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Publication mHealth and gamification(2016-12-11) Clohessy, Trevor; Kenny, GraceThe use of mobile health (mHealth) applications for incentivizing health behaviour change continues to grow at an unprecedented rate. This growth has been accelerated by recent advancements in smart mobile technology such as cloud computing, internet of things, sensors, phones, tablets, wristbands and watches. Physicians and other health care professionals are increasingly advising their patients on the merits of using these applications as health monitoring (e.g. diabetes, heart rate etc.) and health improvement tools (e.g. smoking cessation, weight control etc.). mHealth fitness applications such as Fitbit, Jawbone, Fuelband, and Nike+ have become increasingly popular with an estimated 25 million fitness applications sold in 2015 (GFK, 2015). However, in order for these applications to be truly effective they require the user to be wholly comfortable and transparent with the levels of personal data which are entered into and subsequently generated by these devices. For instance, the majority of these fitness applications monitor heart rate, chart sleep patterns, log exercise, diet and calories, enable social media sharing and compare users to their peers in order to set goals. It is widely agreed that privacy represents a barrier to the continued success of mHealth (Mosa et al. 2012; Whittaker, 2012). However, the importance of privacy contrasts with the current practices of mHealth providers who tend to utilize opaque, lengthy privacy policies and engage in excessive sharing of data with a multitude of third parties, some of whom are not listed in the privacy policy (Privacy Rights ClearingHouse, 2013). Thus, there is an apparent need to investigate the changing role of privacy in the health context.Publication Managing (In)Stability in complex and dynamic software teams: A sporting momentum perspective(NUI Galway, 2018-04-27) Clohessy, TrevorHow should complex and dynamic software teams manage stability and instability? Contemporary information systems development (ISD) methods such as agile have been commonly cited as the answer to this question. However, there is evidence to suggest that these methods possess certain limitations which constrain their ability to effectively manage the impacts of turbulent environments. This research-in-progress paper introduces a new approach to understanding stability and instability in ISD teams, drawing on the concept of momentum. The concept of momentum, drawn from sports literature, is based on the view that team performances transition between states of stable peak performance (positive momentum) and states of unstable supressed performance (negative momentum). Successful sporting teams possess an innate ability to not only sustain states of constant peak performance but also possess a cognent ability to counteract the impacts of critical game instances or momentum breakers which destabilise their performance. This research presents a projected performance model and draws on sporting exemplars to explain the momentum existence. Implications of this model for understanding momentum in ISD teams are briefly considered.