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access, data from the Instituto Brasileiro de Geografia
e Estatística - IBGE (Brazilian Institute of Geography
and Statistics) (PNAD, 2016) indicate that 57.8% of
households have Internet access, and of these, 92.1%
access the Internet through cell phones.
Regarding the health area, it is worth emphasizing
that the health care practice, as well as educational
and intervention actions that seek to promote health
care, exceed the technical knowledge. Health
programs need to understand the meaning and the
sense of "being healthy" for the individual (Brasil,
2015).
Within this approach, mHealth technologies have
offered a range of possibilities for interaction with the
population that can facilitate actions to encourage
health care, according to the Symbolic Interactionism
approach (Blumer, 1969), considering the meanings
and senses attributed to the health issues by the public
to be dealt with.
Only by identifying the universe of meanings of
the human being and of the different population
groups, it is possible to sponsor effective health
promotion actions, internalizing healthy habits. These
actions can be optimized through mHealth
technology.
Regarding the application of the User-Centered
Interaction Design methodology, it can be observed
that the multidisciplinary team worked scrupulously,
respecting all stages of the life cycle represented in
Figure 1, guaranteeing the use of continuous
improvement in the processes of creation and
development of the laboratory application.
The results found in the literature review and
information survey stages with the multidisciplinary
team and blood bank professionals reinforce the need
to create new communication media that are more
adequate to the current reality of social relationships
and that generate interest in the cause of blood
donation, mobilizing the population for this purpose.
The tool was developed using the principles and
objectives of Google's Material Design, with a visual
language of its own for users of the Android platform.
Material Design synthesizes the classic principles of
good design, with innovation and the possibility of
linking technology and science (Google, 2014).
The creation of the high-fidelity technological
artifact was completed, with prototypes that already
include the typography, iconography and color palette
that will be used in the final version. The application
consists of ten main interfaces, as shown in table 2.
Meeting the requirement for implementation of
gamification resources and persuasive design, the
application illustrates on screen 9 (Donor’s history)
the effective participation of the user in the blood
donation process, which, prior to the existence of this
application, could only be accessed through the
donor's social security number at the Blood Bank.
This interface reinforces the donor's interest in
acquiring information from the collection center and
staying connected. Still on this screen, the users can
track their badges and share them on social networks.
As for Screen 10 (Donor’s goals), it shows the
elements that stimulate the donor's participation in
blood donation promotion, control of donations per
semester and the measurement of their participation
in the blood bank’s campaigns. Another interesting
persuasion feature is the possibility to keep track of
how friends are engaged and how many friends the
user has convinced to embrace this cause, positively
stimulating people's change of posture toward blood
donation.
Finally, the users will always have the information
on the time remaining until their next donation,
providing their empowerment and involvement with
blood donation.
5 CONCLUSION
The overture of this research is based on the scientific
evidence available in the databases and the imminent
need to generate interactive communication strategies
with the mobilization power that strengthens the
engagement of blood donors. Additionally, it intends
to reinforce global trends regarding the growth of
mobile health technologies.
In the context of health communication strategies,
the use of the mHealth technology is recommended to
achieve these objectives, based on the high potential
of social engagement that this type of tool provides.
Based on the premise that blood donation is
essential for public health promotion and
maintenance, it is presumed that the creation of the
application will result in new strategies that can boost
blood donation and support collective health
promotion. The artifact shows great monitoring
potential and can facilitate the understanding of
scenarios, contributing to strategic management.
REFERENCES
Barbosa, S. and Silva, B., 2010. Interação humano-
computador. Rio de Janeiro: Elsevier.
Blumer, H., 1969. Symbolic interactionism. Englewood
Cliffs, N.J.: Prentice Hall.
Brasil, C., 2015. A voz da professora não pode calar:
sentidos, ações e interpretações no contexto da
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