Group Project (3 months) 2020
University of Technology Sydney, Australia

VIRUS RUNAWAY (VIDEO GAME) - MVP

ROLE: UX RESEARCHER AND UX DESIGNER

CHALLENGES

Through user research, we identified the problem faced by the participants including negative experiences during hand washing, participants had not been taught of hand washing technique, the practice is very poor which is very quick with less attention on the technique.

SOLUTION

Our solution would educate kids with effective hand hygienic training in a fun and gamified environment. We believe “Virus Runaway” will be a useful and engaging tool in teaching children proper hand hygiene washing technique and timing through an interactive and fun gamified experience.

METHODS

  • Design Sprints

  • Design Thinking process

  • Minimum Viable Product (MVP)

CONTRIBUTIONS

  • Desktop research, reference product analysis, user testing and user research (conducting the interview);

  • Designed the game concept and wrote on the game script.

  • Collaborated with other 5 members throughout design process

SMART SINK

VIDEO GAME: VIRUS RUNAWAY


sprint 1

  1. Desktop research on the hand washing facts,

  2. Analyzing the existing products that address the issues on efficacy of the hand washing (Smixin, Intellimix, Hand Hygiene Scanner, Centrax)

USER ASSUMPTION:

Children are more responsive to learning new skills during an age where habit forming is paramount . Therefore, it is essential that kids should cultivate proper hand hygienic habits in their early life to prevent contagious diseases. Our solution would educate kids with effective hand hygienic training in a fun and gamified environment.

SMART SINK

 

SPRINT 2

  1. Reference Product: Competitive analysis: comparing the existing product offering handwashing technology that are Smixin(touchless sensor), Soap and water science (teaching activity), and wash your hand (video game).

  2. Mid- Fi Prototype

HYPOTHESIS

Our Smart sink will be a useful and engaging tool in teaching children proper hand hygiene techniques and timing through an interactive and fun gamified experience. This will both teach users how to wash their hands properly, but also encourage them to do so more often.

MID-FI PROTOTYPE

VIDEO GAME CONCEPT


SPRINT 3

  1. User Research - Interview (7-13 yo), 7 kids, by zoom, WhatsApp (vid call)

  2. Affinity Diagram - Miro

PERSONA - Refined based on interview

 

SPRINT 4

PROBLEM STATEMENT

Through user research, we identified the problem faced by the participants including negative experiences during hand washing, participants had not been taught of hand washing technique, the practice is very poor which is very quick with less attention on the technique.

FINAL HYPOTHESIS

Our product will be a useful and engaging tool in teaching children proper hand hygiene techniques and timing through an interactive and fun gamified experience. Those will teach users how to wash their hands properly, but also encourage them to do so more often.

HI-FI PROTOTYPE