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
sprint 1
Desktop research on the hand washing facts,
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.
SPRINT 2
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).
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
SPRINT 3
User Research - Interview (7-13 yo), 7 kids, by zoom, WhatsApp (vid call)
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