ShakeiT!
DESCRIPTION
A mobile game inducing users to vent their emotions by cathartic motions
I designed the game and developed it using Unity. Following User-Centred Design, I involved users throughout the whole process.
MY ROLE
UX Research
Interaction Design
Visual Design
Develop
Overview
Mission
To explore how can people interact with mobiles in an unusual way, and dealing with their emotions at the same time.
Process
1&2. Research & Define
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Market research
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User Research
3. Design
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Design the interaction and playing method
4. Prototype
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Developed a minimum viable product with Unity
5. Test
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User testing
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(then) revision
Outline
Team & Collaboration
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Individual project
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Weekly group critique with other designers where each performs their progress, gives & receives suggestions
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Presentation/Discussion with supervisor
Outcome
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The functional mobile game as the minimum viable product
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Final project report
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Visual identity design, including icon and brochure
Background
The common approaches of mental health apps are geared for relief, for example, providing meditation guidance.
What if there is an app that helps people to express or even vent their negative emotions? Would such a cathartic approach help?
To answer these questions, a mobile game, named SkakeiT!, was designed, developed and evaluated.
Procedure
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Research & ideation
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Research
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Market research
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Questionnaires
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Ideation
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Sketched out possible approaches
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Research & ideation
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Workshop
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Research
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investigated approaches and constraints
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1. Shaking movement triggers the player object to move
2. when the object hits targets, sounds will be played
Four variations of final prototypes
Result & Learning
Result
ShakeiT! is controlled by the shaking motion. It utilises the visual and aural outputs in response to the user's shaking, providing a multimodal experience. The project report is available here.
Note: The following videos play on hover automatically with sound. Please check your volume setting to avoid any excessive sound.
Learning
The results from the user study imply a potential need for a new solution to emotion regulation. Moreover, it indicates the potential benefits of shaking games for dealing with negative emotions.
I was also aware of the insufficiency of the prototypes and noticed further design possibilities.