GRIT: Creative Process & Research

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TABLE OF CONTENTS 3 Introduction 9 Research 21 Development 29 Mentors 33 Deliverables 38 Gratitude 39 Bibliography


INTRODUCTION 3


How can gamification be implemented in interactive design as a guide and motivation tool for individuals to continue to exercise?

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OBESITY TRENDS Obesity has been a major concern in American health for decades and has become a leading cause in health complications today. According to the Centers for Disease Control and Prevention, “more than one-third of U.S. adults are considered obese� (Adult Obesity Facts). There are various solutions for individuals to prevent or control obesity, one being exercising properly and effectively. Although exercise deems to be a simple task, it may become difficult to actually see results. Many people who exercise discontinue their routine because they do not visually see results to compare to. 5

Obesity % of U.S. Adults ages 20+ based on BMI ratio* 40

30

20

10 1960

1970

1980

1990

2000

2010

2020 (Projected)

*Based on CDC/NCHS Survey (http://www.cdc.gov/nchs/data/hestat/obesity_adult_07_08/obesity_adult_07_08.htm)


PREVENTION & MAINTENANCE

d at a Evaluate your health by measuring your BMI ratio and your weight to start.

knowledge Recognize if there are any issues and understand the process to be healthier.

action Take initiative to better your health. Plan a routine and stick with it. Repeat. 6


IDEATION – INTERFACE CULTURE “Data, knowledge, action,” seems easy enough, right? We have become accustomed to a lifestyle in which we expect an outcome sooner than we are able to; ergo a new process must be taken to satisfy our demand. Interface culture is a realm in which we use signs, symbols, linguistics and non-linear narrative to reach a specific goal. The interface culture has molded to our constant need for instant gratification. You select A to receive B and respectively obtain C. I transitioned the model of prevention by including an incentive so individuals are able to be rewarded for actions. 7


GAMIFICATION

data

k nowle d g e

action

rewa rd 8


RESEARCH 9


10


“ ” If you can’t measure it, you can’t manage it.

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- Peter Drucker


SOCIAL COMPARISON THEORY We seek numbers to personify our advantage over others because of the human condition of competition and rivalry that manifested through the social comparison process. As humans, we subconsciously tend to compare ourselves to others in various ways from being smarter, wealthier to having better physical features. “Individuals (“Actors”) are propelled by a basic drive—the “unidirectional drive upward”—to improve their performance and simultaneously minimize or preempt discrepancies between their and other persons (“Targets”) level of performance” (Garcia 4). Festinger describes this unidirectional

drive upward as “the action to reduce discrepancies interacts with the unidirectional push to do better and better”(125). The act of continually progressing our capabilities is an act of protecting our superiority (Festinger 126).

[

Our overriding goal in life is to be better than others. - Alfred Adler

]

It may also be part in the way we have developed our personality based on the inferior complex. Alfred Adler, a Viennese psychiatrist states that, “our overriding

goal in life is to be better than others” (Lilienfeld 556). Adler adds that our principle motive in life is to strive for superiority. People who have a trait of low self esteem contribute to having this inferior complex trait. Our competitive nature has driven society to be drawn to the act of proving superiority in different manners. Some, may be in part of the inferior complex trait that some may possess. The social comparison theory and competitive human nature has driven us to strive toward bettering ourselves based on a measure of metrics of our every day activities that can be compared to others. 12


THE QUANTIFIED SELF MOVEMENT The idea of measurement in terms of activities to improve your quality of life is a new methodology best known as the quantified self movement and the terms “selftracking” and “body-hacking” (The Quantified Self –Counting Every Moment). The rise in self-knowledge through metrics is at a rise in technological improvements today. Numbers are a major asset to how we manage, reflect, learn, remember and want to improve (Wolf). There are various devices and applications today that gather information and present a set of numbers that measure every day activities. Psychologically, these 13

numbers represent a realm of self-identity in social comparison to the others as well.

[

]

Numbers are a major asset to how we manage, reflect, learn, remember and want to improve.

Social comparison, a term coined by Leon Festering is the human psychological process in which individuals compare themselves to others and how their opinions influence our processing of self-evaluation of abilities (Festinger 117). The term, “Quantified Self” has become overwhelmingly used numerous

times recently. The idea of knowing has held more power now that technology has been able to display and illustrate ‘invisible’ data. The idea that an individual can obtain data about their health and activities is actually not that new at all. Gary Wolf is one of the founders of the Quantified Self Labs in California and conducts seminars and conferences to further explore this trend. Wolf explains a new measure for daily life through the use of mobile applications and devices. Wolf is a journalist specializing in writing on topics of science, culture and technology. He is co-owner of a self-quantifying


blog called “Self Knowledge Through Numbers” and currently working on publishing a book. When I first started my thesis I juggled various ideas, but landed on one thing that has always been an interest to me: health. Health is our most valuable and prized possessions. But, one thing I wanted to steer away from was being that health nut that was routinely disciplined and crazed over exercise. After careful consideration, my thesis will be based on overall health and maintaining a wellness lifestyle. With all of the different devices that track your everyday activity, it’s

like having a personal assistant in your pocket. Various apps and devices record your activity and translates it into data that can be easily read and understood. The access to self-knowledge becomes so much more easier. But what if design could be further implemented to really express the importance of this data? Can it enhance the user’s experience even further and maybe even motivate them to continue to strive toward being healthy?

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group survey: exercise & GAMING How much do you exercise per week?

USER INTERFACE ANALYSIS

Based on a survey conducted of 22 individuals.

Ranking of most important elements in gaming based on a survey of 22 individuals. (1 - Most Important, 12 - Least Important)

1. Pattern Recognition: Ability to know how a game works. 2. Collecting: Points, Rewards, Characters, Supplies etc. 3. Surprises: Hidden objects, easter eggs, treasures etc.

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4. Gaining Status: Priority access, Special levels etc. Total # of People

5. Organizing: Building teams, cities, routines etc. 5

6. Being the Hero: Rescue damsel, beat the bad guys etc. 7. Leading Others: Team based challenges, Epic challenges.

0

0-1

1-3

3-5

5-8

Hours of Exercise Per Week

8 - 10

10+

8. Recognition for Achievement: Badges, Trophies etc. 9. Fame: Leaderboards, awards, sharing with friends 10. Nurturing/Growing: Healing factors & nurturing 11. Gifting: Giving points or items to others 12. Romance: Social interaction, “Poke/Wink�

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group survey: player types I surveyed 22 people and illustrated a player type diagram based on Richard Bartle’s theory of gamer profiles from the questionnaire.

ACTING 13 16

Killers: Has a strong desire to win, but everyone else must lose and respect the winner.

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KILLERS 3

ACHIEVERS

9

19

Achievers: Strong competitors who seek challenges in their game-play. Socializers: Intrigued by the content of the game with strong desire to build relationships and play with others. Explorers: Discovers aspects of game-play and loves to find new

PEOPLE 22

8

14

SOCIALIZERS 2

18

7

21

WORLD

4

1

20

EXPLORERS 10

6 12 17

11

5

INTERACTING

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USER PROFILES BRIAN HUYNH / 24 / Stapleton, CO Occupation: Dental Assistant

Desirability

••••••••••

Feasibility

••••••••••

Dislikes: Reality TV & boring people.

Usage

••••••••••

Goals: To be a better lacrosse player.

COMPLETION

••••••••••

Likes: Playing lacrosse, house music, Battlefield & cars.

“The ex-athlete” Gamer Profile:

38% Explorer

34% Achiever

16% Killer

12% Socializer

Workout per Week: 1-3 Hours 17

In college, Brandon played lacrosse for Regis University. Since then, he’s settled into a new career, but is currently seeking to find the passion he had playing LAX. Having to find time after a long day of work and other obligations, he finds it difficult to manage and find motivation to exercise. Brandon has recently signed up for a community LAX league and hopes he can find time and motivation to practice more than the 1 hr/week team practice he is able to fit in his schedule.


Shelby Rosborough / 31 / Seattle, WA Occupation: Sales Associate & Single Mom

Desirability

••••••••••

Dislikes: Running & “Facebook

Feasibility

••••••••••

Whores”.

Usage

••••••••••

Goals: To lose the baby weight.

COMPLETION

••••••••••

Likes: Reading, art & gardening.

“New Year’s Resolution-er” Gamer Profile:

41% Achiever

26% Explorer

24% Socializer

9% Killer

Where ever the social fads end up, Shelby is bound to go too. From being an Etsy Entrepreneur to a newborn photographer, she likes to be in the new. Right now, being more health conscious has been her new passion. She has a 3 year-old that she tries to teach healthy habits to, so a new vegan diet and exercise is on her yearly goal list. Being a single mom is hard work, so Shelby only has time to exercise at home. She spent hundreds on equipment and clothes to really get it started.

Workout per Week: None 18


Mike Ramos / 25 / Long beach, CA Occupation: Data Analyst & Wedding DJ

Desirability

••••••••••

feasibility

••••••••••

Dislikes: Heights & Spiders.

usage

••••••••••

Goals: To run a 5K.

COMPLETION

••••••••••

Likes: Football, playing video games

& hanging out.

“Broken Promises” Gamer Profile:

42% Achiever

29% Killer

22% Explorer

7% Socializer

Workout per Week: 0-1 Hour 19

Mike is the life of the party. He loves to try new things and meeting people. Since 5K’s have become a new “in”, he’s been wanting to dig up his running shoes to join his friends. He has one problem: commitment. Mike starts a lot of things he can’t finish. He’s hoping that he doesn’t get bored trying to prepare for a Cancer Run and that he can continue to work out all the beer fat he’s gained. Being single ain’t easy, so this bachelor wants to improve his physique for the ladies as well.


Skye Jimenez / 21 / San Antonio, TX Occupation: Go-Go Dancer, Twin Peaks

Desirability

••••••••••

Likes: Dancing, writing poetry, yoga

feasibility

••••••••••

usage

••••••••••

COMPLETION

••••••••••

Waitress & Model & shopping.

Dislikes: Fake people, scary movies & bugs. Goals: To be healthy & look good.

“Always-On-The-go-go” Gamer Profile:

62% Explorer

27% Socializer

8% Achiever

3% Killer

A waitress & model by day, go-go dancer by night, Skye doesn’t have a lot of time to dedicate to games and apps. But, she knows very well that good looks don’t come easy. Go-go dancing 2-3 nights a week, Skye tries to exercise during the other days to maintain the physique she needs at each of her very demanding jobs. The problem is, she works so much that she finds very little time to do the right training. She wants to swap out the yoga mat for a weight set and equipment to intensify her workouts.

Workout per Week: 1-3 Hours at the

gym, 8-10 Hours Go-Go Dancing

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DEVELOPMENT 21


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METHODOLOGY

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I began with some general mind-mapping techniques and explored information architecture processes. Shortly after organizing the application structure, I began wireframing sketches, while connecting each screen accordingly. I used InvisionApp to develop the prototype of my app because of its flexibility in various operating systems. 24


INTERFACE ASSETS

Map based on ancient greece Mountains, landscapes, textures. Used to evoke narrative, style and genre. 25


challenge icons Workouts: Cardio, Strength, Resistance and Mixed/Cross-training.

SUPPLIES icons Used to exemplify the narrative and style of the app. Symbolic representations to tie in Greek mythology. 26


BRANDING ELEMENTS

GNOULANE Lato Light

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COLOR SCHEME

LOGO

Based off of gold-like qualities and a rugged, ancient

The logo has two connotations: A lightning

aesthetic. I used samples of movie posters from “Troy�

to represent strength & empowerment. The

to develop a series of gold tones.

graph-like imagery symbolizes data tracking.


“ ” Grit is passion & perserverance for very long term goals... Grit is living life like it is a marathon, not a sprint.

- Angela Lee Duckworth

NARRATIVE QUALITIES

IDENTITY SOLUTION

Ancient Greek ideologies have been the foundation for

Angela is a psychiatrist who studied traits that make

many of today’s beliefs. I chose the elements of Greek

people successful. Grit is a characteristic that helps the

stories to drive my users and enhance the experience.

app’s users gain confidence in their abilities to exercise. 28


MENTORS 29


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DAVID DIAZ // MARKIT ON DEMAND

MAI LINH NGUYEN // MARKIT ON DEMAND

David assisted me with most of the research and initial

I met Mai Linh years ago through mutual friends and have

development of the prototype. He had great knowledge

had the pleasure to work with her at a print shop. With her

not only in UX, but in fitness as well. He understood the

experience in UX design, she provided me with great feed-

position of the design question and challenged me to think

back throughout my prototype process. She helped me

critically and seek various routes in the creative process. He

explore new challenges and expanded my knowledge in UI,

provided great feedback and was great to work with.

app development and design theory.


JON SYMOND // personal trainer

Payeng lee // social Psychologist

A certified personal trainer who has struggled to find ways

I wanted to explore human-centered design so I contacted

to help motivate his clients during off-sessions. I was able

Payeng to assist me in the study of social psychology to gain

to communicate with Jon on the importance of health and

a better understanding for behavioral design. She helped

how to maintain it. He also assisted with the information

me better understand social comparison, theories of design

architecture by determining hierarchy of data and results

that assist individual motivation and ideas of technology

for prospective users.

transitioning our society into a digital realm. 32


DELIVERABLES 33


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APP PROTOTYPE

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DEMO COMMERCIAL

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PROFESSIONAL MATERIALS

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WITH GRATITUDE

Colorline Digital Printing Mad Graphics 303 Bryan Leister Brian Delevie Michael Mages Travis Vermilye Michelle Carpenter Brandon Duy Do Triet Hoang Zach Pomeroy Seena Ny Addis Tewahade Moony Thach Jennifer Sparr Anthony Walker Mama & Pops Coffee 38


BIBLIOGRAPHY 39


”Adult Obesity Facts.” Centers for Disease Control and Prevention. 16 Aug. 2013. Web. 01 Dec. 2013. <http://www.cdc.gov/obesity/ data/adult.html>. Biocca, Frank, and Mark R. Levy, eds. Communication in the age of virtual reality. Routledge, 1995. Copeland, Michael V. “You Can’t Improve What You Can’t Measure.” Wired. Conde Nast Digital, 29 Apr. 0012. Web. 09 Dec. 2013. Duckword, Angela Lee. “The Key to Success? Grit” TED. April 2013. Web Video. 03 Apr. 2014. Festinger, L. “A Theory of Social Comparison Processes.” Human Relations 7.2 (1954) Print. Future of StoryTelling. (2012, October 3). Story Wars: Jonah Sachs for the Future of StoryTelling 2012. Web Video. 13 Feb. 2014.  <http://www.youtube.com/watch?v=o69xW8wtBhk> Galitz, Wilbert O. The Essential Guide to User Interface Design: An Introduction to GUI Design Principles and Techniques. New York: Wiley Computer Pub., 1997. Print. Garcia M. Stephen, Avishalom Tor, and Tyrone M. Schiff. “The Psychology of Competition: A Social Comparison Perspective.” Perspectives on Psychological Science. Print. Høgenhaug, Peter S. “Smashing Magazine.” Gamification And UX: Where Users Win Or Lose. Smashing Magazine, 26 Apr. 2012. Web. 27 Feb. 2014. <http://uxdesign. smashingmagazine.com/2012/04/ 26/gamification-ux-users-win-lose/> Johnson, Steven. Interface Culture: How New Technology Transforms the Way We Create and Communicate. [San Francisco]: HarperEdge, 1997.

Krueger, Myron W. Artificial Reality. Reading, Mass. ; Don Mills, Ont.: Addison-Wesley, 1991. Print. Kumar, Janaki Mythily and Herger, Mario (2013). Gamification at Work: Designing Engaging Business Software. Aarhus, Denmark: The Interaction Design Foundation. eBook. <http://www.interaction design.org/books/gamification_at_work.html> Lilienfeld, Scott O. Psychology: From Inquiry to Understanding. Boston: Pearson, 2014. Print. Swan, Melanie. “Sensor Mania! The Internet of Things, Wearable Computing, Objective Metrics, and the Quantified Self 2.0.” Journal of Sensor and Actuator Networks (2012): n. pag. 8 Nov. 2012. Web. 09 Dec. 2013. Tajfel, Henri. Social Identity and Intergroup Relations. Cambridgeshire: Cambridge UP, 1982. Print. “The Quantified Self – Counting Every Moment.” The Economist. N.p. 03 March 2012. Web. 01 Dec. 2013. <http://www.economist.com/ node/21548493> Wolf, Gary. “The Quantified Self.” TED. September 2010. Web Video. 03 Dec. 2013. Turkle, Sherry. Alone Together: Why We Expect More from Technology and Less from Each Other. S.l.: Basic, 2013. Zichermann, Gabe, and Christopher Cunningham. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O’Reilly Media, 2011.

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