A gamified application that stimulates healthy habits in regards to climate and health.
HEAL is a concept with the intention to motivate and educate people. Lots of people struggle to follow a healthy lifestyle. This lifestyle is hard to maintain and requires a lot of knowledge and motivation to keep it up. HEAL provides the user with the knowledge and motivation required.
Climate change has been a big topic lately. HEAL is not only about the health of the user but also the health of the planet. By combining healthy habits that are not only healthy for the user but also have a positive impact on climate change, HEAL succeeds in making a positive impact on both these elements.
” Made to educate and motivate people to create better habits regarding climate and life.“
GAMIFICATION
HEAL focuses on teaching the user through gamification principles. This results in faster learning, more motivation and more fun!
HEALTH
The challenges that HEAL provide for their users help them to become more fit and teaches them healthy habits so they can stay healthy!
Environment
HEAL aims to improve the current state of the environment. By teaching the user new ways to reduce their carbon footprint it helps to keep the earth a healthy place!
SMART
The HEAL application is smart in the sense that it keeps creating challenges that fit the persona of the user. This way the user stays motivated for longer periods of time!
HEALTHY HABITS
Process
For this case the main design question was the following:
"How can you stimulate young individuals between 18 and 27 to create better habits in regards to health and climate change?"
Double Diamond model
This design question was the final iteration after thorough research. By using sprints and the double diamond model I was able to create a clear and concise question that HEAL resolves.
Methods used:
– Interviews
– Deskresearch
– Mindmapping
– Persona
HEALTHY HABITS
Design Criteria
The following design criteria were concluded through all research:
- Steps towards a healthier lifestyle have to be insightful for the user
- The user should feel like they are contributing to a larger social purpose
- HEAL needs to clearly communicate the positive effects of a healthy lifestyle
- HEAL needs to use visual indicators to show the user’s progression as an individual and as part of a larger community
- HEAL needs to provide short term and long term goals for the user to follow
- HEAL needs to promote co-operative elements to make users work together
HEALTHY HABITS
Gamification
To elevate the effectiveness of HEAL I used several gamification techniques that had a positive effect on the target audience and the aforementioned Design Criteria. A lot of these techniques were found by using the Octalysis model designed by Yukai Chou (2014).
- Narrative: Heal uses visuals that track the users progression and that of the planet to create a greater sense of social purpose
- Badges: Heal uses badges to keep track of progression and goals stimulating the users motivation
- Fixed action rewards: HEAL constantly rewards the user for certain activities this promotes a healthy pattern
- Progress bar: HEAL uses several progression bars to keep the users progress insightful.
- Quest lists: HEAL provides clear and concise actions that will improve the users and planet’s health.
- Instant feedback: HEAL provides constant positive reinforcement when small goals are met to keep motivation high.
- Group quests: HEAL provides group quests to create a sense of community and a common goal to strive towards.
HEALTHY HABITS
Final product
Using the design criteria, several testing techniques, prototyping, sketching and loads of iterations, the final product named HEAL was created.
You can test the final version yourself by clicking the button below!