AURAS ITGM M.A. Final Project Di Mu Spring 2019 Prof. David Mayer
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Problem How might we be the first indicator to detect young adults’ emotional changes and provide various methods to help them self-regulate their feelings through high technology?
Stress and anxiety are always a serious issue for every one from children to seniors, especially the main demographic this project serves. It’s also a common reason to cause various mental health problems includes lacking of self-emotional control, sleeping difficulties, losing interest in things, or even depression.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Diagram at glance of Final Project
Scope This ten weeks project tackles the diďŹƒculties of preventing mental problems by relieving stressful to the young adults. Through four design processes, this project will help understand the main reason of young adults’ anxiety and stress and provides several methods for reducing their stressful feelings. As a result, reducing the rate of mental health problems by helping young adults self-regulation their stress and anxiety.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Final goals • Detecting personal emotions and reflecting to the users timely • Providing various methods or helps for young adults to relief their stress at the first time • Improving a good public mental health environments and bring positive feelings to the community • Preventing serious mental health problems and consequence in time
Deliverables • Package of digital media platform ( APP/WEBSITE) • Physical products concepts • Interactive installation concepts
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Design Process
Secondary Research
Primary Research
• Competitive analytic • Popular media scan • Book & journal review
• Observation • Interview • Survey
Design & Prototype • • • • •
Sketcheslo-fi prototype Hi-fi prototype Test Interface design Digital prototype
Analysis & Synthesis • Affinitization • Persona & Senario • Ideation
Testing& Evaluation • User test • Modification • Video making
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Secondary Research • Competitive analytic • Popular media scan • Book & journal review
61
21
17
Datapoints
Apps
Insights
from book& journal review and popular media scan
For competitive analytic
For secondary research 7+4+6
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Competitive Analytic MoodPath
Memorado
Better Help
Vent
Happify
Youper
eMoods
Pacifica
Sibly
Peak
StressScan
Joyable
mHealth
Remente
Heart Rate Free
7 Cups
Moods
Talkspace
DTest
Headspace
Calm
Competitive Analytic
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Secondary Research Insight • • • • • • •
• • • • • • • • •
Digital technology has the potential to help young generations to adjust mental health issues and situations through web platform, wearable health trackers and Apps. Majority of teens has their own digital products such as smartphones and laptops, which means they can access to the most digital mental health products. Game is a new way to reduce stress and other mental health problems through motivational interactions, long term experience for having a health habits. and relaxing and entertainment environment. Music and art can reduce mental health problems. Although people download the digital mental health Apps, but not all of them are use it, which means the usage of the digital mental health methods is not fully utilized by the users. Good design of the digital mental health platform can shorten the gap with users through providing a userfriendly digital environment. In order to help people self-regulated their emotional changes and reduce the rate of mental health problems, combining technology with the sensory such as vision, hearing, smell and touch is my direction to providing digital mental health solutions.Through popular media scan, I observed how artist can contribute to the mental health issues through art installation exhibitions. Art installation for mental health can provide an environment for the audience to self-reflection, revoke feelings with others, escape from reality and relaxing in the environment. Virtual reality has potential to use as a treatment for various mental health problems. People can avoid serious mental health problems through natural ways. mental health apps which are focusing on educational filed provide various methods for users to learning how to manage emotions and keep good habits. Basic mental health apps only provide data tracking and analysis functions, but the app design more like an avatar to communicate with the users. The main resources for the users are audio, articles, and music, some of apps has games for training. Most educational mental health apps have great UI design from layout, to icon, to UI animation, to create a clearly and friendly platform for the users. Educational information, tracking data are easier for the users to access compare with getting professional help or further/ deep training. Achievements, goals, games motivate users to use the app and get influenced by it.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Interview • Survey
3
165
52
Situations
Datapoints
Surveys
Observation of human behaviors at different location, different goals, different times
13 interviewees
Through online get insights and thoughts
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Interview • Survey
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Interview • Survey
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Interview • Survey
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Interview • Survey
When people stress and anxiety with their current works, one people had kneaded eraser, he pinches and scroll the eraser while thinking, and split it into small fragments and create many small balls as much as possible. • Some people shake their legs. • Some people keep pressing the autopen. • Most people use their phone in the public space, like subway and park even when they cross the road. • Student at Monty during final time hard to find a place to take a rest, so they sleep everywhere at Monty. • People are petting their pets when stressful or sad. •
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Survey • Interview
https://docs.google.com/forms/d/1IgOT622zYg1i89ifikUxclIlDbLUrOtGwKU7K3BfJ8U/edit#responses
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Survey • Interview
https://docs.google.com/forms/d/1IgOT622zYg1i89ifikUxclIlDbLUrOtGwKU7K3BfJ8U/edit#responses
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Survey • Interview
https://docs.google.com/forms/d/1IgOT622zYg1i89ifikUxclIlDbLUrOtGwKU7K3BfJ8U/edit#responses
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Survey • Interview
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Survey • Interview
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Survey • Interview
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Primary Research • Observation • Survey • Interview
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
“After I locked myself at home stop social with people two months later, my friend really worried about me and come to my home and bring me out.”
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
“I was like, lunging myself out my phone like freaking out, whatever I really bad anxiety I'm really stressed I go on drives a lot.”
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
“I wanted to cry and yell out. But I noticed that and controlled myself, took a deep breath and started to clean the room. I felt relaxed and got back to peaceful feelings during I clean the house. ”
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
“No, but if it has gamification, I may into it. But if it's easy to cheat I don’t think it’s useful for me, I’d like to make real objects involves. ”
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
“I may overthink too much and cannot find a way to self-regulate my motions. ”
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
“Some art installation makes me feel relaxed and immersed in it. I can forget myself and escape from the real problems for a while. ”
Affinitization
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Affinitization
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Affinitization
6 Greens 16 Pinks
58 Blues
265 Yellows
Product design should be more user-friendly, accessibility, intelligent, and controllable for the users’ interaction.
Motivational activities, setting up goals in a fun way, games, awards, and achievement have the potential to motivate people to form good mental health habits instead of data tracking and notifications.
Digital products for mental health need to focus more on pain points, to reduce timeconsuming, wasting money and hard to afford by the users.
Mental health education is essential for people to get to avoid serious issues. It helps people notice their behaviors and habits in time when they need emotional management.
Visual, sound, smell, touch and taste senses are the basic facts that decrease the potential emotional changes such us stress and anxiety based on different environments and needs.
When people overthinking or worrying about things that frustrate them, they escape or distract concentration through doing other things, finishing small tasks, or changing to a new environment.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Key Findings
Multi-sensory experiences Education Usability Motivational activities Environments
User journey map
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Persona 1
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
ITGM FINAL PROJECT AURAS
Creator Modified
Di Mu Fri May 3 2019
Laura Wilson “After I fighted with stress and anxiety, I learn many methods to know myself better, but sometimes I still feel I can’t escape from both mental and physical pressures.”
PERSONA BIO Laura is a grad student who studies far away from her home. Two years ago, she suffered from depression and locked herself at home no social for two months. Her roommate noticed that and suggested her to meet the counselor. After four months of treatment, she became better and learned the process that can help her know the reason and the solution when facing the problems. Now she has the methods to be brave and try to overcome the difficulties most times, however, with the heavy study burden, the overload works make her spend to much time at school and hard to get the chance to relax in a different environment. She even hard to find a time enjoy food; the smelling of study buildings also make her feel uncomfortable.
GOALS / NEEDS Work-life balance Self-regulate emotion changes Problem solving skills
FRUSTRATIONS / FEARS Mental health problems memories Overload works stressful environments
AGE OCCUPATION STATUS LOCATION
24
GENDER
Design Student
ARCHETYPE
The Maestro
Single San Francisco, CA
PERSONALITY
TECH KNOWLEDGE
Extrovert
Introvert
IT and Internet
Sensing
Intuition
Software
Thinking
Feeling
Judging
Perceiving
MOTIVATIONS Relax Overcome Achievement Social Incentive Control
Female
BRAND AFFILIATIONS
Mobile Apps Social Networks
Persona 2
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
ITGM FINAL PROJECT AURAS
Creator Modified
Di Mu Fri May 3 2019
Sarah Williams “There are too much noise in my life. Sometimes I feel hard to concentrate on the things and always try to escape from problems until it become seriously and out of control.”
PERSONA BIO Sarah lives in New York City for 20 years. She likes to hang out with friends and enjoy the crazy life in the big city. However, after she starts her college life, she finds the difficulties to concentrate on the tasks and failed to self-regulated her moods most times. When she has a lot of assignment needs to be done, or problem needs to be solved, she always escapes from the situation, party with friends, and then take the consequence of failing to finish works. To have a healthy life, she uses a wearable band to track her physical health data, but just for fun and curiosity. After a few months, she stops to use it. Sometimes she wants to find a quiet place to calm a little bit in the natures. She noticed if she gains some awards, she can have motivations to work hard and finish tasks on time like play games.
GOALS / NEEDS Motivational life Escape from real life sometimes High efficient
FRUSTRATIONS / FEARS Procrastination Chaotic life environment in the big city Failures on concentration
AGE OCCUPATION STATUS LOCATION
20
GENDER
College Student
ARCHETYPE
The warrior
Single New York City
PERSONALITY
TECH KNOWLEDGE
Extrovert
Introvert
IT and Internet
Sensing
Intuition
Software
Thinking
Feeling
Judging
Perceiving
MOTIVATIONS Relax Overcome Achievement Social Incentive Control
Female
BRAND AFFILIATIONS
Mobile Apps Social Networks
Persona 3
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
ITGM FINAL PROJECT AURAS
Creator Modified
Di Mu Fri May 3 2019
Brandon Hill “I hardly notices my emotion changes. Sometimes it was late when I know I was in a mood because my body warning me. I never know my stomachache is beause of anxiety and stress.”
PERSONA BIO Brandon raised in a strict family. He was told to be brave and perfect, so he always consider his parents’ expectation, trying hard to meet their exorbitant expectation, that bring him stress and anxiety. But he bear the feelings and ignore it a long time. Thus now he is suffering with some health problems like stomacheche, and also have some bad behaviors like restless when anxiety. After he go to college, he has trouble social with people, and hard to get along with, every time he out of control he don’t know it until he hurt people or himself. So he really want to notice the changes and learn to deal with it. When he visit in an immersive art installation exhibition, he feel relax and escape from the real world, being no one and no burden in that environment with strong visual and sound.
GOALS / NEEDS Notice emotional changes Self-regulated healthy lifestyle
FRUSTRATIONS / FEARS Ignore the problems that cause anxiety Do nothing with my emotional changes Physical health problems
AGE OCCUPATION STATUS LOCATION
21
GENDER
College Student
ARCHETYPE
The regular guy
Single Austin, Texas
PERSONALITY
TECH KNOWLEDGE
Extrovert
Introvert
IT and Internet
Sensing
Intuition
Software
Thinking
Feeling
Judging
Perceiving
MOTIVATIONS Relax Overcome Achievement Social Incentive Control
Male
BRAND AFFILIATIONS
Mobile Apps Social Networks
Brainstorm
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Ideation
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Flow chart AURAS
CONNECT TO THE AURAS STATION
ENVIRONMENT
GAMIFICATION
EDUCATION
MOTIVATION
STATION
TOY SPACE
EXPLORE
JOURNEY
IMMERSIVE RESOURCES SOUND, VISUAL
GAME FOR RELAX
ARTICLE, AUDIO BOOK
PRACTICE, ACTIVITIES
ACHIEVEMENT
PERSONAL INFO
Mood Board
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Reference
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Design board Font: Quicksand Light
auras auras auras auras AURAS AURAS
Color theme Logo
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Lo-Fi
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Lo-Fi
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
High-Fi
Welcome pages
Connect device Sign up
AURAS STATION
AURAS STATIONS brings an immersive relaxing environment to the users through visual, sound, and odors by combining digital and physical product together.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Auras station While connecting with station
While disconnecting with station
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Auras Toy Space Toy space is a place for you to relax through various stress relief toys. The different materials and sounds may help you ďŹ nd peace and concentrate on the things.
Data recording
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Auras Explore Watch video
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Auras Journey Finish the tasks to unlock more immersive resources for AURAS station as well as know yourself better.
When ďŹ nishing one task, will light up a moment to unlock a portal for auras station. The more moments you achieved, the more portals you can enjoy to the environments.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Other pages
Auras Station Using your apple watch to control the content for the station.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Prototype
User tasks list
• • • • • • • • • •
Register an account Connect to Auras Station Watch nature portal through auras station Watch nature portal through phone Play fidget spinner Check weekly dairy Check A POEM article in explore Watch Think in the nature in explore Check moment1 and moment2 in journey Log out
AURAS
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Product Concept Auras Station
Projector odors diffuser
Speakers
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
Bibliography Mohr, David C., et al. “Accelerating Digital Mental Health Research from Early Design and Creation to Successful Implementation and Sustainment.” Journal of Medical Internet Research, vol. 19, no. 5, 2017, pp. e153. Wartella, Ellen, et al. “Teens, Health and Technology: A National Survey.” Media and Communication, vol. 4, no. 3, 2016, pp. 13-23. Naslund, John A., et al. “Naturally Occurring Peer Support through Social Media: The Experiences of Individuals with Severe Mental Illness using YouTube.” PloS One, vol. 9, no. 10, 2014, pp. e110171. Kite, James, et al. “Please Like Me: Facebook and Public Health Communication.” PLoS One, vol. 11, no. 9, 2016, pp. e0162765. Donker, Tara, et al. “Smartphones for Smarter Delivery of Mental Health Programs: A Systematic Review.” Journal of Medical Internet Research, vol. 15, no. 11, 2013, pp. e247. Stuckey, Heather L., and Jeremy Nobel. “The Connection between Art, Healing, and Public Health: A Review of Current Literature.” American Journal of Public Health, vol. 100, no. 2, 2010, pp. 254-263. Mandryk, Regan L., and Max V. Birk. “Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences.” Journal of Medical Internet Research, vol. 19, no. 4, 2017, pp. e128. Schneider, Rainer. “There is Something in the Air: Testing the Efficacy of a New Olfactory Stress Relief Method (AromaStick®): Olfactory Stress Relief.” Stress and Health, vol. 32, no. 4, 2016, pp. 411-426.
DI MU | ITGM FINAL PROJECT | SPRING 2019 | Prof. DAVID MAYER
AURAS ITGM M.A. Final Project Di Mu Spring 2019 Prof. David Mayer