Re-establishing rhythm in disrupted lifestyles
In short/

Fuelled by the COVID-pandemic, the digitalisation of the workplace has rapidly forced its way into the daily lives of many people. It has disrupted our daily rhythms and poses a challenge for those who easily dwell around the house to stay active and healthy.

To guide people through different parts of the day and make sure they reach their goals a Tamagotchi inspired avatar offers user reflection on their own behaviour. Check-in stations around the house take the game into the physical space.

The concept and its elements explored how daily rituals might be influenced with subtle cues and gamification. Through the hands-on approach I was able to broaden my toolset with new wireframing software and quick prototyping methods.
With this knowledge we then experimented with an animated avatar that responded to changes in statuses like ‘energy’ and ‘hunger’. The needs of the user are mapped onto a gamified version of themselves that they must care for. Pre-recorded clips are incorporated in an interactive wireframe that show the daily schedule and the status of the ‘MiniMe’.
Throughout this project prototypes were leading which meant diving straight into making. A first round of paper prototypes explored how users could create their daily schedules and set targets. From these we concluded that the days could be segmented in chunks that correspond with certain areas around the house, such as ‘hygiene’ and the bathroom.
Additional prototypes revealed touchpoints during these activities where the concept could interact with the user and encourage them to stick to their plan.
Taking the avatar into the physical realm is also a set of pads that can be placed around the house. By checking in physically into the different parts of the schedule, users are required to move and adhere to their planning. Taking breaks during work time is also indicated.
For the final exhibition of the project the physical movements and changing parts of the day are simulated in the wireframe prototype to fully immerse online viewers into the experience. This proved to be a valuable way of evaluating with a large number of participants.
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