Game example “LIT” – how to harness mobile technology for smoking reduction?
44.5 million smokers in US (20% of population)
40% of this population want to quit. Last year 17.8 million tried to quit.
How does mobile technology support this? Convergence of existing therapy and new technology. Their example is designed around breath therapy, with a breath interface that substitutes for smoking. This was clinically proven as an effective intervention for smoking.
You train people to breath in patterns that simulates the effects of smoking. If you have urge to smoke, you can smoke to get sensation you are speaking, (perceived rush or perceived sedative effect).
DESIGN CONSIDERATIONS
Accessibility –> cheap or free –> self administered
Lower barriers –> easy to use –> software adaptive
Context-sensitive –> ubiquitous –> Smart phone goes everywhere with you
Motivation –> playful –> is a game
Two modes of the game – Rush Mode and Relax mode. (first replicates the rush, second replicates sedative)
* Rush – space pilot, breath of fire. Must hyperventilate into it.
* Relax – breath slowly and deeply, goal to life a spark from ground and blow it up into the sky.
Multi-touch capability enables haptic input. Gives sense of engagement.
* Rush – selection of objects.
Accelerometer
* Rush – fast paced motion
* Relax – slow paced motion
Graphics and Audio
High quality as smart phones can provide.
* Rush – warm colors, fast tempo
* Relax – cool colors, slow tempo
TEST CASES
After playing the game, does the player have a similar effect to smoking? They are looking at the physiological responses, heart rate, skin conductance
No comments:
Post a Comment