In computer science we learn how to code and how programming works starting with the basics and learning many different languages such as java, html, and css. Much of the work done in class is taking notes on different aspects of the languages as well as completing exercises putting those skills to the test solving puzzles. I have really enjoyed computer science and using it to solve logic problems in the exercises.
As one of the lab assignments we completed in class, we had to write a program to find all prime numbers up to a certain number inputted by the user. This is done using the “Sieve of Eratosthenes” method in which no division is used. It systematically goes through numbers taking out any multiples of that number until only primes are left. The document contains the java code for the lab and and the image details an example of the code in action, finding all prime numbers up to 2000. View here.
Another type of coding we learn is applets, which displays a graphic according to java code. Some examples of exercises we have done with applets include drawing a pacman image and changing the colors in an image. In this assignment, we use various methods of java code to create a visual according to instructions only using lines making it as efficient as possible. Here is the code used to create the visual and a picture of what is produced. View here.
As technology becomes more prominent in our increasingly digitized society, adolescents have been spending more and more time on their devices instead of being active members of society. A recent study found that in 2021, teenagers in the United States spent on average 8 hours and 39 minutes on their phones each day (Cosmo, 2024). Based on the total amount of time teenagers are awake each day, this statistic shows that teenagers spend half of their waking hours on their phones. While some of this screen usage is necessary, most of the time spent is simply mindless stimulation of their brain while there are much healthier and more productive alternatives to achieve the same stimulation. Teenagers are not only losing time as they stay on their phones, it can also negatively impact their health. Excessive amounts of screen use, such as the daily average many teenagers spend on their phones, have been linked with a variety of physical and mental health problems. These problems include impaired social-emotional development, obesity, problems sleeping, depression, and anxiety. (Mupalla et al., 2023). Kashmir Hill, a technology reporter, writes the following in her New York Times article: “My biggest regret of 2023 was my relationship to my smartphone, or my ‘tech appendage’...My Apple Screen Time reports regularly clocked in at more than five hours a day”(Hill, 2024). Even though Hill was not a teenager in 2023, the addiction to her smartphone that she experienced is very much like most teenagers nowadays. With most teenagers having access to their phones throughout the day, even in most schools, screen times can easily surpass the five-hour mark that Kashmir Hill mentions. This will not only ruin their health at the moment but it will also be something that many teenagers regret when they become adults, as the time they waste on their phones could be utilized in a much more productive manner. Additionally, there is a huge percentage of teenagers who avoid in-person social interaction with one another and instead, prefer to communicate via online platforms. An infographic from a blog from SlickText states that 33% of teens spend more time socializing with close friends online than in person (44 Smartphone Addiction Statistics for 2023 [INFOGRAPHIC], 2023). Not only are teenagers avoiding in-person social interactions with friends, but even when they decide to hang out together, 52% of them have long periods of silence on their phones (44 Smartphone Addiction Statistics for 2023 [INFOGRAPHIC], 2023). If hanging out with friends means sitting together and staring at your phones, what’s the purpose of in-person social interaction? Without a doubt, phones are destroying the social connections between teenagers and there is a significant problem to address within that. There are two potential factors contributing to teenagers excessively using their phones. First, they might lack alternative activities, unsure of what else to do. Second, even if they have other options, they might lack motivation and opt for the easy entertainment provided by smartphones. This project aims to address the issue by developing an application focused on providing teenagers with engaging activities when they are not using their phones, including times spent with friends. Audience The audience will include a majority of smartphone users; specifically, the individuals who exceed the healthy threshold for using their phones every day. After doing research, the specific group of individuals that would benefit most from this app are teenagers/adolescents. 54% of teenagers acknowledge the fact that they spend an excessive amount of time on their phones. Among that group, 52% of them have attempted to cut back but have been unsuccessful. (Majority of Teens Admit to Excessive Cellphone Usage [INFOGRAPHIC], 2018). Therefore, teenagers are the specific audience for this app, as there is a critical need to help them find alternative activities to indulge in and avoid using their phones. In particular, teenagers need activities that they would be interested in enough for them to participate in. Although the app proposed will require users to utilize their smartphones, as this app can only be accessed via electronic devices, this app will ultimately push users away from their phones and out into the real world, where they will be free to do fun activities that appeal to their interests. In doing so, this app’s goal is to give users ideas on things they can do, using an algorithm that makes suggestions based on the user’s personal profiles, which will comprise their interests, budget, and distance willing to travel.
Since teens are the majority of phone users who are spending too much time on their phones, our main target audience is teenagers. However, this could also be beneficial for parents looks to keep their kids off of their phones and doing something in the world. Finally it could also be applicable to anyone who spends too much time on their phones.
Our solution was to create an idea generator based on the preferences of the user to give them ideas they would be interested in doing not on their phones.
Our minimum viable product would generate random activities for the
user based on different preference inputs.
Feature
1
The app generates different activities the user can
partake in, helping to reduce people's screen time and eliminate
boredom. These activities are taken from a database of ideas that the
team of developers created. Each idea will be connected to a distinct
category from the profile-building process, making it easy to suggest
activities based on user preferences.
Feature 2
Generated ideas are based on user preference and the profile that is
built by a user. The app tailors recommendations based on the
categories that the user identifies to be interested in. The app knows
the user’s interests through a profile-building process that consists
of the user selecting categories they’re fond of from a pool of
categories provided by the app.
Feature 3
The
app allows the user to change the distance they are willing to travel
for the activity and the amount of money they are willing to spend on
the activity in between idea generations which the generator abides
by. When any idea is then generated and displayed to the user, this
information is also be displayed along with the idea. It also allows
the user to dislike an activity that they do not like.
Feature
4
The app allows the user to fill out a feedback form for
new activity ideas or app feedback.