This project concludes with considering one of the course themes which answers the question of the definition of an exemplary model of mobile/open learning.
Fitness apps are considered part of mobile learning because it can help users track and learn about their fitness levels. In the proposed app design, it can also help middle age and older adults learn various exercise routines through video and correct their form and technique.
Nordin et al. (2010) provides the requirements for a good mobile learning environment. The conclusion uses aspects within these requirements to offer future considerations.
Phones are portable but the adults surveyed in the study proposed a wearable tech.
This begs the question: Is a standalone fitness device feasible?
The functionality needs to differ based on the user's lifestyle and the experience they have with technology.
A future redesign could have a version offering a normal setting or a "lite" version.
Nordin et al. (2010) defines this as the ability to retrieve knowledge without tech becoming a deterrent.
The current redesign that they have has clear functions and features.
One deterrent could be the possible updates and if these updates are supported by the version of the phone the users have.
Nordin et al. (2010) defines this as the ability to communicate with friends, experts, and or teachers.
The redesigned version according to the adults surveyed showed that they hoped for the app to allow them to share their progress with family and friends.
The avatar of a trainer is a big selling point. With AI technology, this is becoming a reality.
Nordin et al. (2010) defines this as the ability to use the functionality of the device or application to complement the user's skills and knowledge development.
Fitness levels and abilities change as one ages. The redesigned application must be able to improve the user's fitness ability and interest as times goes by.
Nordin et al. (2010) defines this as the ability to manage the user's learning despite the changes in the technology itself.
Apps tend to change their interface from time to time and this could cause difficultly for some middle aged and older adults to use the application.
How would the application train or retrain these users? Some ideas could be:
Built in step-by-step tutorial of the interface before they can use the app itself.
Providing sample activities by tapping the correct tiles on the screen.
The redesigned app has the possibility to improve and maintain the users' physical health.
It can also help with socialization. The app can consider including a functionality for organizing a meet up with adults around their area.
For some older adults, they still lead a very active lifestyle, however, their relatives may worry about their whereabouts. An added functionality could be location tracking. This feature must be only available to trusted or emergency contacts of the user.
Nordin et al. (2010) defines this as the ease of use of the users and the application must not create technophobia among new users.
Out of all the proposed interface options, the insufficiently active and digitally unengaged has the best interface because of the following resons:
It shows all the necessary functions (calories, steps, active time, miles).
The map function at the bottom will gibe them abother view where they could orient themselves.
The latest and greatest tech should always have the user's interest in mind. After all, all of these applications should compliment or make our lives easier.
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