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NUTRIHERO DESIGN OF A BEHAVIOR CHANGING GAME. THE PROBLEM: WEIGHT GAIN Student Exercise, Nutrition, other lifestyle choices? o Lack of awareness? o Laziness?

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Presentation on theme: "NUTRIHERO DESIGN OF A BEHAVIOR CHANGING GAME. THE PROBLEM: WEIGHT GAIN Student Exercise, Nutrition, other lifestyle choices? o Lack of awareness? o Laziness?"— Presentation transcript:

1 NUTRIHERO DESIGN OF A BEHAVIOR CHANGING GAME

2 THE PROBLEM: WEIGHT GAIN Student Exercise, Nutrition, other lifestyle choices? o Lack of awareness? o Laziness? o Convenience? o Lack of time? o Cooking skill?

3 http://www.msnbc.msn.com/id/15376644/ns/health-diet_and_nutrition/t/college-kids-gain-weight-beyond-first- year/#.TqBOi7I1RBl BACKGROUND DATA

4 OUR RESEARCH RESULTS Sample Size 11 (3 M, 8 F) Age range 18-23, average 20 Years: 1 F, 6 Soph, 2 Juniors, 1 Senior, 1 Graduate 1 person engaged in a fad diet None conscious of their caloric intake 7 read nutrition labels regularly 4 thought they had a balanced diet

5 OUR RESEARCH RESULTS Worked out on average 2 days a week 10/11 considered exercise a chore 1 knew proper servings for vegetables 5 responded with don’t know 5 responded wrong

6 THE GAME Nutrihero Side or vertical scroller Conceptual basis: helicopter game, sonic Gather different foods to get points Sweets hurt Point value linked to daily serving requirements (i.e. Grain = 6)

7 THE GAME Challenge a Friend using Facebook Game play + Nutrition Log over a week Nutrition Log Record daily intake for bonus points

8 USABILITY GOALS Safety - does the game run without errors and viruses? Learnability - is the game intuitive (learn in < 5min)? Effectiveness Conceptual - is it effective as a learning tool (for nutrition)? Technical - does it function well as a game?

9 USER EXPERIENCE GOALS Motivating - does the game motivate the player to change eating habits? Enjoyable - is the game fun to play? (not boring) Aesthetically Pleasing - is the interface and movement enjoyable or not? Affordance - does the game align with the conceptual models below?

10 STORY BOARD SAMPLE

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12 2 ND SURVEY Determine How well the game fit our goals Determine if the game encourages healthy eating habits

13 RESULTS Sample Size: 10 (5 M, 5 F) Age range 20-23; Average 21.7 Distribution: 1 sophomore 5 juniors 1 senior 3 super seniors Only one participant claimed to be unfamiliar with side scrolling games Responses range 1 (disagree) to 5 (agree)

14 RESULTS CONT Menu Screen Clarity 4.7 Simplicity: 4.6 Aesthetically Pleasing: 3.6 Comments Menu does not match game well Make it more colorful

15 RESULTS CONT Game Interface Easy to learn: 4.6 Simplicity: 4.5 Aesthetically Pleasing: 3.7 Game Play Is fun to play: 4.0 Functionality: 4.0 Comments: Demo response slow

16 RESULTS CONT Nutrition Log Easy of use: 4.4 Helpfulness: 3.8 (for visualizing a diet) Would you use this feature? 1 no, 2 yes, 7 maybe Challenge a Friend Ease of use: 4.5 Encourage healthy eating habits: 3.8 Use Facebook already? 10/10 Yes

17 IMPROVEMENTS Fully Implement Challenge a Friend and Nutrition Log features Standardized/consistent interface

18 QUESTIONS?


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