Wellness Hub icon

Wellness Hub

Capstone Wellness
Free
5+ downloads

About Wellness Hub

The project incorporates the development of a mobile application that would be used by students to help them navigate health & wellness related information on the university campus & in the community, book appointments, connect with peers, etc.

The main objective of this project is to deliver a wellness mobile application that will be used by uOttawa students and employees to help them navigate wellness on campus and in the community, book appointment with mental health specialists, connect with peers and mentors, etc. The app will need to be easy to use and its content presented in clear manner. Moreover, it will be available for iOS and Android users.

React Native is utilized in order to help us build out a cross platform (Android and IOS) application. In addition, there will more than likely be multiple third-party JavaScript libraries used along the way as well in order to supplement the system and increase the user experience. The back-end will be written in Node.js as well as the Express.js framework in order to help with tasks such as routing. Primarily, MongoDB is used as there is a requirement larger storage needs.

Gamification is added to the application to make it user friendly and an enjoyable experience. The term “Gamification” is an attempt to enhance a software or a system with the application of game-design elements and game principles in non-game contexts. For example, earning points for an action, unlocking trophies or badges after a certain number of actions, or even a system of rewards after reaching a number of points.

In the context of the new Wellness App, it has been decided to use this concept to encourage students to use the app. Student will be able to earn points for actions like chatting with a peer, bookings appointments, creating a profile, etc. After reaching a certain number of points, they will be able to redeem them for Gee-Gees clothes, gifts cards, dining hall entry, or even free tuition for a semester. The gamification in our app will use 4 different concepts, Streaks, Points, badges and avatar. In this section, we will define how each of them will be implemented in the app and how they will look like. Users must create an account in the app if they want to earn points.