Nm2216 presentation 2010 w15 (The Servings Challenge)

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Challenge W1(5) Chen Jiaxing U083179R Ho Kah Kee, Josephine U093450M Quak Chen Puay Tricia U087644M Teo Meijun U092057H

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Transcript of Nm2216 presentation 2010 w15 (The Servings Challenge)

Page 1: Nm2216 presentation 2010 w15 (The Servings Challenge)

The Servings Challenge

W1(5) Chen Jiaxing U083179RHo Kah Kee, JosephineU093450MQuak Chen Puay TriciaU087644MTeo Meijun U092057H

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Overview and RationaleAn interactive touch-screen billboard to

enhance the awareness of 2+2 guideline among targeted tertiary students via collaborative and heuristic gameplay.

Few tertiary students are aware of the 2+2 guideline, and those who know don't practise it.

Objectives:o To increase awareness of 2+2 guidelineo To inform target users of the right servings

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Problem Statement: PeopleTargeted user group: Tertiary students age

between 16-25 years old◦ Tech-savvy ◦ Experience busy lifestyles◦ Main mode of transport- Bus and train

Perceive themselves as at an age when they are at their optimal health

Highly apathetic to saturated educational/advertising messages

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Problem Statement: ActivitiesTargeted activity: The awareness of 2+2 guideline

Busy lifestyles◦ School commitments◦ Constantly on-the-go: significant amount of time spent waiting and commuting via public transport

Possible ineffective reach of 2+2 guideline presented online due to:

◦Multi-tasking, diverted attention◦Clutter of messages

Aware of the 2+2 guideline but not practicing it – may be unaware of the exact serving size

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Problem Statement: ContextTargeted context: Prominent

bus stops at tertiary institutions

Students have free time to spare at bus stops – able to obtain their focused attention

Social:◦ Lack of opportunity to discuss and

talk about eating healthy◦ Coping with school work and

widening of one’s social circle takes priority over building one’s health

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Proposed SolutionTo develop and implement interactive

touch-screen billboards at prominent tertiary institutions bus stops for collaborative gameplay

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Proposed Solution• Proposed game:

to locate any two servings of fruits and vegetables each in a maze of food images as instructed, within 45 seconds

• To provide practical solutions for the 2+2 guideline

•Messages regarding 2+2 guideline will be reinforced throughout

• Recognition of high scorers through their photo uploads

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Proposed Solution: TechnologyTechnology and Feasibility Multi-touch screen displayo Eg. Nokia N95 Interactive Bus

Stop Ad

• Web camera- To capture pictures of players for scoreboard o Eg. Mario Kart Arcade GP

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Strengths of Solution Interactive billboard for gameplay is relatively

new in Singapore – may entice interests of the tech-savvy target users

Emphasis on 2 servings of fruits and 2 servings of vegetables guidelines throughout gameplay may promote offline reflection

Real images of the estimated right servings of fruits and vegetables may act as considerations and references for users

Extensive database of serving combinations to sustain interest of users    

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Strengths of SolutionProminent bus stops at tertiary institutions

– effective location in promoting engagement with interactive platform due to waiting time

Outdoor interactive platform enhances users motivation and performance through audience’s spectatorship

Visual scoreboards promote user’s motivation and viral effects

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Iteration from Prototyping

Information prior game instructionso Avoid confusiono Screen-saver with demo of

the game

Some parts appear too sudden and caught users unaware o Included countdown

timer to prompt and prepare user

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Critique of SolutionDifficulty to achieve good analysis of the

actual servings of fruits and vegetables in the dishes

Pictures may not be sufficient for the players to make good judgement of servings of fruits and vegetables proposed

Pictures presented in the game may not correspond to the actual serving sizes of dishes purchased from food courts/canteens

Messages may not be taken seriously due to nature of the game

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ReferencesSuhonen, K., Vaataja, H., Virtanen, T., & Raisamo, R. (2008). Seriously fun: exploring how to combine promoting health awareness and engaging gameplay. In Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era (Tampere, Finland).  ACM, New York, NY, 18-22. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1457199.1457204

Peltonen, P., Kurvinen, E., Salovaara, A., Jacucci, G., Ilmonen, T., Evans, J., Oulasvirta, A., & Saarikko, P. (2008). It’s Mine, Don’t Touch!: interactions at a large multi-touch display in a city centre. In Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems (Florence, Italy). ACM, New York, NY, 1285-1294. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1357054.1357255

O’Hara, K., Glancy, M., & Robertshaw, S. (2008). Understanding collective play in an urban screen game. In Proceedings of the 2008 ACM conference on Computer supported cooperative work (San Diego, CA, USA). ACM, New York, NY, 67-76. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1460563.1460576

Mansour, A., Barve, M., Bhat, S., and Do, E. Y. 2009. MunchCrunch: a game to learn healthy-eating heuristics. In Proceedings of the 8th international Conference on interaction Design and Children (Como, Italy, June 03 - 05, 2009). IDC '09. ACM, New York, NY, 166-169. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1551788.1551818

Trend Hunter. Touch Screen Bus stop Ads. Retrieved 30 Sep 2010 from http://www.trendhunter.com/trends/nokia-n95-touchscreen-ads