Capstone Projects

The aim is to develop an application that will be mobile & web, working as the platform where drivers can connect directly with the parking space owners. parQj offers hosting services acting as an intermediary between drivers and landlords. parQj is not a party in any parking transactions conducted between drivers and landlords, so parQj is not an owner and does not rent parking spaces offered on the parQj platform. The transaction is a renting transaction that legally binds the parking space owner and the driver directly. The role of the platform will be to facilitate the transaction between users.
The aim is to raise awareness of all dangers associated with depression among children and educate how to define the problem at a very early stage. The Capstone Project Team delivered a business model of the online platform, which aims to anonymously help young people who face emotional problems at school, in their families or caused by isolation due to COVID-19. Obtaining easy and quick contact with people who need help. Showing understanding and assuring them that they are not left alone.

The aim is to to form a society free from short-term diets based on mostly weight loss and competitive, oppressive judgments. EatedApp is the application to setup a new norm of just eating healthily and consciously every day by meaking it easy and fun. With education and a psychological reward system, Eated intends to create a positive feedback loop between consumed food and state of mind through Eated Health Advocate support.

METAWESTERPLATTE
The aim is to provide the user with an interactive map of the Westerplatte site. The map will allow you to plan the visit with a specific route, including all the exhibits and places the user is interested in. The route navigation feature is similar to the Google/Apple Maps experience and should feel familiar to an average smartphone user. The Experience Westerplatte Mobile App is geared towards tech-savvy visitors who wish to expand their experience with modern technology. The app will be available for download from the Google Play Store and Apple App Store for free, with specific features that may be hidden behind a paywall.

The aim is to deliver a market implementation plan for a fully functional mobile app allowing parental control over a mobile device. The app will support involvement in healthy activities, such as sports and other free time activities, spending time with family members, spending time offline and without the device, the performance of a set of tasks with the use of the mobile device or with discrete monitoring.
The aim is to create a tool to help teenagers and adolescents improve their communication skills. Based on conducted qualitative and quantitative research, the BeHeard.Academy umbrella project was created. Thanks to the research, communication challenges in the target group and competencies that require further development were identified. Project BeHeard.Academy will have six components: online gamification, training projects, boot camps, workshop place, manuals and board games and school 6.0. The project will focus on six competencies: listening, positive feedback, crisis management, feelings, respect and empathy. BeHeard.Academy is targeting teenagers and adolescents aged 13 to 21.The aim is to deliver a market implementation plan for a fully functional mobile app allowing parental control over a mobile device. The app will support the involvement in healthy activities, such as sports and other free time activities, spending time with family members, spending time offline and without the device, performance of a set of tasks with the use of the mobile device or with a discrete monitoring on.
The aim is to provide urban residents with fresh greens daily at a low cost and the highest quality, enabling communities to purchase locally grown food within the residential area, eliminating the costly and harmful to the environment food logistics. The result of the project is a business model of a community garden that includes self-contained, closed, green grow boxes located in housing estates or in buildings, in which herbs, leafy greens, microgreens, and vegetables are grown.

The Lessons for Life project is a proposal of microlearning product that is aiming to improve international communication skills. Effective communication within and between international businesses generates immense value, estimated to be worth billions of U.S. dollars. Miscommunication, on the other hand, imposes significant costs on companies, with an estimated annual loss of 37 billion USD for organizations in the United States and the United Kingdom alone. The solution for this problem is introducing a product that leverages flashcards enriched with communication and leadership-based knowledge designed to upskill leaders drawing on the principles and benefits of microlearning. This product aims to equip emerging leaders in a pragmatic and accelerated way with the necessary essential competencies for effective communication and leadership.

The combination of prolonged screen time, limited physical activity, and the challenges of isolation has led to many concerns for mental health and wellbeing long term for professionals in the I.T sector. These factors were inspiration to investigate the effectiveness of introducing nature-inspired solutions to improve the health and wellbeing of Gen Z and Millennial I.T professionals who lead sedentary lifestyles. This can be achieved through the development of an online platform called Back to the Roots, which has been designed to educate IT professionals on how to seamlessly integrate herbal remedies, personalized nutrition insights and mindfulness techniques into their daily lives. Back to the Roots is a dedicated resource for IT professionals seeking holistic well-being and a rejuvenating connection with nature amid the demands of their high-tech careers