Gamify Sanquins Blood Donations
Semester programme:
Open Learning/Innovation
Client company:Sanquin
Project group members:
Nina Taken-Koevoets
Julius Šlepetis
Eitvidas Šemežys
Saulė Ambromovičiūtė
Levi Thijssen
Noah Overeem
Project description
Main Question: How can we increase the number of blood and plasma donors of the younger generation?
Through thorough research, we decided to create a marketable product - a blood/plasma donations mobile application that uses several persuasive techniques to incentivize donating.
Context
We are working in the healthcare department, specifically blood donations.
Results
We have created a solid proof of concept as a mobile application for our stakeholders to help them in their partnership with Sanquin. As well as that, we improved our software developing skills by learning how to create mobile applications.