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SE 117 in Spring 2024

Report

BCI NEURO-MODELING TOOL

Introduction

Neuro-modelling is a fascinating field that explores how the brain works

and how it can be stimulated - or modelled - using computer algorithms. It

involves studying the structure and function of neurons, as well as the

complex networks they form. By understanding these neural networks, we


can create computer models that mimic the behavior of the brain.

This research has the potential to enhance our understanding of cognition,

and memory, and even develop treatments for neurological disorders. It’s a

cutting-edge area that combines neuroscience and computer science to

unlock the mysteries of the brain.

Creating personas will help us understand the needs, experiences,

behaviors, and goals of our clients, as well as help us empathize with the

target demographic.

BACKGROUND AND RELATED WORK

Brain-computer interfaces (BCI) start with Hans Berger’s discovery of the electrical

activity of the human brain and the development of electroencephalography (EEG)

(Machado et al., 2010).

It is important to highlight how personas can enhance our understanding ofhuman

behavior and cognitive processes. The role of personas in neuro-modeling is to

provide a framework for studying Overall, personas in neuro-modelling play a

crucial role in bridging the gap between behavioral research and neuroscience,

helping us better understand the relationship between the brain and its workings.

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Methods

For this first deliverable, we were tasked to create personas, with our team

in particular focusing on creating them based on the student archetype. We

decided to have their ages vary - ranging from middle schoolers to students

completing their master's degrees. To gain a better understanding of these

personas and their problems - as well as to create a sort of 'realness' to them -

they were given names, ages, and family background goals and limitations.

The following section will summarize their attributes. Then we will do after

this another deliverable include user testing and journey map

Design Module #1

PERSONA 1

Yusuf Al-Nasser, at 21, is navigating university life with a spinal cord injury that necessitates

the use of a wheelchair. He is also managing a neurological condition that affects his mood

and cognitive function, influenced greatly by his physical surroundings.

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1.Yusuf faces daily fluctuations in his neurological state, often triggered by the stress of

inaccessible spaces. 2.He experiences frustration with the lack of immediate solutions or

adjustments he can make in his environment to better suit his neurological needs.

3.There's a persistent challenge in communicating his non visible disabilities and their

impact on his wellbeing to others

Tasks: Yusuf wears a device that tracks his neurological activity, giving him insight into the

correlation between his environment and his neurological state. 2. He seeks to adapt his

routines and environments in response to the data collected by his device. 3. Yusuf is

proactive in seeking out spaces that have a calming effect on his neurological condition and

avoids those that exacerbate it.

Goals To find ways to maintain a consistent emotional state throughout the day, regardless

of his physical environment. 2.To utilize technology that helps him understand and regulate

his neurological responses. 3.To contribute to a broader understanding of the relationship

between physical spaces and neurological health

Design Module #2

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Design Module #3

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Design Module #4

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PART II
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2.1 Reflections on your design process

What worked? What didn’t? What would you have done differently?

2.2. Recommendation for Jun-Dec 2024

Conclusion
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References
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