creativity: The Psychology of Discovery and Invention (1 edition). Harper Perennial Modern Classics.
- Maeda, J. (2006). Laws of simplicity. MIT Press reader.
- Ries, E. (2011). The lean startup: How today's entrepreneurs use continuous innovation to create radically successful businesses. Crown Business..
Assessment and Grading
Assessment activities:
|
Description of the activity
|
Assessment Activity
|
% |
Remediable subject
|
| Assessed Practice 2: Design Thinking. Students in groups of 4/5 will propose solutions to a presenting problem by using Design Thinking methodologies. |
The associated skills will be assessed, especially the use of the methodology, and not only the results obtained. |
20 |
No |
Assessed Activity: Mobile Application Design.
Students will individually devise and design a useful app for their professional development by using a specific mockUp programme. |
The conceptualisation, visual and interactive design, usability and user experience will be assessed. |
40 |
No |
| Theory Classes |
The use of the methodologies explained will be assessed. |
40 |
No |
Grading
A) Continuous assessment
During the course different learning practices will be carried out individually or in groups.
The final mark will be calculated by using the following percentages:
20% class attendance
10% class participation
40% final exam
30% prototype project
B) Single assessment
The final mark will be calculated by using the following percentages:
100% final exam
Specific criteria for the "No show" grade:
A mark of >4.99 is required to pass the course.
A student who does not attend the continuous assessment or the final assessment will be considered Absent.
Single Assessment:
The assessment system at Euses, UdG affiliated centre, is in general continuous assessment. If students wish to take the single assessment, they have to inform the teacher in charge of the course and the degree coordinator in writing during the first two weeks of the semester.
Minimum requirements to pass:
A mark of >4.99 is required to pass the course.
Mentorship
Les tutories es realitzaran presencialment a les aules habilitades i també de manera virtual
Communication and interaction with students
La comunicació i interacció amb l'estudiantat es realitzarà presencialment i virtualment i s'utilitzarà el fòrum d'avisos i notícies del moodle, videoconferències i correu electrònic.
Remarks
Learning outcomes:
- Identifying the most appropriate interactive computer tools for the creation of Apps in the different health prevention and promotion processes.
- Understanding the Apps design principles.
Design Amendment
Amendment of activities:
Scenario I. In person: the tutorials will be carried out in person in enabled classrooms. Communication and interaction with the students will be in person, and the Moodle fórum and email will be used in addition. Scenario IV. Confinement: Tutorials will be virtually conducted. Communication and interaction with the students will take place virtually, through the forum of Moodle, video-conferencing means and email.
The teaching activities will be carried out through online platforms (theoretical activities).
Amendment of the assessment:
Scenario I. In person: the tutorials will be carried out in person in enabled classrooms. Communication and interaction with the students will be in person, and the Moodle fórum and email will be used in addition. Scenario IV. Confinement: Tutorials will be virtually conducted. Communication and interaction with the students will take place virtually, through the forum of Moodle, video-conferencing means and email.
The evaluation will be as follows:
Theoretical part: Assessment using the Moodle platform. (the assessment rules will be the previously established in the subject)
Mentoring and communication:
Scenario I. In person: the tutorials will be carried out in person in enabled classrooms. Communication and interaction with the students will be in person, and the Moodle fórum and email will be used in addition. Scenario IV. Confinement: Tutorials will be virtually conducted. Communication and interaction with the students will take place virtually, through the forum of Moodle, video-conferencing means and email.
The communication and professor meetings will be carried out through the platforms enabled by the UdG (google meet, Microsoft teams, Skype ...)