85385 - Information Technology for Wellbeing

Course Unit Page


This teaching activity contributes to the achievement of the Sustainable Development Goals of the UN 2030 Agenda.

Good health and well-being

Academic Year 2021/2022

Learning outcomes

At the end of this course the student acquires knowledge about information and communication technologies, aimed at improving/enhancing various aspects of psycho-physical wellness.

Course contents

From Sullivan:

Design Follows Technology (ch. 1); Activity Trackers (ch. 2); Cognitive Wearables (ch. 6); Service Design (ch. 7); Embodiment and Perception (ch. 8)

From Aukstakalnis:

Introduction to Augmented and Virtual Reality (Part I); Understanding the Humand Senses and Their Relationship to Output/Input Devices (Part II); Applications of Augmented and Virtual Reality: Health and Medicine (ch. 16)

From Dix et al:

Design rules (ch. 7); Evaluation techniques (ch. 9).

Lab hours: application of human-computer interaction evaluation techniques; analysis of existing mobile applications and virtual reality applications; use of artificial intelligence paradigms for wellbeing.

An introduction to data science.


Sullivan, S. (2016). Designing for Wearables: Effective UX for Current and Future Devices. " O'Reilly Media, Inc.".

Alan Dix, Janet Finlay, Gregory Abowd and Russule Beale, Human Computer Interaction, Third Edition, Pearson - Prentice Hall, ISBN-13: 978-0-13-046109-4 ISBN-10: 0-13-046109-1

Aukstakalnis, S. (2016). Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. Addison-Wesley Professional.

Estrin, D. (2014). Small data, where n= me. Communications of the ACM, 57(4), 32-34.

Teaching methods

Online lectures, online lab and office hours.

Assessment methods

Project discussion and oral examination based on the course material. The student is required to propose her/his project by the end of the course.

Teaching tools

Free software available online.

Office hours

See the website of Gustavo Marfia