设计一个移动应用程序,以管理和减少COVID-19大流行期间常见的精神健康问题

Reza Muhamad Ramdhan, Dani Hamdani
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引用次数: 1

摘要

随着有关冠状病毒爆发导致的死亡人数的数据越来越分散,媒体介绍的大部分数据揭示了压力更大,并造成了心理影响,特别是导致心身问题的心理问题。这个应用程序的计划是帮助个人监督和减轻压力或悲伤的感觉,通过沉思,即使在家里也是可能的,并扩大应用程序的利用,游戏化技术被用来激励客户追求现有的目标,并为客户构建新的时间表,以重新制定行动,直到新的倾向形成。利用易用性测试的评估的后果意味着它们处于依赖于原则标记的中等水平。沿着这些思路,人们往往会认为,就客户体验和便利性而言,安排的计划提供了积极的洞察力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DESIGNING A MOBILE APPLICATION TO MANAGE AND REDUCE COMMON MENTAL HEALTH PROBLEMS DURING THE COVID-19 PANDEMIC
Alongside the expanding dispersal of data on the number of instances of death because of the Coronavirus outbreak, a large part of the data introduced by the media unveils the more stressed and causes a mental effect, in particular a psychological problem that causes a psychosomatic issue. The plan of this application is to assist individuals with overseeing and lessen sensations of stress or sadness in overabundance by doing contemplation that should be possible even at home and to expand the utilization of the application, the gamification technique is utilized to inspire clients to seek after existing objectives and structure new schedules for the client to rehash the action until the new propensity is shaped. The aftereffects of the assessment utilizing the ease of use testing imply that they are at a moderate level dependent on the principle markers. Along these lines, it tends to be reasoned that the plan of the arrangement gives a positive discernment as far as client experience and convenience.
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