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The Centre aims to build an research and practical programmes. understanding of how challenge Criteria

confidence and understanding of marketing and user experience. The Longitude Explorer Prize 2017 aimed to: • Provide a practical education opportunity to improve skills such as long-term planning, as well as data collection and analysis. • Increase awareness of young people about the Internet of Things technology, its possibilities and how it can affect their lives. • Increase awareness of young people about health issues faced by people

nowadays and how they can be prevented • Engage young people in and support them to develop practical STEM skills linked to IoT to enhance their learning and practical understanding of how they can utilise the technology for social good • Develop young people’s understanding of the relevance of IoT to entrepreneurship and UK industry • Inspire young people to consider continuing the development of their skills in technologies

Entry criteria

The Longitude Explorer Prize was open to any constituted organisation based in the UK, that works with young people aged 11-16. This includes secondary schools, constituted youth groups, museums or discovery centres. We expected the entries to be supported by a teacher or youth leader. Teams were made up of up to five young people aged between 11-16.

Entries were selected based on the following Judging Criteria:

Criterion 1: INNOVATION. We’re looking for new ideas or adaptations and/or new interpretations of a solution. Criterion 2: THEME. Articulation of the problem and how the idea is addressing the issue. Criterion 3: USE OF DATA. What data was intended to be used/was used, why and how, how the data will be collected. Criterion 4: TURNING IDEA TO REALITY. Clear planning process, research and experimentation to progress the solution from idea to reality; use of IBM resources. Criterion 5: APPLICATION TO THE REAL WORLD. How will it be made; Costs for production/ prototyping; Who would use it; Market potential; Usability, Design. Criterion 6: TEAMWORK. Assigning roles; recognition and progression of skill. Criterion 7: COMMUNICATION. Marketing and promotion of the idea.

The Longitude Explorer Journey

Open Call Entry period: January 2017March 2017

Finalists 10 finalist selected and supported in developing prototypes of their ideas. Teams pitched their products and presented them to the judging panel in July 2017

Winners Selection of 1 winner and 3 runners up

Stage 1: Open Call

• Call for entries opened on 8th January 2017

• Each team completed an online form outlining their idea • The deadline for submission was on 3rd

March 2017 • 64 entries submitted from teams ranging from 1-5 members

• All entries were assessed and moderated

See pages 10-12 for more details about the entrants

Stage 2: finalist - Induction Event

• 10 teams were chosen to progress to the final stage • Final teams were invited to the Induction

Event at IBM London headquarters • The event gave students the opportunity to meet other teams and learn about IoT as well as meet their mentors for the first time. They also participated in workshops

supporting idea development and design thinking • Students spent several months working on workbooks outlining key elements of product development and working prototypes • Workbooks were assessed against the judging criteria

Final judging panel: Winners selected: £10,000 for the winner and three £1,000 for runners up

• The Finalist teams were invited to the award event at IBM in London to present their ideas to the judging panel • Judges were very impressed by the creativity, passion and huge amount of thoughtfulness that all of the students put into their presentations • Based on the Workbooks and judges’ presentations 1 winner and 3 runners up were selected See pages 11-14 for more details about the finalists

2. The Ideas Entries

The entries came from schools located across the UK, predominantly in the South of England. The map below pinpoints the locations of schools that applied.

The total of 222 young people took part in the challenge. Teams were ranging from 1-5 members as presented in the graph below.

Team Size

10

2 members

20 30 40 50 60 70

3 members 4 members 5 members

Mental health was the most popular theme, however, remaining themes were equally spread among the submitted ideas, as presented in the pie chart below.

Mental Health Other

Childhood Obesity

Physical Activity Combination of themes

Pollution

13

7

4 4 6

30

School: Warwick School, Warwick Team: We Fidget Their idea: A stress ball that allows users to fidget with it. Using pressure sensors, collected data can be transferred via Bluetooth to your phone or a computer to analyse when most stressful moments happened. This will enable users to analyse what situations causes stress and how to prevent or manage it.

School: Ursuline Academy, Ilford Team: Bright Day Their idea: A wearable device that alerts people when someone is having a panic attack. When the notification has been sent methods of calming down display on the screen such as breathing exercises, similarly on the receiver watch or phone methods of helping the person are displayed.

School: Churston Ferrers Grammar School, Devon Team: Team Spaghetti Their idea: The Home Sensor — sensors around the homes of older people to track their daily routine. If someone is acting out of the ordinary a chosen person can be informed. The product aims to support people with dementia. School: Harris Academy Bermondsey, London Team: H’n’B Their idea: Honest — a water bottle that monitors water intake and will remind you if you need to drink more

Team: Shelly Their idea: Shelly’s Planner– an app for young people and their families with recipes and exercises that can be done during cooking.

School: Thomas Deacon Academy, Peterborough

Team: AuxiCras

Their idea: Panic+– a button carried by students with a mental disorder. When clicked it sends a direct signal to a teacher’s wristband, telling him/her that you have to get out of the lesson or have a problem, giving them a notice discreetly and allowing them to help you. School: Littleover Community School, Derby

Winners: Octoptix A prototype that helps people with Autistic Spectrum Disorder to communicate, won a £10,000 prize at the award event. Pupils from Southlands School, Lymington spent a few months developing a wearable badge that changes colour to reflect the emotions of its owner, based on a number of sensors that measure stress, heart rate, and speech and tone emotion. The team believes it will help people with Autistic Spectrum Disorder to better communicate their emotions and also improve their ability to read others’ emotions.

Runner up: Lemontime, Warwick school By using the original idea of combining fitness with gaming, the team has created a web app and compatible device that gives users real life rewards for doing fitness. The rewards are aimed at gamers and would include: in-game currency, paid apps for free and vouchers. The team believes that gaming and fitness should not be isolated from each other but both should be encouraged to work together in harmony.

Runner up: See02, Ursuline Academy Ilford SeeO2 is a wearable wristband that detects the amount of pollution in the air around the user. It links to an app on the phone, where people can view the statistics and enter their start and end destination. The app will then calculate the safest, cleanest air quality route. The SeeO2 is aims to protect people from dangerously high pollution levels.

Runner up: Soothe – Panic Attack System, Bodmin College Soothe is a system to help people who suffer from panic attacks. A wristband that monitors a person’s stress levels will trigger a number of useful calming measures to help the user focus on their breathing, and calm down. The application could potentially help many people, but the team’s research showed that war veterans suffering from post-traumatic stress disorder might be interested in this solution. Working with a local charity that supports veterans, the team has found that many ex-soldiers suffer with the issue in silence but expressed interest in something subtle that isn’t a medication and which could help them manage their mental health.

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