Ponder

Ponder is an application that would be used in conjunction with a therapist or grief counselor in order to externalize and memorialize the memories of your loved one.

Project Summary

Role

Interaction Design

Visual Design

Timeframe

9 weeks

Deliverables

Prototype

Product Click-Through

Interaction Flow

Presentation and Pitch

High Fidelity Visual Design

Team

Mai Bouchet

Chelsea Braun

Our team collaborated with a sponsor from PopCap games to create a mobile game, or gamified application that would elicit behavior change. We ultimately created a concept for an application that would assist with the process of grief using gamification techniques while still remaining sensitive to the user’s experience.

Challenges and Goals

While the topic of grief allowed us to narrow our scope, we wanted to avoid addiction forming techniques and the rewarding of negative behaviors while remaining sensitive to the situation of the user.

Research

We conducted research both on gamification and qualities that make a game, as well as in theories behind behavior change. By supporting our design decisions with this information, we were better able to create a product that would be useful instead of just utilizing game design techniques in order to get users addicted.


Ideation and Refinement

Several concepts came to mind as we worked through this problem. We broadened and narrowed our concepts using a variety of design thinking methods and frameworks, such as ideation methods and two by two matrices and a loose form of affinity diagramming. Eventually we landed on three basic concepts that we wished to pursue and receive feedback on: Exploratory/Landscape As Self, Resource Collecting, and Quest-based, Narrative Plot.


Concept Sketches

Storyboard

At this point we needed to iron out the details of how this would actually work in practice. After assessing the different steps of the process, we created a storyboard to illustrate the scenario, and a complete interaction flow to create a step by step depiction of the entire process, as well as how the application would integrate into that process.

Experience Map and Wireframes

We conducted research both on gamification and qualities that make a game, as well as in theories behind behavior change. By supporting our design decisions with this information, we were better able to create a product that would be useful instead of just utilizing game design techniques in order to get users addicted.


Final Prototypes

We created a final prototype to show a clickthrough of the product to give better depth to our presentation and pitch.


Takeaways

Testing

In the time frame we had, it was difficult to get users that fit our screener requirements. I would like to test this with real users to gain better understanding of what their thoughts about how we approached this topic

Explore More

I would have liked to like at this process beyond the screen- what happens when the behavior change is "done"? How can we take this interaction out of the mobile experience?

Interaction Paradigms

I think this would have been an interesting product to test new mobile interaction paradigms and patterns with to push the boundaries of mobile design, especially if we had explored a physical component to pair with the product.