A large number of parents are unwilling to continued medication of their child are seeking alternate methods of treatment. Children with ADHD have been proven to have high theta (involved with creativity) and low beta brain waves. Our vision is to give parents the opportunity to place the will to proactively learn and succeed in the hands and mind of their child.
A large number of parents are unwilling to continued medication of their child are seeking alternate methods of treatment. Children with ADHD have been proven to have high theta (involved with creativity) and low beta brain waves. Our vision is to give parents the opportunity to place the will to proactively learn and succeed in the hands and mind of their child.
A large number of parents are unwilling to continued medication of their child are seeking alternate methods of treatment. Children with ADHD have been proven to have high theta (involved with creativity) and low beta brain waves. Our vision is to give parents the opportunity to place the will to proactively learn and succeed in the hands and mind of their child.
Name Briar Walter NetID bwal976 Group Number: 177 Website Link: http://infosys110group177d1.blogspot.co.nz/ Tutorial Details Tutor: Day: Time: Jonnie Shuberta Wednesday 9am Time Spent on Assignment: 12 hours Word Count: 1538
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2 D2: ALTERNATE TREATMENT FOR ADHD INTRODUCTION There is an increasing number of children being diagnosed and treated for ADHD every year. A large number of parents are unwilling to continued medication of their child are are seeking alternate methods of treatment (Halperin & Healey, 2011). Evidence is suggesting that the use of brain games/training is an effective non-pharmaceutical tool in treating ADHD (Wegrzyn, Hearrington, Martin, & Randolph, 2012) and that electroencephalography (EEG) is an effective tool for treating ADHD (Ramirez, Desantis, & Opler, 2001). Our solution to this problem is an application to be used in conjunction with Muse, a mobile neurofeedback headband. Children with ADHD have been proven to have high theta (involved with creativity) and low beta brain waves (involved with concentration). Combining Muse to reverse this and then participating in brain training in order to stimulate the use of beta brain waves, we hope to see a decrease in the amount of children diagnosed and improperly medicated. 3. BUSINESS SECTION 3.1 Vision Our vision is to give parents the opportunity to place the will to proactively learn and succeed in the hands and mind of their child. 3.2 Industry Analysis: Psychological Health Service Industry Industry: Psychological Health Service from the perspective of ADHD treatment. Force: High/Low Justification: Buyer power: High Parents choose whether or not to seek and begin treatment of ADHD for their chidren. They can also choose when to stop treatment. (Ministry of Health, 2001) Supplier power: Low Medication for ADHD is funded by the New Zealand Government. Costs of GP visits and to psychologists may not be covered in some circumstances. If found too expensive, paitents can transfer clinics. Threat of new entrants: Low General Practitioners and psychologists are the only people participating in the active treatment of ADHD with medication and non-medical treatments such as counselling. Threat of High Parents have the right to choose or decline treatment for their children.
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3 substitutes: This may become quite common as more parents are unwilling to medicate their children (Clarke, 2011). Rivalry among existing competitors: Low As the medical treatment of ADHD is funded by the Government, there is little reason for there to be rivalry between compeitiors (General Practitioners and Psychologists) as they usually work together as combining the two treatments has proven to be more effective than one. (Ministry of Health, 2001).
Overall attractiveness of the industry: Our product is practical, portable and desgined to fight the causes. Muse is new and developing technology. There is no product like ours on the market as portable neurofeedback is still in development and developers are currently being invited to make applications to be used in conjunction with this device. We would gain a first-mover advanatge being the first to the market with our product. 3.3 Customers and Thei r Needs Our potential customers are parents of children who have problems with learning in an ordinary school environment. Our target group of children would be those diagnosed or who display characteristics of ADHD. The intellectual needs of the children affected and treatment of the causes are not being met by their current educational environment and medical treatment. They require an alternate and life-long solution to help them overcome their disorder. 3.4 The Product and Service Our application will be available to download using both Android and Apple platforms when Muse is released. A small cost will occur to download our application. This cost will cover the set up on one account and access to same three games every day. A monthly fee will occur if the user decided to subscribe to our product. They will then have access to three different games every day, have the ability to track their progress and be provided with a monthly report on what they can improve on. Users can review us in store. However, we hope to have our own online feedback forum available so users have the ability to ask questions if they are having issues with our application. Whenever crashes occur, the report will automatically be sent to us for analysis. We will then review the report and make updates to our product when we are able. 3.5 Suppliers and Partners
Muse will be one of our major partners as this is an app that is tailored for use in conjuction with their product.
Mobile application distributors, such as GooglePlay and the Apple Store, will also be our partners as we would require them as our link to the market.
One of our major suppliers would be an application developer as they would have the tools and knowledge to help design and create our app.
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We would also need a supplier of knowledge to help use continue the development of our app for the benefit of children with ADHD. Therefore, psychologists who specialise the the study of children with ADHD and education are needed. 3.6 Strategy: Focused High Cost Differentiation Our scope is narrow as we are focussing on a niche market and offering them a specialised product which is tailored to their needs. Our Competitive Strategy is differentiation as we creating a unique product which will most likely have a first-mover advantage in the market. 3.7 Value Chain Activity: Technology Development The development of this support value chain activity is fundamental to our business as it is important to increase the overall effectiveness of our application. Through having a simple and efficient account set-up process, application access process and by minimisng the amount of crashes, bugs and other technological problems with our app, we wil be able to maximise overall customer satisfaction with our product. This will be done through simplistic and automated processes and regular maintenance of our application.
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5 3.8 Business Processes 3.8.1. APPLI CATI ON CRASH ENQUIRY PROCESS This process automatically sends each crash report to the relevant crash an analysis software instead of requiring users to confirm that they want the crash report sent. This is done in order to increase efficiency of our app and the decrease the amount of time it takes to update our application to fix bugs.
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3.8.2. APPLI CATION ACCESS PROCESS The process is used to ensure our product is used correctly. It firstly establishes that Muse is connected with the device. Then the process automatically enquires to whether or not the customer is subscribed to our product. Then, it will confirm if their monthly subscription fee has been paid. If this is not confirm, access is not granted into their Account games.
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3.9 Functionalities 3.9.1. Automatically sends data log of crashed appplication to relevant software for analysis Links crash analysis software with data storage system used by programmers and notifies them when updates to the database have been made 3.9.2. Establishes connection between the Muse headband and the customers device Checks and confirms payment of customers monthy subscription fee to the games. 3.10 Systems
3.10. 1 WORKFLOW MANAGEMENT SYSTEM This system automates the process of sending and receiving crash logs from our applications to our software used to analyse this report to the storage of the information for the use of our programmers for regular maintenance and updating of our application. As the process is automated, our programmers will automatically receive notifications when similar crashes occur and prioritises them by level of occurance. 3.10. 2. MUSE CONNECTIVI TY SYSTEM When accessing our application, this system automatically checks to see if Muse is connected to the device wireless or via bluetooth. This is because our application cannot correctly be used without the headband and it is important that this centric part of our product is fully functioning. This helps our customer reep the full benefits of using our product and will increase their overall satisfaction. 3.10. 3. CUSTOMER PAYMENT CONFIRMATI ON SYSTEM After Muse has connected to the device, this system establishes whether or not the customer has paid their monthy subscription fee to use our device If payment has not be paid, the system automatically notifies the user and prevents access into our application until the amount is paid. If payment is confirmed, access is granted to our application.
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9 3.11. Summary Table: Value Chain to Systems
Value Chain Activity Processes Functionalities Specific Information System(s) Broad Information System(s)
Technology Development 1. Application Crash Enquirey Process 1. Automatically sends data log of crashed appplication to relevant software for analysis 2. Links crash analysis software with data storage system used by programmers and notifies them when updates to the database have been made Workflow Management System Collaboration System 2. Application Access Process 1. Establishes connection between the Muse headband and the customers device 2. Checks and confirms payment of customers monthy subscription fee to the games. Muse Connectivity System
Customer Payment Confirmation System Collaboration System
Transaction Processing System
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10 CONCLUSION In conclusion, our idea is to create a first mover advantage in the Health Service Industry to help cater of the needs of children who display symptoms on ADHD. Because this is a niche market and our product is differentiated, it is important that we use Technology Development to create and capture customer value. In order to maintain our competitive advantage, we will need to upgrade and maintain our application on a regular basis and make our product easy to use and child friendly. Therefore, automated information systems will be put in place to ensure efficiency in doing so. REFERENCES
Clarke, J. (2011). Magazine portrayl of attention deficit/hyperactivity disorder (ADD/ADHD): A post-modern epidemic in a post-trust society. Health, Risk & Society, 12(7-8), 621-636. doi: 10.1080/13698575.2011.624178
Halperin, J. & Healey, D. (2011). The infliences of environmental enrichment, cognitive enhancement, and physical exercise on brain development: Can we alter the development trjectory of ADHD? Neuroscience and Biobehavioral Reviewa, 35(3), 621-634.
Ministry of Health. (2001). New Zealand guidelines for the assessment and treatment of attention-deficit/hyperactivity disorder. Retrieved from http://www.health.govt.nz/system/files/documents/publications/adhdguidelines.pdf
Ramirez, P., Desantis, D., & Opler, L. (2001). EEG biofeedback treatment of ADD. A viable alternative to traditional medical intervention? Annals of New York Academy of Science, 931, 342-358.
Wegrzyn, S., Hearrington, D., Martin, T., & Randolph, A. (2011). Brain games as a potential nonpharmaceutical alternative for treatment of ADHD. Journal of Research on Technology in Education, 45(2), 107-130.
S.110 Business Systems: Deliverable 2: Business Section 2014 Name Marthalena Heather Netid Group Number: Website Link: Tutorial Details Tutor: Day: Time: Time Spent On Assignment: Word Count: 1641