@conference {ElFhel2022309,
	title = {Quality Evaluation of Mobile GIS for Data Collection},
	booktitle = {International Conference on Evaluation of Novel Approaches to Software Engineering, ENASE - Proceedings},
	year = {2022},
	note = {cited By 0},
	pages = {309-316},
	abstract = {High-quality software has to fulfil stakeholders{\textquoteright} requirements identified in a requirement engineering process.This paper presents an overview of requirements regarding mobile Geographic Information System for data collection, which have been extracted based on literature, standards and existing apps in the market. The quality model ISO/IEC 25010 was explored using measures stated in the ISO/IEC 25023 standard. A checklist that marks the influence of each requirement on the quality characteristics and sub-characteristics has been established in order to calculate three degrees of the requirements influence on the external product quality of mobile GIS. The result obtained show that requirements related to online data access have the highest impact on the external quality characteristics whereas functional suitability and usability are the most influenced characteristics by the requirements. Copyright {\textcopyright} 2022 by SCITEPRESS {\textendash} Science and Technology Publications, Lda. All rights reserved.},
	keywords = {Computer software selection and evaluation, Data acquisition, Data collection, Geographic information systems, High-quality software, Information systems, Information use, ISO Standards, ISO/IEC, ISO/IEC 25010, Mobile GIS, Mobile GIS for data collection, Quality characteristic, Quality control, Quality evaluation, Requirement Engineering, Requirements engineering, Software product quality},
	doi = {10.5220/0011033900003176},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85141002348\&doi=10.5220\%2f0011033900003176\&partnerID=40\&md5=fdade3912dd3d890bfb0d23f2879e3f0},
	author = {El Fhel, B. and Sardi, L. and Idri, A.}
}
@conference {Sardi2022435,
	title = {A Reusable Catalog of Requirements for Gamified Mobile Health Applications},
	booktitle = {International Conference on Evaluation of Novel Approaches to Software Engineering, ENASE - Proceedings},
	year = {2022},
	note = {cited By 0},
	pages = {435-442},
	abstract = {The new era of mobile technologies has revolutionized all fundamental human pursuits in that many sectors have been reshaped and tangibly improved, such as education, finance, and healthcare. Referred to as mHealth, the use of mobile technologies to track and improve health outcomes is a rapidly expanding trend. A plethora of mobile health applications (mHealth apps) are being constantly developed thanks to the rapid adoption of mobile devices. From basic exercise trackers to powerful self-management tools, mHealth apps play several roles towards the provision of better healthcare. To induce playful experiences and boost engagement, gamification has proven to be extremely effective with mHealth apps. This paper presents a catalog of reusable requirements for gamified mHealth apps in terms of gamification, functional suitability, usability, and security, Further improvements are intended to be made continuously to the catalog by adding additional requirements scattered from other standards and information sources. Copyright {\textcopyright} 2022 by SCITEPRESS {\textendash} Science and Technology Publications, Lda. All rights reserved.},
	keywords = {Biomedical engineering, Catalog, Gamification, Health outcomes, ISO/IEC, ISO/IEC 25010, Management tool, mHealth, Mobile health application, Mobile Technology, Requirement, Self management},
	doi = {10.5220/0011071700003176},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85140984297\&doi=10.5220\%2f0011071700003176\&partnerID=40\&md5=dc18bd51fe840506f2a31af133df9fb2},
	author = {Sardi, L. and Idri, A. and Redman, L.M. and Alami, H. and Fernandez-Aleman, J.L.}
}
@article {ElFhel2021324,
	title = {A Requirements Catalog of Mobile Geographic Information System for Data Collection},
	journal = {Advances in Intelligent Systems and Computing},
	volume = {1366 AISC},
	year = {2021},
	note = {cited By 2},
	pages = {324-336},
	abstract = {Mobile Geographic Information System (mGIS) for data collection are designed to capture, analyze and manage geographical data. The aim of this paper is to define a requirements catalog for mGIS for data collection based on the main software engineering standards, GIS standards and literature. The catalog contains functional requirements in addition to requirements about usability, internationalization (i18n), performance efficiency, reliability and sustainability. This catalog can be useful for stakeholders and developers to evaluate their apps and/or identify potential requirements for new mGIS apps for data collection. {\textcopyright} 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.},
	keywords = {Data acquisition, Data collection, Functional requirement, Geographic information systems, Geographical data, Information management, Information systems, Information use, Mobile geographic information systems, Performance efficiency, Software engineering, Software engineering standards},
	doi = {10.1007/978-3-030-72651-5_32},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85107324425\&doi=10.1007\%2f978-3-030-72651-5_32\&partnerID=40\&md5=16bcf6a546df5b7bf9d750897b7ad643},
	author = {El Fhel, B. and Sardi, L. and Idri, A.}
}
@article {Sardi2020931,
	title = {Gamified e-Health Solution to Promote Postnatal Care in Morocco},
	journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
	volume = {12252 LNCS},
	year = {2020},
	note = {cited By 0},
	pages = {931-946},
	abstract = {The postnatal period is a critical phase in both the lives of the mothers and the newborns. Due to all the inherent changes that occur during this period, quality care is crucial during this period to enhance the wellbeing of the mothers and the newborns. In Morocco, the neglection of postnatal care services are often associated to poor communication, financial difficulties and cultural barriers. Mobile technology constitutes therefore a promising approach to bridge this gap and promote postnatal care. In order to improve the effectiveness of mobile technology, gamification has become a powerful feature to boost motivation and induce fun and interactivity into the mobile solutions{\textquoteright} tasks. Based on a previous review on mobile applications for postnatal care available in app repositories, a set of requirements have been identified to build a comprehensive mobile solution that cater the needs of both the mothers and the newborns. These requirements have, then, been enriched with real needs elicited at maternity Les orangers that belongs to the University Hospital Avicenne of Rabat. Along with the functional and non-functional requirements, gamification aspects have been also analyzed. After the analysis and design phases, a pilot version of the solution called {\textquoteleft}Mamma\&Baby{\textquoteright} has been implemented using android framework. {\textquoteleft}Mamma\&Baby{\textquoteright} is a mobile solution dedicated to assist new mothers during their postnatal period. As future work, it is expected to fully integrate the gamification elements into the solution and conduct an empirical evaluation of the overall quality and the potential of the solution with real puerperal women. {\textcopyright} 2020, Springer Nature Switzerland AG.},
	keywords = {E-health solutions, Empirical evaluations, Financial difficulties, Gamification, Mobile applications, Mobile solutions, Mobile Technology, Non-functional requirements, Overall quality, Quality control, Telecommunication equipment},
	doi = {10.1007/978-3-030-58811-3_66},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85092252943\&doi=10.1007\%2f978-3-030-58811-3_66\&partnerID=40\&md5=2a3490959b88f98611929a0ad0efd78b},
	author = {Sardi, L. and Idri, A. and Rachad, T. and Redman, L. and Alami, H.}
}
@article {Sardi2020,
	title = {Mobile health applications for postnatal care: Review and analysis of functionalities and technical features},
	journal = {Computer Methods and Programs in Biomedicine},
	volume = {184},
	year = {2020},
	note = {cited By 19},
	abstract = {Background: Providing a continuum of care from antenatal, childbirth and postnatal period results in reduced maternal and neonatal morbidity and mortality. Timely, high quality postnatal care is crucial for maximizing maternal and newborn health. In this vein, the use of postnatal mobile applications constitutes a promising strategy. Methods: A Systematic Literature Review (SLR) protocol was adopted to perform the selection, data extraction and functional evaluation of the available postnatal apps on iOS and Android platforms. The analysis of the functionalities and technical features of the apps selected was performed according to a 37-items assessment questionnaire developed on the basis of the scientific literature of postnatal care and a preliminary analysis of available postnatal apps Results: A total of 48 postnatal apps were retrieved from the app repositories of the iOS and Android platforms. The results of the functional content analysis show that the postnatal apps selected relatively achieved low scores owing to the complexity and the ramification of the postnatal care. Conclusions: The present study helps in identifying areas related to the postnatal care that require further endeavors to be properly addressed. It also provides directions for developers to leverage the advancement and innovation on mobile technology to build complete and well-suited postnatal apps {\textcopyright} 2019},
	keywords = {Android (operating system), Application programs, Article, childbirth, content analysis, data extraction, evaluation study, female, Functional evaluation, Functionality, human, Humans, Infant, iOS (operating system), mHealth, mobile application, Mobile applications, Mobile health application, newborn, newborn morbidity, perinatal period, Postnatal care, Postpartum Period, pregnancy, Preliminary analysis, procedures, puerperium, questionnaire, Scientific literature, Systematic literature review (SLR), Systematic Review, telemedicine},
	doi = {10.1016/j.cmpb.2019.105114},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85073719026\&doi=10.1016\%2fj.cmpb.2019.105114\&partnerID=40\&md5=df137ca63d506f88c53e16c63f3e0c65},
	author = {Sardi, L. and Idri, A. and Readman, L.M. and Alami, H. and Bezad, R. and Fernandez-Aleman, J.L.}
}
@conference {Idri2018607,
	title = {Quality evaluation of gamified blood donation apps using ISO/IEC 25010 standard},
	booktitle = {HEALTHINF 2018 - 11th International Conference on Health Informatics, Proceedings; Part of 11th International Joint Conference on Biomedical Engineering Systems and Technologies, BIOSTEC 2018},
	volume = {5},
	year = {2018},
	pages = {607-614},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85051728605\&partnerID=40\&md5=e296eb3debca9cb6efd2a8d6fbe18690},
	author = {Idri, A. and Sardi, L. and Fernandez-Aleman, J.L.}
}
@article {Sardi2017165,
	title = {Gamified mobile blood donation applications},
	journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
	volume = {10208 LNCS},
	year = {2017},
	note = {cited By 1},
	pages = {165-176},
	abstract = {Unpaid blood donation is a selfless act of citizenship and the usage of gamification elements in blood donation apps can enhance the donors{\textquoteright} experience, especially among youth. This paper analyses the functionalities and explores gamification elements of the existing blood donation apps in the mobile market. A search in Google Play, Apple Apps store, Blackberry App World, and Windows Mobile App store was performed to select 10 gamified BD apps with three duplicates out of 801 pinpointed. The results show that the majority of the blood donation apps selected do not support multiple languages and that the predominant authentication methods are traditional and social logins. Moreover, all the apps were intended for more than one purpose among helping users to find donors and blood centres, track their records and check their eligibility to donate. Most apps installed include notification features and built-in geolocation services to instantly inform the users of donation need in nearby locations. Badges and redeemable points were the most recurrent gamification elements in the blood donation apps selected. There is a need for better incentives in order to not only retain the potential donors but also to recruit non-willing ones. {\textcopyright} Springer International Publishing AG 2017.},
	doi = {10.1007/978-3-319-56148-6_14},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85018706816\&doi=10.1007\%2f978-3-319-56148-6_14\&partnerID=40\&md5=0e71bd08afeb528b9c0f612b667abd3d},
	author = {Sardi, L. and Idri, A. and Fernandez-Aleman, J.L.}
}
@article {Sardi201731,
	title = {A systematic review of gamification in e-Health},
	journal = {Journal of Biomedical Informatics},
	volume = {71},
	year = {2017},
	note = {cited By 5},
	pages = {31-48},
	abstract = {Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics. {\textcopyright} 2017 Elsevier Inc.},
	doi = {10.1016/j.jbi.2017.05.011},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85019895406\&doi=10.1016\%2fj.jbi.2017.05.011\&partnerID=40\&md5=9da7af1cff144bf7fab5532c2a4aea66},
	author = {Sardi, L. and Idri, A. and Fernandez-Aleman, J.L.}
}
