The DiaGame project applies the sciences of data learning and biomedical simulations to an existing serious diabetes gaming platform (SugarVita). We aim to make the current SugarVita a data-driven, personalized serious game (SugarVita-P4) that empowers individuals with diabetes to manage the disease they are facing. We challenged TU/e bachelor-students from different disciplinary backgrounds co-create a better understanding and recommend solutions to ethical issues. This page displays their projects.
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Nudging through personalization
Hi, we are USE cocreation group 8, and we have worked on a product that meets the two aims for designing a platform that is both ethical and optimizes data collection. From the experience, we learned that it was hard to connect wearables and that the app was not motivating enough, because you could not see any results except for the stars. Moreover, we conducted a survey which confirmed our experience that users want to see their results. For our end product we included an elaboration of the results and a page to inform you about wearble devices. We made a presentation with a voice over to show and pitch our end product. Since Tumblr will not let you upload more than 5 minutes of mp4 a day, the video of the presentation could not be uploaded right now. Luckily, you can still see the presentation with this link: https://prezi.com/lzdnngs2gxi0/?utm_campaign=share&utm_medium=copy. We hope you enjoy it!
This is the link to our code is: https://github.com/saandypp/USE-cocreation
USE CC-A2-8 Linn van den Aker Anne Oude Egberink Sandy Park Elise Wolf Noa Zijlmans
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Video
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THE POWER OF EDUCATION
CC- A2-4_SugarVita
We aim to make the users comfortable using the app and be intrinsically willing to share their data so that the app can help them develop a better and healthier lifestyle. We intend to do this by implementing two challenges, while remaining optimally ethical.
The first challenge is tracking all the food the user eats every day, because food is important to track as a diabetic patient. The ethical pitfall of this challenge could be the fact that it is an intrusion on their privacy to share their eating schedule. Besides, this tracking can lead to an obsession and it might make people very health conscious, which might lead to an unhealthy mindset. To prevent this we will give the users points if they fill in their food intake and not for the amount of food they have eaten that day. It is important not to eat too much or too less, therefore the app will contact the users if calorie intake for a certain period is too low or too high. Along with giving points, this challenge will make the users feel more healthy and they will notice improvements which will also motivate them to continue doing the challenge.
The second challenge is 30 minutes of exercise for 3 to 4 times a week. While doing the challenge the user can use a range of wearables to register the exercise. To prevent the user from getting bored with the challenge, we want to nudge them by showing what their peers, neighbors and family are doing, as this really worked for us during the experiment. They are also given a choice of sports/exercise, which gives them the freedom to switch to a different activity whenever they want to.
In both challenges, we will use the Freestyle Libre to monitor the blood sugar of the user. When we think something might be going wrong that can affect their health, we will notify them and give them some health advice, or refer them to a doctor.
In order to reduce the pitfalls discussed above and increase participation in both challenges, we will use education. So to give people autonomy, we want to educate the users about which data is important to share so the doctors and Diagame are able to make a good digital twin. We educate the users about how each challenge can benefit them and how their data will be used to give them better health advice. We think it is important to educate the users because you should respect the ability of a person to think and act for themselves. In this way we let the users decide what data they want to share and not use them as mere means. It is a possible argument that we might not get sufficient data. However when the users are educated, we believe that they will make the right choices and share significant data. Additionally, users are more likely to use the app and do the challenges which leads to a healthier lifestyle. SugarVita will have more happy users, so this will benefit them as well. In the end as many as possible stakeholders will be benefiting from this solution.
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CONSENTeractive
The purpose of the Gamebus app is to help people improve their lifestyle and well-being. To make this a reality, it requires gathering a lot of private data. Unfortunately, data collection brings ethical questions and here we go. The client asked us to look at two problems. In the first place, they want us to collect as much data as possible while being ethically right. Moreover, the product should also illustrate a subtle ethical pitfall related to behavior change.
To capture the needs of the client in one product, we made an interactive consent form. The extra features of this consent form are questions being asked, short videos explaining the whereabouts of the data and who is involved or short games to make the whole idea more entertaining. Each section in the privacy policy is going to be alternated in an interactive format.
Our idea does not restrict data collection, but we strive to make the data collection more ethical by educating people of the possible pitfalls in data collecting. Since most people usually disregard reading the consent form and just click ‘agree’, a lot of crucial information is missed by them. Making people aware of which data is shared and what GameBus does with this data can aid a lot in the privacy issue. Also knowing about the nudging techniques can allow them to understand how the app is trying to achieve better results. This makes the app more transparent for the user. It is intuitively acceptable and an important aspect in data sharing apps that data which people provide, will be first managed by themselves. This option gives the user the uttermost control in which data they would like to share. By telling about the privacy policy, they are more aware of the effect of sharing their data. In this case, the most important values of autonomy and privacy are conserved. Moreover, in the consent form the freedom of rejecting certain data collection is included but they will be also aware of the fact that this will definitely affect the quality of the app resulting in poor results.
In conclusion, we want to let the users decide which data they want to use. By choosing all their preferences, the users will influence in what way and how much they will improve their health. The interactive consent form makes the users feel safer, more satisfied and motivated to use the app and improve their health. Last but not least, the users are less skeptical about sharing their data and will therefore use more different wearables since they know how it will be used by GameBus.
Our end-product is a video, you can access it through the link,
we have posted below, enjoy :))
https://youtu.be/YSC1jCIqZaM
USE CC-A2-7
Layla Abouallam - 1458981
Tessa van Ecken - 1441809
Nevena Gincheva - 1452355
Vera Teurlinx - 1457861
Laura Verbeek - 1428063
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Final end product
Group: CC-A2-1
Loor van der Heijden 1407589
Li-an Hoenjet 1470531
Rachèl Kuske 1454161
Vlad Pintilie 1447637
Lieke van der Sommen 1463616
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Group: CC-A2-1
Loor van der Heijden 1407589
Li-an Hoenjet 1470531
Rachèl Kuske 1454161
Vlad Pintilie 1447637
Lieke van der Sommen 1463616
Link to Github with our code and challenges: https://github.com/vlad6001/co-creation-freestyle-libre
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Transparency is key to morality
The moral problem GameBus is facing is to what extend the importance of autonomy should be disregarded and the importance of health should be heeded to make a more effective app, by using personal data, without becoming immoral. To find a solution to this moral problem we created two challenges.
In the first challenge we experimented with collecting as much data as possible, to find out which possible pitfalls could appear. We learnt this way of data collection comes with a lot of pitfalls, meanly loss in autonomy. Because the great data collection decreases the privacy of the users, and the data collection is not fair. Since less wealthy people cannot afford the wearables which make the extensive data collection easier. When the data collection is not optimal the health increase is not maximal. This makes this challenge unfair, since the least well of have a disadvantage.
To resolve the pitfalls around the first challenge we created the second challenge. In the second challenge, we tried to collect as much data as possible while remaining ethical, this was based on the principal of privacy by uncertainty. By being vague with the data, we tried to create more privacy. An example is, instead of reporting what kind of sport you did and the intensity of the activity, you only tell how many minutes you were active.
After doing the experiment, we found out that our approach in the second challenge may not have been as ethical as we thought. By not uploading all the data, the improvement in health would be less than the increase in privacy. When analyzing the moral problem even more we found a solution that is more ethical in our opinion.
After analyzing our final solution, we came up with the following recommendation. To respect the autonomy but still be able to do all the challenges to get healthier, Gamebus should be transparent. Therefore, they must be clear about which data has to be used by the wearables and in the challenges. This can be done by using a pop-up before subscribing to a challenge or connecting a wearable, in which the pros and cons of the data usage is explained.
These pop-ups will show each time a user joins a challenge not created by Gamebus. Here we assume Gamebus makes morally accepted challenges. Moreover, a pop-up will be shown when using a new technology, such as the Freestyle libre, to show possible pitfalls from using this technology.
Showing these pop-ups will make the Gamebus platform more ethical, since now the user gets constantly informed on possible pitfalls of the platform. Therefore, by accepting they show their informed consent. This works better than just placing things in the privacy statement, which often gets neglected. Because the pop-ups protect the users from possible pitfalls. The users are still able to choose all the challenge which Gamebus offers. This gives the users a great choice in challenges which gives them the possibility to choose the challenges they like and fits in their lives. This increases the autonomy even more.
Link to source code and our challenges: https://github.com/tkortekaas/co-creation-freestyle-libre
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Video
tumblr
THE POWER OF EDUCATION
CC- A2-4_SugarVita
We aim to make the users comfortable using the app and be intrinsically willing to share their data so that the app can help them develop a better and healthier lifestyle. We intend to do this by implementing two challenges, while remaining optimally ethical.
The first challenge is tracking all the food the user eats every day, because food is important to track as a diabetic patient. The ethical pitfall of this challenge could be the fact that it is an intrusion on their privacy to share their eating schedule. Besides, this tracking can lead to an obsession and it might make people very health conscious, which might lead to an unhealthy mindset. To prevent this we will give the users points if they fill in their food intake and not for the amount of food they have eaten that day. It is important not to eat too much or too less, therefore the app will contact the users if calorie intake for a certain period is too low or too high. Along with giving points, this challenge will make the users feel more healthy and they will notice improvements which will also motivate them to continue doing the challenge.
The second challenge is 30 minutes of exercise for 3 to 4 times a week. While doing the challenge the user can use a range of wearables to register the exercise. To prevent the user from getting bored with the challenge, we want to nudge them by showing what their peers, neighbors and family are doing, as this really worked for us during the experiment. They are also given a choice of sports/exercise, which gives them the freedom to switch to a different activity whenever they want to.
In both challenges, we will use the Freestyle Libre to monitor the blood sugar of the user. When we think something might be going wrong that can affect their health, we will notify them and give them some health advice, or refer them to a doctor.
In order to reduce the pitfalls discussed above and increase participation in both challenges, we will use education. So to give people autonomy, we want to educate the users about which data is important to share so the doctors and Diagame are able to make a good digital twin. We educate the users about how each challenge can benefit them and how their data will be used to give them better health advice. We think it is important to educate the users because you should respect the ability of a person to think and act for themselves. In this way we let the users decide what data they want to share and not use them as mere means. It is a possible argument that we might not get sufficient data. However when the users are educated, we believe that they will make the right choices and share significant data. Additionally, users are more likely to use the app and do the challenges which leads to a healthier lifestyle. Sugarvita will have more happy users, so this will benefit them as well. In the end as many as possible stakeholders will be benefiting from this solution.
Carlijn Metz (1445596)
Floor van der Velden (1502390)
Dhiksha Rajasekaran (1407538)
Orpah Lawrie (1409158)
Vera Sneijders (1431781)
This is the link to our code: https://github.com/DhikshaRajasekaran/Post-to-Gamebus-API-USE-CC-SugarVita-.git
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Motivate to participate
Improving the health of diabetes patients is important to strive for quality of life. That is why we, as group 2, have tried to ameliorate the app by gathering as much data as possible. We designed an exercise challenge that is ethically right because it respects the users’ privacy and health. The challenge was a 30 minute powerwalk that we have tried for an entire week. The problem we encountered was the lack of motivation to exercise. An ethical pitfall is that “pointification” did not influence our autonomous motivation. By appealing to the users’ autonomous motivation, the users will play the app with more satisfaction and therefore persist playing longer.
To stimulate the autonomous motivation, we designed extra features for the app. The first feature is a random route designer. This prevents you from walking the same route every time. The next feature is a Spotify playlist. Playlists can be made with a certain bpm (beats per minutes) that fits a type of exercising. To stay encouraged another added feature is a motivator that gives positive comments to keep the users motivated. The last extra feature is a challenge to photograph monuments or parts of the city. With these pictures the user can gain extra points.
In our solution the enjoyment of the users is the main point instead of the point system. This way the users experience less pressure to do the exercises and will feel less controlled by the app. Having the freedom of choice is very important, because it gives people the feeling of empowerment and happiness. These feelings provide autonomous motivation.
To take the users’ privacy into account, we would like to offer them three choices in sharing their gathered data. The different options are not sharing any data with external parties, sharing data anonymously or sharing all their personal data. These options do not intrude into the users’ lifestyle without consent. This is good for the freedom and responsibility of the participant.
In conclusion, these extra options in the app will stimulate motivation and increase the gathered data. The users have more freedom to choose and strive for an improvement of the quality of their health. This makes the app ethically right.
Group CC-A2-2 Koen van Empel 1450395 Bianca Gionkar 1460587 Anna Kuijpers Celine van der Linden 1442139 Martin Mirchev 1414402 Jente Vermeer 1437518
Our end-product is a video, for which the link to download is listed down below:
https://we.tl/t-bKu0g7HYp4
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Personal data collection for health and happiness
GameBus is an app in which people can do challenges to get a more healthier lifestyle. At first, we came up with some challenges. Everyone will start with these challenges so there will be as much data as possible collected. With this data the users get a clear picture of how they live and whether they need to adjust their habits for a healthier lifestyle. However, before the challenge starts the user can choose whether to do the whole challenge or just partially. When the user does not want to do a particular week of the challenge that week’s challenge will be skipped. When doing a week challenge all the information is stored on the mobile, after the week one is asked to share its data.
In the first week the user keeps track of its food intake. The second week the user writes down in GameBus all the drinks he or she consumes that week. The next week the user will reduce the amount of time he or she is online on social media. The app will track this automatically. The fourth challenge is keeping track of sleeping time. After that week, the user has to wear a Freestyle Libre glucose sensor to track their glucose level. In the sixth week the user should do a little questionnaire every day about his mental health and mood, the user can choose between a happy, neutral and sad emoticon. In the seventh week the user manually keeps track of his or her exercise in this week. In the last week, the user will keep track of his or her steps with their smartphone.
In our end product for the client one of the main parts is a survey that the users can fill in so that the makers of the app can improve challenges and can customize the data collection based on personal preferences. The survey gives statements that are along the lines of: ‘I feel unsafe about the way the data of my food intake is being stored.’ A user is then asked to give their opinion using a slider that goes from disagree to agree. There are also statements which are more intended for the user to reflect on his or her (change in) behavior: ‘Tracking my sleep rhythm has led me to sleep more hours or more consist hours than I normally do.’ The data from this survey is being stored anonymously in such a way that it is not traceable to one individual. The survey is to be made after the challenges are completed.
Overall, we think that the survey is a good solution to the moral problem relating to privacy. The user will feel content, which is in support of the theory of utilitarianism, after seeing that their opinion is now part of the newly designed app. As a result they will feel recognized and valued, this is supporting the theory of recognition. Moreover, users will have a sense of control, because they know they can change the settings of the app and therefore the way their (medical/health) data is processed.
CC-A2-5 ☁
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GAMEBUS for diabetes
The FreeStyle Libre provides an efficient and easy way of diabetes management. We have built a connection relay between the FreeStyle Libre and GAMEBUS. If the FreeStyle Libre is used together with the GAMEBUS app it could better the health of diabetics significantly while still being optimally ethical. In this way, new challenges can be introduced, and more data can be collected.
We have built a connection relay between the FreeStyle Libre and GAMEBUS the data from the sensor can be uploaded automatically, the code makes a POST request into JSON format that sends certain attributes to the GAMEBUS API. The code reads csv file downloaded from the LibreView cloud and saved on the user’s device. However, the process is not entirely user friendly and requires significant user’s action.
An example of a new challenge that could be implemented in the app is one which you compete against a random opponent who is in the same points range. Your point score and activities will be shared with the opponent and you can also see their progress. At the end of the challenge you will receive bonus points if you did better than the component. People will be more active and will try to win from the competitor. Most people are competitive by nature so will compete against each other. A lot of data can be gathered and so help improves one's health.
The data that will be collected during the app are important parameters that influence the health of a person with diabetes. By monitoring these and collecting data the health can be improved. A good and steady sleep pattern and regular activity have positive influence on a persons’ blood sugar level.
GAMEBUS will stay morally correct during the design of this concept. The data that is collected by the used wearables will not cross any ethical borders, because a consent form will be implemented for each challenge. The consent form will contain information about what data will be collected during the challenge and in this way will inform users in the best possible way. The users will maintain their privacy, which might otherwise have caused huge dissatisfaction, the reason being that users value their autonomy.
Capability approach perpetrates looking at individual’s characteristics and deriving the standard per individual not per group of people. One might argue that this would create inequality of means which could lead to injustice since there would not be a single standard that is upheld by different people. However, it is to the contrary, it causes justice because everyone gets a reachable goal by classifying users by theirs point range.
The above-mentioned challenge does not only benefit the user but the client as well, since they would be able to collect as much data as possible. In addition to this, they will also be able to target certain data collection for each challenge. This complies with the utilitarianism; this theory says that the best moral option is where the majority of the population is happy with the outcome.
This design will not only induce behavior change of a diabetic to better their health, it will also make it more fun and safer.
The link to the implementation: https://github.com/chbakardgiev/FreeStyleLibre
Group CC-A2-6, SugarVita
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