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Bachelor’s and Master’s Theses

Bachelor’s and Master’s Theses

Identification and Gamification Principles in Childhood Nutrition Education: A Game-Based Exploration
Pylyp Morozov

This thesis details the creation and evaluation of “Nutrixia,” a video game designed to educate children aged 7-10 about healthy eating. Utilizing gamification and interactive mini-games, “Nutrixia” aims to combat childhood obesity by improving nutrition knowledge. Testing demonstrated a significant increase in participants’ understanding of nutrition, with age-related preferences emerging in gameplay styles. The game, built with React, offers an accessible learning platform, and future developments include voice-overs, expanded content, and cultural adaptations to further enhance its educational impact.

 

Design of a Skateboarding Route Optimization System based on User Preferences and Experience
Martin Müller

This thesis investigates skateboarding applications and proposes “SkateScape,” a user-centered design (UCD) application aimed at promoting skateboarding as a viable mode of transportation. Through user analysis and persona creation, the project identifies the needs of diverse skateboarders. A review of existing apps and relevant literature informs the development of an interactive prototype for SkateScape, demonstrating its functionality and potential to enhance skateboarding accessibility in public spaces.

 

Study on home delivery platforms (UI/UX)
Eliška Cigánová

This thesis addresses the challenge restaurants face managing orders across multiple food-delivery platforms (Wolt, Bolt Food, Dáme Jídlo). It proposes developing a unified software solution that consolidates orders from these platforms onto a single device, streamlining order management and improving restaurant efficiency. The software will also provide features like access to order history, menu management, and sales statistics. The thesis will employ software engineering principles, including UML diagrams and human-centred design methodologies, to create a high-fidelity prototype demonstrating the application’s functionality and user experience.

 

Design of a Digital Tool with Gamification Elements for Strengthening Interpersonal Relationships
Kateřina Vácová

The aim of this thesis is to create a high-fidelity prototype of an application that seeks to improve, nurture, and care for interpersonal relationships, with added gamification elements. This tool provides various goals, levels, and activities that the users execute in person. The thesis provides an overview of multiple scales used to measure the quality of relationships and then discusses existing applications. The second chapter describes all the methods used and follows the design characteristics of the work. Usability testing was conducted with two distinct groups, and its findings were subsequently implemented. Finally, the work is concluded, along with proposals for future work and improvements.

 

Daily mobile learning application about mental health (Aplicación móvil de aprendizaje diario sobre salud mental)
Esther Frasquet

This project addresses the “mental health crisis” affecting young people (15-25) by developing a multimedia application for daily, reliable mental health learning. It combats misinformation prevalent on social media through a user-centred design, employing software engineering and agile methodologies. Developed as a mobility project, it integrates both engineering and design perspectives.

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