

Book: Design and Quality Considerations for Developing Mobile Apps for Medication Management
Mobile health (mHealth) is reshaping how patients manage their medications — but not all apps are created equal. This book bridges theory and practice on a question that healthcare professionals ask frequently: what makes a medication management app both usable and reliable?
Co-authored with E.E. Ali and L. Chew, the book covers how mHealth can help in medication management, how to design and assess the quality of mHealth apps, and the behavioral science behind how patients actually use them.
Whether you are a clinician, pharmacist, researcher, or developer, this book will provide grounded, actionable insights for anyone building or evaluating digital tools at the medication-patient interface.
The e-book and hardcopy are available from IGI Global: https://bit.ly/igiappkyap

Book Chapter: Level Up: Adaptive AI in Serious Gaming for Training and Assessment
Why aren’t serious games more widespread in healthcare education? The technology exists. Students love them. The barrier is not technical — it’s narrative.
Most healthcare educators are trained in evidence-based practice, not storytelling. Our chapter in the Handbook of Artificial Intelligence in Higher Education (Edward Elgar Publishing, 2025) explores how generative AI can bridge this gap — transforming clinical knowledge into compelling game narratives that foster empathy, engagement, and learning without patient risk.
Through two real-world case studies — a patient-co-created superhero and student-designed choose-your-own-adventure health games — this chapter shows that with the right frameworks and AI tools, you can build an interesting serious game for education.
Co-authored with W. Siew and B. Rai, this book chapter is accessible at: https://doi.org/10.4337/9781035338764.00036

Book Chapter: Integrating AI, Immersive Technologies and Digital Health Humanities in Pharmacy Education and Practice
We’ve spent decades perfecting the “Art” and “Science” of pharmacy education. But now a third force — “Tech”, especially AI — is throwing everything off balance.
This chapter, published in the Encyclopedia of Pharmacy Practice and Clinical Pharmacy, 2nd Edition (Elsevier, 2026), argues that healthcare education is suffering from a Three-Body Problem: an unstable collision between Science, Art, and Technology that no single discipline can solve alone. The answer isn’t to optimize AI tools — it’s to completely redesign the learning architecture.
Through four real-world case studies, this chapter introduces three frameworks that redefine what AI-powered learning can look like — the Three-Body Problem framework, Cognitive Authenticity, and Purposeful Hallucination Pedagogy (PHP). PHP, in particular, makes the case that AI’s biggest flaw can be deliberately harnessed as one of education’s most powerful teaching tools.
This chapter also challenges a widespread misconception: that adding leaderboards and points to a simulation makes it a serious game. A true serious game is pedagogically grounded — and AI is what finally makes that possible at scale.
Applicable to all health professions (not just pharmacy). This chapter is accessible at: https://doi.org/10.1016/B978-0-443-26472-6.00110-8