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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
ShakeiT-heroimage.jpg

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
  • Market research

  • User Research

3. Design
  • Design the interaction and playing method

4. Prototype
  • Developed a minimum viable product with Unity

5. Test
  • User testing

  • (then) revision

Outline

Team & Collaboration
  • Individual project

  • Weekly group critique with other designers where each performs their progress, gives & receives suggestions

  • Presentation/Discussion with supervisor

Outcome
  • The functional mobile game as the minimum viable product

  • Final project report

  • Visual identity design, including icon and brochure

Background

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

Procedure

  • Research & ideation

    • ​Research

      • Market research

      • Questionnaires

    • Ideation

      • Sketched out possible approaches

    • Research & ideation

      • Workshop

    • Research

      • investigated approaches and constraints

1. Shaking movement triggers the player object to move

2. when the object hits targets, sounds will be played

Four variations of final prototypes

  • Design & prototyping

    • Designed the game

      • Interaction modality

      • Gameplay

    • Prototyped with Unity (C#)

  • Iteration (2 rounds)

    • User study

      • prototype testing

      • interview

    • Revision based on results

  • Final design & Evaluation

    • Final prototypes

      • four variations (see picture)

    • A user study with fifteen participants

      • Tested game prototypes

      • Interviewed participants regarding the game, and how they deal with negative emotions

Result & Learning

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.

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