HARDBOUND
HARDBOUND
DEFICIT/HYPERACTIVITY PATIENTS
A Capstone Project
Presented to the Panel of Evaluators
Department of Information Technology
College of Computing
Pangasinan State University – Urdaneta City Campus
by
January 2024
APPROVAL SHEET
In fulfillment of the requirements for the Capstone Project 2 course of the Bachelor
Disorder, which was prepared and submit by ELMAR V. MARQUEZ JR., AARON
Accepted in fulfillment of the requirements for the Capstone Project 2 course of the
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ABSTRACT
designed to cater to the unique needs of individuals diagnosed with Attention Deficit
Hyperactivity Disorder (ADHD). The primary focus of this initiative is to address the
functions. The carefully curated challenges within the game aim to guide users in
improving their focus and concentration wh This capstone project explores the rationale
creation and the potential impact it may have on improving the cognitive and attentional
abilities of individuals grappling with ADHD. The documentation provides insights into
the theoretical foundations, design considerations, and future prospects of this therapeutic
gamingsolution.
gamingsolution;
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ACKNOWLEDGEMENT
Guzman, our capstone adviser, for her unwavering guidance and support from the
inception of our project. Her counsel and insights have been instrumental throughout the
entire process of creating our document and developing our project. We would also like to
thank our panel members, Mr. Leo Gabriel Villanueva, Ms. Caren Pacol, Ms. Kathleen
Jane Esteves, and Mr. Joshua C. Reyes, your valuable time, thoughtful insights, and
your integral role in our academic achievement. Furthermore, our gratitude is extended to
Dr. Frederick F. Patacsil, the coordinator of our capstone project. He has not only assisted
and educated us on the finer details of the document but has also consistently demonstrated
courtesy and consideration towards all members of our team. Also, a big thank you to Mr.
Juan Carlo who took the time to respond and provide information that we need to our
capstone project, without your help, this project could not have been finished. Special
gratitude is extended to our families for their generous support. We express our deepest
thanks for their continuous encouragement and understanding throughout the duration of
our capstone project. Your prayers for us were what sustained us this far. Finally, our
heartfelt thanks go to Almighty God for guiding us through each challenge. Your constant
guidance has proven invaluable. You are the one who permitted us to complete the project.
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DEDICATION
This capstone project is a fruit of countless and arduous sacrifices. Through the
researchers’ effort, this project is heartily and proudly dedicated to the people who serve
as an inspiration. From parents and guardians to colleagues and circle of friends, and to the
Urdaneta City Campus who extended their unending support in the midst of problems while
Moreover, this research was conducted with the hopes to help Pangasinan State
University to manage event planning efficiently and with the hopes that the researchers can
Above all, to our God Almighty who showered us His blessings in our everyday
lives, especially for the strength, courage, patience, wisdom, time, and guidance in
The Researchers
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TABLE OF CONTENTS
ACKNOWLEDGEMENT ................................................................................................ iv
DEDICATION .................................................................................................................. v
CHAPTER
I. INTRODUCTION .............................................................................................. 1
User Requirement................................................................................................. 11
Usability Testing.................................................................................................. 17
Synthesis .............................................................................................................. 20
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III. METHODOLOGY ….......................................................................................... 23
Summary …........................................................................................................... 45
Conclusions …..................................................................................................... 46
Recommendations …............................................................................................ 47
BIBLIOGRAPHY ........................................................................................................... 48
APPENDICES.…............................................................................................................. 52
CURRICULUM VITAE.…............................................................................................... 58
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LIST OF TABLES
Table Page
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LIST OF FIGURES
Figure Page
1 RAD phases......................................................................................................... 14
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LIST OF PLATES
Plate Page
4 Choose Avatar……………………………………................................................................ 39
7 Statistics .............................................................................................................. 42
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Bachelor of Science in Information Technology
CHAPTER I
INTRODUCTION
Situational Analysis
impacts both children and adults. This disorder is a developmental impairment of the
brain’s executive functions. People with ADHD have trouble with impulse control,
focusing, and organization (Dodson, 2022). Those who are living with this condition are
having a difficult time doing everyday tasks and controlling their attention, which can make
completing a project hard or challenging. The disease can limit a person’s ability to study
or work, and it can lead to stress, anxiety, and depression (Klein, 2023).
Attention Deficit Hyperactivity Disorder is divided into three main types: (1)
Inattentive type – Persons with this type of disorder tend to get distracted very easily and
have poor concentration skills. (2) Hyperactive- impulsive type – A never-ending burst of
energy can be seen in those people with this type of ADHD, people with ADHD don’t seem
to slow down, talking and fidgeting, and have difficulties staying on task. (3) Combined
type – This is a combination of both inattentive and hyperactive behavior; this means that
a combination of symptoms from both categories is exhibited in this type (Lener M, 2023).
Most people, with or without the disorder, experience some degree of inattentive or
impulsive behavior.
But it’s more severe in people with ADHD. The behavior occurs more often and
interferes with how you function at home, school, work, and in social situations. Symptoms
can change over time, so the type of ADHD you have may change, too. This condition can
be a lifelong challenge. But medication and other treatments can help improve your quality
of life.
The ADHD community faces multiple unique problems and challenges that can
significantly impact their daily lives and overall well-being. Aside from getting distracted
easily, having a hard time focusing on a single task, and being hyperactive. There are a lot
of other various problems their community encounters. Most of the people in our
community don’t understand what the disorder is, usually, Society think that this condition
is about having a poor level of concentration skills. ADHD is more than just a problem
with people’s cognitive skills. A person that has the disorder also suffers from anxiety and
depression (CDC, 2022). According to a study conducted by (Shen, et. al. 2021) self-harm
and suicide rate are much higher to them compared to a person without ADHD where 5,693
college students participated, and all showed symptoms of suicidal behaviors, ADHD,
anxiety, and depression. The result shows that participants with an inattentive and
combined type of the disorder had more than five times increased odds of suicidal
The problem for people who were living with ADHD in the Philippines was that
this type of disorder was not well known in the country, especially in provinces like
Pangasinan where few doctors specialized in this type of mental condition. People with the
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condition still needed to go to other places like Baguio or Manila to be able to have a
neurodevelopmental disorder that affects individuals of all ages and is prevalent across the
globe. There are a total of 139.84 million persistent adults who have ADHD, while 366.33
million cases are found in adults exhibiting symptoms. These cases roughly represent
2.58% and 6.76% of the global population, respectively (Peige Song, et al., 2021). In terms
of children, the US Census Bureau estimated that 1,795,734,009 people were aged 5-19
worldwide in 2013. Thus, approximately 7.2% of this total population, which amounts to
129 million, can be considered a rough estimate of the number of children worldwide who
have ADHD (CHADD, 2023). In 2019 there were 4,198,974 new ADHD cases in children
at the age of 0 – 14. It was diagnosed in 3,114,614 (74%) boys and 1,084,360 (26%) girls.
In the Philippines, there is no accurate total number of ADHD cases although the estimation
All kids struggle at times to pay attention, listen, follow directions, sit still, or wait
their turn. But for kids with ADHD, the struggles are harder and happen more often (Hasan
S, 2022). Attention Deficit Hyperactivity Disorder commonly affected young children, but
some adults were diagnosed with the disorder. These individuals were sometimes
diagnosed later in life. ADHD is a lifelong disorder, which meant that once you had it, it
stayed with you forever. Children who had the disorder exhibited symptoms of
hyperactivity, being inattentive, and being impulsive. What made this disorder hard to
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diagnose in kids was that it was normal for a child to be distracted, restless, impatient, or
impulsive; these things didn't always mean that a child had ADHD. As the child grew, their
focus and self-awareness developed little by little with the help of their parents and
teachers. Attention, activity, and self-control developed gradually as children grew. Kids
learned these skills with help from parents and teachers. But some kids didn't get much
better at paying attention, settling down, listening, or waiting. When these things continued
and began to cause problems at school, home, and with friends, it might be ADHD.
Children who had ADHD often had a hard time coping with daily activities as stated
above, which was why most of them played video games because video games could give
brain stimulation through their fast-paced mechanics, and instant rewards, and were
visually exciting with their graphics. Kids with ADHD sometimes had trouble forming
relationships. With the help of playing online games, finding and making new friends could
be easier. There were a lot of benefits a child could get from playing video games. This
would help them build important skills like visual-spatial skills, hand-eye coordination,
In 2020, the FDA approved the first prescription digital game as therapy for ADHD.
EndeavorRx is for youths aged 8 to 12. It’s mainly for those who have the inattentive or
inattentive-hyperactive type of disorder. It’s meant to be used as part of treatment that may
include medication and behavioral therapy. EndeavorRx sends players zooming through
different landscapes, including a lava river and an icy winter wonderland. Kids tap the
screen to pick up targets along the way. One study funded by EndeavorRx’s maker showed
Developing a game that aimed to help children with ADHD was very important for
the community, as a recent study showed that playing video games could help with
mentioned, children with ADHD had low attention spans and poor concentration skills,
making it difficult for them to complete tasks and leading to procrastination. This low
attention span caused them to become bored earlier, relying more on external stimuli or
more engaging tasks. Therapeutic interventions based on gamification and video games
application called FocusFinder that sought to provide aid to children with ADHD.
FocusFinder was designed to be a therapeutic game that would improve the children’s
Statement of Objectives
The main objective of this study is to design & develop a mobile game called.
FocusFinder for children that are diagnosed with Attention-Deficit / Hyperactivity Disorder
FocusFinder.
3) To test the usability of mobile application using SUS (System Usability Scale)
This study produced a mobile game for children diagnosed with Attention Deficit /
Hyperactivity Disorder (ADHD). The proposed mobile game was beneficial for the
following:
Parents/Guardian. The mobile game helped those parents/guardians who had a child that
was diagnosed with ADHD. The mobile game provided a supportive and therapeutic
experience that was beneficial to the child’s development and for managing their
symptoms.
Patient. The system was a therapeutic mobile game that increased the engagement and
Kids. Focusfinder was created specifically for kids with ADHD, and it serves as a
therapeutic tool and support. It gave the child a different way to get help and practice skills
pleasantly and interestingly. Focusfinder could improve the entire treatment strategy for
activities.
which they could recommend to parents as therapeutic support for their child.
Educators. Educators played a crucial role in the children's development. FocusFinder was
designed to develop skills for children with ADHD; therefore, it was helpful for educators
Researchers & Future Researchers. This study may be help to assist future researchers
in conceptualization of similar systems or studies that utilize the same technology as used.
The scope of the FocusFinder was to provide a therapeutic and supportive game for
provide users with games that could help them engage in skill development and be
The FocusFinder mobile app game was developed for children with ADHD, but it
was available to other users interested in the mobile app. There were at least 6 mini games
available in the mobile application. Focusfinder was not a substitute treatment; therefore,
it was not recommended to be the only treatment for children under fourteen years old with
game if the outcome increased the hyperactivity of the child and to seek the advice of a
qualified doctor if they had concerns about the health and well-being of the children.
Finally, the mobile game app was limited to the features and functionality provided by the
programming it was coded on and may not have been able to satisfy and pursue a positive
Definition of Terms
that commonly begins in childhood and can persist into adulthood. It is characterized by a
functioning or development.
normal physical or mental functioning. It deviates from the typical or expected pattern of
Focusfinder – Focusfinder is a mobile app game that will be developed using the insights
and advice of an ADHD specialist and will help children diagnosed with ADHD to develop
their skills and be a fundamental, therapeutic, and supportive mobile game for them.
Mental Health Issue - refers to a broad term that encompasses a range of conditions or
It refers to any condition that affects a person's psychological and emotional state, leading
Mobile Game - is a kind of game created especially to be played on portable gadgets like
smartphones and tablets. These games may be played directly on the screen of a mobile
device using touch or tilt controls after being downloaded and installed from app stores
difficulties with attention and focus, but they may not display the hyperactive and
entails creating and coding instructions that explain to a computer how to carry out duties
or operations.
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disorder.
psychological functioning.
CHAPTER II
User Requirement
User requirements describe what the user expects from the system. They may be
included in a proposal for the work, included in a client's "invitation to tender," or created
by talking with the client at length about "functional" issues. It is crucial to get the user
requirements right because: a) it gives the user(s) confidence in what you can do for
them; b) it allows you to fix the problem; c) it ensures that you can proceed to the next
phase. (Shanmugam & Mallick, 2021c). The requirements of the user should be at the
center of any product development project; however, many developers start projects
without really understanding what the user wants and needs. In most cases, the success of
(Team, 2019).
Understanding user demands is critical for the success of any information system,
including mobile applications, according to Tajudeen et al. (2022). Gathering the proper
user requirements, demands, and expectations will lead to the development of the project,
allowing the system's future and capabilities to be determined. Near Contact (2021)
published an essay that discussed why user requirements are vital in software and
impossible to tell what must be created, how it should perform, and how to test it if there
were no requirements.
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There are a lot of reasons why every development team should create User
Requirements Specifications (URS). Teams who have a clear and concise URS can
prevent costly mistakes, better prioritize their development tasks, and generate a higher-
quality product overall. The following are some of the specific advantages of forming a
URS: a). Lower Development Costs: By gaining an early grasp of customer requirements,
development teams may avoid squandering time and resources on features that
consumers may never utilize.2.) Enhanced Efficiency: A well-written URS enables teams
to effectively plan and execute their development efforts. As a result, cycle times are
lowered, and overall efficiency is boosted.) Quality has been improved: Development
teams may produce better products with a greater grasp of consumer needs. (Docsheets,
2023)
Players are more likely to enjoy a game if they have a positive experience. Dian
Kusumasari et al. (2018) stated in their study that the user requirements for ADHD games
must challenge the focusing level of the children, diverse difficulty, and has audio
feedback to enhances the interactive learning experience. A good user experience can
make a game more immersive, challenging, and enjoyable, resulting in higher player
satisfaction. One of the primary reasons why user experience is vital in game
development is because it impacts player retention and engagement. Players are more
likely to continue playing a game if they have a positive experience. In contrast, poor
user experience can lead to frustration, resulting in players quitting the game altogether.
(Nexgits, 2023).
The research aims to be able to develop a mobile-based application that will help
children with ADHD. This application will be developed using Rapid Application
Development (RAD). Below are citations of healthcare- related apps that used the RAD
method.
administrations to those got on PCs. Rapid Application Development (RAD) takes the
versatility of a mobile application due to the model’s fast-paced development. (Le Pham,
2021).
prototyping, and can be done in a short time and a team of two to six people. In
developing the application, researchers used the Rapid Application Development (RAD)
prototyping, can be done in a short time, and consists of two to six people.
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development time, and can be used in teams of two to six people (Adrianusa, et. Al.
2022).
Requirements Planning. During this stage, the researchers, clients, software users, and
teams do communicate to determine the project’s requirements and strategies for tackling
User Design. In this RAD phase, the software developers aim to build something they
can demonstrate to the client. This can be a prototype that satisfies all or only a portion of
Construction. With a recent prototype prepared, software developers present their work
Cutover. During this stage, developers may optimize or even re-engineer their
implementation to improve stability and maintainability. They may also spend this phase
connecting the back end to production data, writing thorough documentation, and doing
any other maintenance tasks required before handing the product over with confidence.
The RAD methodology provides the ability to quickly create, and share working
prototypes and allows the business to review functionality earlier in the application life
cycle, helping to avoid rework that could derail the entire project. The time-box approach
mitigates cost and schedule risk. The method improves the quality of the system as well
throughout the project life cycle and improves software quality as requirements can be
validated and refined based on user feedback. In RAD, the client is there every step of the
way, and the developer can present their work frequently. This gives the developer a
certain level of confidence that when the final product is delivered, their work receives
appreciation. This greatly improves developer productivity. RAD reduces the risks of the
waterfall model, with shortened cycle time and improved productivity, and fewer
application that aims to improve the lives of people with ADHD and Dysgraphia. This
learning tool seeks to assist individuals who struggle with their writing skills. The RAD
method was employed in the development of the application, enabling the developer to
complete the project in a short period. Moreover, one of the advantages of utilizing this
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Bachelor of Science in Information Technology
process is that it reduces the time and financial resources required to produce the final
output.
their thoughts into written language for their age and ability to
think, despite exposure to adequate instruction and education. This medical condition can
MontSensory will evaluate the efficiency and effectiveness of a mobile application for
children who have dysgraphia and whether students' writing abilities increase as a result
According to Tuah et.al. (2021), Gamified applications are regarded as useful for patients
self- Management and care that covers several tasks aimed at managing diabetes mellitus.
through a prototype and reusable codes. Using the prototype developers can obtain rapid
responses from users during the development cycles. Meanwhile, the reusable codes from
Moreover, this method accelerates the development period without impairing the quality
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Bachelor of Science in Information Technology
of the application. Thus, RAD was chosen on the basis that developers and users work
Tan, et. al. (2022) developed a mobile health application that facilitates remote
care for patients using the RAD method. Stakeholders including decision makers,
physicians, nurses, health care administrators, and research engineers were engaged
which allows the developers to continuously gather information from the client for the
clinical care management for patients. It facilitated early patient hospital discharge and
continuity of care while addressing issues relating to data security and labor, time, and
innovations in a short duration. According to Kasinathan, et.al. (2020) RAD life cycle
can determine the success of a mobile game for people of all ages.
Usability testing
Usability testing is a user research technique used to assess how well a product
meets the needs of its users. it entails watching users as they use a product and measuring
how successful they are in achieving their goals. usability testing is used to uncover
challenging tasks, unclear language, and other issues that need to be addressed. by
understanding user behavior and preferences, usability testing can help you develop a
better product and experience (Lin, 2023). In a study by Moran (2021), she mentioned the
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three elements of usability testing which are the facilitator, tasks, and the participants.
She also cited the flow of information when conducting usability testing which includes
a) the facilitator administering tasks; b) the participants performing the tasks; c) the
facilitator observing and interviewing the participant and d) the participant providing
feedback.
Bringing in actual users for usability tests can be a great way to ensure the
website or app functions as intended before it's launched because designers and
developers are very close to the project and may find it challenging to identify usability
issues (Geyser, 2022). It's not about getting participants to tell you what needs to be
adjusted; rather, usability testing involves watching potential users of your product in
action, listening to their needs and concerns, and thinking about what might make the
The main benefits of mobile app usability testing are: Detecting problems: By
testing a mobile app with users, specific problems regarding the user experience or user
interface arise; this feedback is crucial in aligning the product to the user's preferences
(Bharati, 2022).
There are many ways of conducting usability testing one of which includes
that is mostly used for usability study include System Usability Scale (SUS), Computer
(PSSUQ), and Software Usability Measurement Inventory (SUMI). For the project and to
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test the usability of the system, the research team will be using the System Usability
Scale (SUS).
The Cantam Vapestore application tested the prototype's usability using system
usability scale (SUS) calculations and usability testing, with a total of 21 participants,
most of whom were consumers. The SUS questionnaire's reliability and validity results
community complaint system (SIDUMAS) can assess the degree of application use and
offer suggestions for enhancements. Results of the usability testing of the questionnaires
for the public complaint applications and information from interviews with respondents
were used to collect data. Participants in this study were 30 members of the general
public, 5 usability specialists, and Badung people. The criteria of the procedure used were
Combining three methods think aloud, heuristic evaluation, and System Usability
Scale (SUS) the approach used to analyze the public complaint system will result in an
Badung SIDUMAS system. The results showed that: (1) Using the think-aloud method, it
was discovered that the issues encountered by users of the community complaint system
program, in general, coincided with those encountered in the test. According to the
findings of research using heuristic evaluation, there is one issue that has the greatest
The results of the calculation of the average System Usability Scale (SUS) score
category. Furthermore, for the percentile rank score, the value obtained is 78 so it is in
the grade B category. (2) Making recommendations for improvement in the study focused
on changing the layout on the page and navigation menu on the results of data causing
Synthesis
valuable understanding of how these works can be applied to achieve the main goal of the
Shanmugam & Mallick (2021) stated that User requirements describe what the
user expects from the system. It is crucial to get the user requirements right to be able to
proceed to the next phase. Team (2019) the success of a product depends on having a
clear, in-depth recognition of the user's requirements. Tajudeen et al. (2022) Gathering
the proper user requirements, demands, and expectations will lead to the development of
the project.
game application is doable with the RAD method. This reduces the time and financial
resources needed to develop the game. While 2 other studies by Tuah et.al. (2021) and
Tan, et. al. (2022) can develop a health- related application using the same approach.
These projects utilized the following: (1) Requirements planning, (2) User Design, (3)
Construction, and (4) Cutover. Bamel (2023) used SUS for the prototype’s initial
test of the quantum application using the usability Scale (SUS) the generated result of the
SUS survey was tested as reliable. Aside from using the SUS questionnaire, there are
many other ways to test the usability of the application like the Computer System
Project Framework
projects. The structure and perspective of a study are not clear without a framework. The
Input Process Output (IPO) model was used by the proponents, which gives a general
Figure 2 illustrates the study project's framework, with the input consisting of the
Disorder, recognizing the functional, as well as assessing the system's usability. These
inputs are used to carry out research. The system's development process is Rapid
for ADHD patients, which includes four phases consisting of requirement planning, user
design, construction, and cutover. Feedback is a key component of the model along the
CHAPTER III
METHODOLOGY
Project Design
The research made use of both descriptive and developmental research designs. The
researchers used the Rapid Application Development (RAD) methodology, which aided in
project deliverables quickly and efficiently. Using RAD, developers could swiftly make
many iterations and modifications to the program without having to start from scratch,
ensuring that the system's output was more quality-focused and fit with the end users'
requirements. The RAD process was broken into four phases: a) requirements planning; b)
Requirements Planning. During this phase, the researchers and potential end-users
communicated to determine the goals and expectations for the proposed mobile
application, as well as current and potential issues that needed to be addressed during the
build. In this stage, the gathered user requirements using a semi-structured questionnaire
that helped them visualize how the project should be done, picture ideas, and devise
requirements.
User Design. After planning, researchers had gathered the user requirements and started
with the prototype. Features, functions, and the system flow were integrated into the
prototype, such as the app's design where specific colors and distractive design should not
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be added in the User Interface Design (UI). It was then presented to the end-users who
decided what they liked and what they didn't, about the designed prototype. The design
prototype was made using the Figma Application, with the collaboration with ADHD
Construction. The application was developed in this phase. The researchers carefully
gained from a well-crafted prototype that contained the recommendations and comments
from possible end-users. Along with meeting the requirements stated by the users, this
system also neatly included all the features and functionalities that had been built into the
prototype first. An extensive toolkit for design, coding, testing, and debugging, Android
Studio is a powerful integrated development environment (IDE), and it was used for the
code editor took on the function of a debugger by virtue of its adaptability and extensibility.
Dart was the preferred programming language for the implementation because it was
gathered through the testing phase were applied to the system. In this stage, the deployment
of the system took place. Furthermore, acceptance testing was also employed, and a
semistructured questionnaire was used to evaluate the usability of the mobile application.
The study was conducted in Urdaneta City, Pangasinan. To fulfill the target
population for the objectives of the study, the targets were the following:
IT Developers
participant pool to fulfill objectives no. 1 and 2. The purposeful selection of specific
individuals from the population according to predetermined criteria was known as simple
purposive sampling. It allowed for a focused and deliberate inclusion of individuals who
were most pertinent to the study, even as it added a level of discretion to the selection
experiences that align with the research objectives. This approach was particularly
beneficial when the researchers seek in-depth insights from specific subgroups within the
population.
people who had the qualities necessary to meet the research objectives by employing
simple purposive sampling. Although not solely reliant on random selection, this approach
provided a deliberate and effective way to choose participants, raising the possibility of
external validity of the study. It minimizes the potential for sampling bias and selection
bias by carefully selecting participants based on their relevance to the research questions.
robustness of the study, providing a solid foundation for reliable and generalizable
findings.
3 5 5 10
In the table above, the target population for each objective was defined. For
objective 1, the target participants were 5 ADHD Specialist to conclude the system
requirements of the mobile application. In Objective 2, there were 5 IT Specialist for the
Data Instrumentation
For Objective No. 2, Rapid Application Development (RAD) was used for the
development of the mobile application. RAD placed a strong emphasis on flexibility and
speed, but it was crucial to strike a balance between speed and the quality of the final
output. Rapid iterations and frequent engagement with shareholders and users assisted in
For Objective No. 3, the System Usability Scale (SUS) questionnaire was used by
the researchers to conduct a survey. The System Usability Scale (SUS) was a tool for
System Usability Scale (SUS) consisted of 10-item questions with a 4-point Likert Scale
score ranging from 1 (Strongly disagree) to 4 (Strongly agree) and was used to interpret
the gathered data. The SUS scoring consisted of two steps: calculating the score and
understanding what it implied in the context of usability. This approach was used by the
researchers to evaluate the system's efficiency and potential for benefit. (See Appendix B)
Data Analysis
This section described how the research team analyzed data to help develop the
mobile application.
For Objective No. 1, to interpret the data that was gathered, the researchers used
the average weighted mean and frequency distribution to identify the user requirements of
the proposed system. The necessary features were selected using the following scheme.
The response ranging from 2.51 to 4 was interpreted as essential, indicating that the
system had met the user requirements. Response scores ranging from 1.00 to 2.50 were
used the recommended user requirements for the development of the mobile game.
For Objective No. 3, the usabilty of FocusFInder was assesed using a survey
questionnaire based on SUS (System Usability Scale), which results were subjected into
frequency count an calculating the mean, which was interpreted using the following Likert
scale:
The mobile application has satisfied the usability criteria if the response fell
within the range of 2.51 to 4 and was considered usable for deployment. Responses with
a Mean score between 1 and 2.50 were considered unusable for use among ADHD
children, and the mobile app was further revised and underwent repeated development
and testing until the usability score reached the "usable" values.
FocusFinder was a mobile game application designed to help users alleviate their
adhering to the specified functional and non- functional requirements. The mobile
application was created cross- platform, utilizing the Dart Programming Language and the
Flutter Framework. In addition, the Integrated Development Environment (IDE) for the
process to focus on building and creating a prototype, which saved time when developing
Following the completion of the mobile application, the research team conducted a
usability test to evaluate the app's usability and received input from possible end users. If
the usability testing results were satisfactory, the final step was to release the mobile
application to the public and make it available for download on the Google Play Store,
CHAPTER IV
In this chapter, the data modeling results and implementations such as flow charts
illustrating the current procedures and using case diagrams illustrate the mobile
The Diagram above shows the flowchart of the mobile application, from logging
in, to choosing an account whether to login as parent to use the parental controls or as the
1. I consider using a
mobile application to 3.20 Agree Essential
suppress the
symptoms of ADHD.
2. The mobile
application must be 3.80 Strongly Agree Essential
easy to navigate.
3. The mobile game’s
rules and guides must 3.60 Strongly Agree Essential
be simple to
understand.
4. The mobile
application’s features
should be easy to learn, 2.75 Agree Essential
utilize, and
essential.
5. The mobile
application should 2.60 Strongly Agree Essential
have a good user
interface.
6. The mobile game
should have a friendly 3.40 Strongly Agree Essential
and fun theme.
7. I am considering
using a mobile
application that can 2.72 Agree Essential
Features
displayed in the table. The highest mean, 3.75, indicates that the clients want and agree for
It also indicates that this feature will be prioritized and should be included first in
"Essential." This indicates that its overall mean is 3.01, which is read as "Essential" and
descriptively equal to "Strongly Agree." All the user requirements inquiries, including
those about features, are considered "Essential" overall and will be taken into consideration
displayed in the table. The highest mean, 3.75, indicates that the clients want and agree for
It also indicates that this feature will be prioritized and should be included first in
"Essential." This indicates that its overall mean is 3.01, which is read as "Essential" and
descriptively equal to "Strongly Agree." All the user requirements inquiries, including
those about features, are considered "Essential" overall and will be taken into consideration
involved several critical stages, all of which were essential to the process's collaborative
and iterative nature. In this case, the RAD framework adhered to a predetermined order of
steps:
•Requirements planning, which included determining the project scope and identifying
user requirements, was the first stage. Initial planning and goal setting were also a part of
this phase.
•User Design, this stage comprised meetings with developers and end users in which the
•Construction, the program was rapidly iterated and developed during the construction
period, and it was frequently tested and refined in response to user feedback.
•The Cutover phase signaled the move to the new system and included lastminute tweaks
and optimizations.
•The Feedback and Evaluation phase placed a strong emphasis on ongoing user feedback
loops to improve the application and assessed the system's performance in comparison to
the initial set of requirements. This methodical methodology made sure that FocusFinder
was developed in a way that adhered to the RAD principles, which place a strong emphasis
Upon opening the application, users are greeted with a visually engaging splash
screen. This brief but impactful introduction sets the tone for their experience, offering a
moment of anticipation before seamlessly transitioning into the main interface, ensuring a
Users are presented with a straightforward choice upon launching the app click
"Create" to initiate the sign-up process for those without an account, or select "Already
have agn account" for those with existing accounts. This user-friendly approach
streamlines the onboarding experience, catering to both new and returning users with
clarity, making it easy for them to access the app's features based on their account status.
To access the app, users must create individual accounts, and parents or guardians
are required to register on behalf of their children. During account creation, users provide
essential information, including a chosen username, email, password, and a secure PIN.
their profiles. This comprehensive process ensures a secure and personalized experience
for both parents managing accounts and children interacting with the app, fostering a
Upon signing in, users encounter a prompt asking them to specify their role: child
or parent. This straightforward screen ensures a tailored experience, guiding users to the
appropriate functionalities based on their role within the app. It sets the foundation for a
Opting for the parent account prompts users to enter their designated parent PIN,
ensuring secure access to the parent dashboard. This additional layer of authentication
safeguards sensitive features, maintaining privacy and control. The requirement of the
parent PIN reinforces a secure environment for overseeing and managing the app's
Plate 7 empowers parents with insights into their kids' app usage, displaying the
allocated time for a comprehensive understanding. This feature allows parents to manage
screen time effectively. On Plate 8, parents have control over the gaming experience,
utilizing a toggle button to seamlessly hide or unhide games. This functionality provides
a flexible approach to content management, letting parents curate the app's offerings to
align with family preferences and guidelines. The combined features in Plates7 and 8
enhance the parental dashboard, fostering an environment where guardians can actively
of engaging games: Tetris, Dwarf or Giant, Find 10, Spot the Difference, Flip and Match,
and Slide It. Each game offers a unique and entertaining experience for children,
promoting cognitive skills and enjoyment. This curated selection ensures age-appropriate
content, enhancing the child's interactive journey within the app. The children's
and enjoyable navigation experience as user’s explore and engage with the diverse range
Usability of FocusFinder
identify issues and improve user experience. The results of the evaluation are presented in
a table, which provides key metrics and observations to give insight into the system's
efficiency.
1. The mobile
application
2.56 Agree Usable
responds to fast
input.
2. The mobile
application rules
3.52 Strongly Agree Usable
and guides are
very informative.
3. The mobile
application’s
information is
3.75 Strongly Agree Usable
clear and easy to
interpret, in my
opinion.
4. There is enough
information on
3.45 Strongly Agree Usable
the screen when
it’s needed.
5. The mobile
application is
2.80 Agree Usable
easy to use and
navigate
6. The mobile
application is 2.80 Agree Usable
easily managed.
7. This mobile
application didn’t
stop unexpectedly 3.30 Strongly Agree Usable
under different
conditions.
8. Playing games
and using the
2.85 Agree Usable
parental controls
runs smoothly
9. I have an ease in
using all that the
mobile 3.45 Strongly Agree Usable
application
offers.
10. I would
recommend this
mobile
3.35 Strongly Agree Usable
application to
other
parents/therapists.
CHAPTER V
Summary
The main objective of this study is to design and develop a mobile game application
that will help people with ADHD to strengthen their ability to focus on task and objective
that they are currently doing. Specifically, the researchers obtained the following objectives
during the research: 1) Determined the user requirements of the proposed mobile
Development), and 3) Tested the usability of the FocusFinder using the SUS (System
Usability Scale).
The result shows that the respondents have all agreed to integrate all the user
requirements and features that were included in the survey questionnaire as seen in
designs in presenting and interpreting all the data that was gathered. With the use of Rapid
Application Development (RAD), efficiency was accomplished. RAD has helped the
researchers to focused more on the development stage and allowed for flexible
For the usability evaluation of FocusFinder, it has an average of 3.18 which has the
descriptive equivalence of "Agree" which indicates that the use is indeed usable and has
Conclusions
Based on the results of the gathered data, the developers arrived at the following
conclusion:
1. FocusFinder will give parents a mobile-based option that can use to enhance the
focusing ability of their children that deal with attention deficit hyperactivity
disorder (ADHD).
requirements and criteria during the development process and kept all the
stakeholders involved throughout the whole process. Moreover, the phases of RAD
greatly helped in rapid prototyping and iterative design during the construction of
changes and incorporate new functionalities and features during the build process.
Recommendations
Based on the results and conclusins made in the study, the following
1. Considering the analysis of the findings and conclusions drawn in this study, the
2. FocusFinder is recommended for kids aged 6-13 years old that have ADHD for
them to be able to train and control their attention skill set as the game has various
puzzle games that will challenge their memory, problem solving, and decision
making.
4. For future researchers, the FocusFinder game application is considered usable for
users who have access to the Internet. However, it is not available when a user’s
Internet connection is poor. Hence, an offline mode would make it better. Also,
the respondents in the project suggested an iOS version of the mobile application.
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APPENDIX A
FFeatures
1) Account Register
2) Parental Controls
4) Hide Games
5) Game Statistics
APPENDIX B
APPENDIX C
EDUCATIONAL BACKGROUND
EDUCATIONAL BACKGROUND
SENIOR HIGH SCHOOL St. Michael School of Santa Cruz Zambales, Inc
Santa Cruz Zambales
2018-2020
JUNIOR HIGH SCHOOL St. Michael School of Santa Cruz Zambales, Inc
Santa Cruz Zambales
2014-2018
EDUCATIONAL BACKGROUND
EDUCATIONAL BACKGROUND
EDUCATIONAL BACKGROUND
EDUCATIONAL BACKGROUND