Thursday, 8 February 2018
App Research
I've never used the app version of 7 Cups before but found it quite useful, however I feel there's too much information, on the live chats between each message there's automated responses posted from the website indicating what features you can use, why they're there and how you can gain points and so on. I feel the points system is quite complicated, although it offers validation and gives people motivation to aim for certain goals to better themselves I feel it's overcomplicated and I'm unsure as to what each system means, for example 'wellness cup' and personal 'growth path' isn't really explained and turns this into more of a game.
For my application I'd like to lay it out a lot clearer, with less game-like incentives and more of a relaxing aesthetic by not cluttering the screen with automated messages and reminders and so forth.
Headspace's aesthetic is a lot more soothing and appropriate, both these apps however send me notifications :
which is a really nice way of reminding people of mindfulness and feels like a little boost especially through stressful days.
Looking back at purely apps for therapy (ass opposed to headspace which is for meditation) I found an existing pattern emerging of this hostile clinical feel with little consideration for how design can act as a visual comforter.
I furthermore need to consider my target audience, being students, I want to update this aesthetic, as this may be part of the reason there is such a stigma behind it. We cannot physically see mental health issues, but the representation through design is currently off-putting.
1-800- Therapist requires advertisements as banners to support funding whilst talk space requires you to pay for a therapist, although you are doing so at a fraction of the cost of a face to face session, it still alienates people who cannot afford to use such services which should be as readily available as free health care for physical injuries and conditions. Regarding target audience especially, I'm ensuring the 'Chat Room' app is free of charge, as it's run by volunteers (like the physical Chat Room in my OUGD505 project).
Volunteers include predominantly those studying psychology, social and healthcare courses, which is further beneficial for them in terms of training and can be monitored by the university in more extreme cases, or to further support their studies. Chat Room of course remain anonymous.
Study Task 5: Video Games: Creative Response
Essay Planning
Call of Duty
http://cmch.tv/my-17-year-old-is-having-serious-anxiety-since-he-started-playing-call-of-duty-is-there-a-connection/
Creative Output Test
After playing one hour of violent video games, I asked candidates to draw for me. They had one minute to draw anything that came into their heads, limited to the resources of a black biro and white paper.
Responses:
This and the last were drawn after candidates played Rocket League, a game less aggressive than Call of Duty, the other variable in this experiment.
It seems those who played Call of Duty had more graphic or disturbed drawings, the arrows in the 4th image seem to depict an army storming an area, connotation of capturing land. The thing that struck me most however was the use of the X throughout. The X is used as eyes, to symbolise a target and is known as being in the title of the console X-Box. People could be subconsciously attributing the X in the their games console to aiming, shooting and killing. I can link this in my essay with the war-time quotes in the Prozac Nation article.
Call of Duty
http://cmch.tv/my-17-year-old-is-having-serious-anxiety-since-he-started-playing-call-of-duty-is-there-a-connection/
Creative Output Test
After playing one hour of violent video games, I asked candidates to draw for me. They had one minute to draw anything that came into their heads, limited to the resources of a black biro and white paper.
Responses:
This and the last were drawn after candidates played Rocket League, a game less aggressive than Call of Duty, the other variable in this experiment.
It seems those who played Call of Duty had more graphic or disturbed drawings, the arrows in the 4th image seem to depict an army storming an area, connotation of capturing land. The thing that struck me most however was the use of the X throughout. The X is used as eyes, to symbolise a target and is known as being in the title of the console X-Box. People could be subconsciously attributing the X in the their games console to aiming, shooting and killing. I can link this in my essay with the war-time quotes in the Prozac Nation article.
Thursday, 1 February 2018
Study Task 6: Practical Brief
This is the brief for my practical outcome, I modified it a few times thinking I would originally design an app for 7 Cups, a website I have previously used for their services thinking they didn't have an app. I then found they actually did have an app... so thought about loosely linking it with my current OUGD505 project whereby I'm raising awareness of cuts to welfare/ counselling sessions, so looking at redesigning what mental health 'looks like'. This is relevant to universities, so for this practical outcome I want to develop an instant messenger therapy app especially for students.
Targeting this audience is less vague than having an app available to all demographics as anyone needs and can apply for this kind of therapy. I have to make sure the app is clean and easy to navigate without being too clinical however.
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