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SUNCHASER 2

Type: UX design
Tool: Sketch, Illustrator
Date: May 2016
Team member: Nilomee Jesrani
Role: User research, Prototype

SunChaser 2 is a Tamagochi­ style application for monitoring user’s sunlight intake by employing gamification strategies. By getting a healthy amount of sunlight, users earn points to nurture their digital flowers; by neglecting the amount of sunlight they get, users risk their digital flowers’ lives.

background

This project stems from my thesis project, SunChaser. SunChaser records users' sunlight exposure throughout the day and represents the data with a lamp. You can see more details here.

While researching details about the implications of a lack of sunlight exposure, its problems and solutions, I came up with an idea that has a slightly different approach than my thesis project.

While my thesis project heavily relies on physical objects, SunChaser 2 is a mobile application that uses gamification to increase awareness of proper sunlight exposure for people who live in northern latitudes and have sedentary lifestyles. By growing a virtual avatar, a sunflower, users can get informed while playing the game. This app pairs and works with a wearable device I created, which can also be used with the original SunChaser. This project was presented as a mid­term assignment for Shaun Van Every’s class “Always On, Always Connected.” I teamed up with Nilomee Jesrani for the final, and we added more features, user interfaces and interactions using Sketch and Flinto.

research

According to “The Healing Power of Sunlight & Vitamin D” by Mike Adams:
- 40% of the U.S. population is vitamin D deficient.
- 42% of African American women of childbearing age are deficient in vitamin D
- 48% of young girls (9-­11 years old) are vitamin D deficient.
- 76% of pregnant mothers are severely vitamin D deficient, causing widespread vitamin D deficiencies in their unborn children, which predisposes them to type 1 diabetes, arthritis, multiple sclerosis and schizophrenia later in life
- 82% of the children born to these mothers were vitamin D deficient.

Based on the research, I wanted to encourage users to get a healthy amount of sunlight and track their sunlight intake using gamification strategies.

WHY GAMIFICATION?

The driver behind this gamification is the creation of an emotional response. Using a natural attachment to flowers, users will want to achieve goals to look after their virtual flowers, a process which eventually will help users to learn more information and get a healthy amount of sunlight.



User persona

The driver behind this gamification is the creation of an emotional response. Using a natural attachment to flowers, users will want to achieve goals to look after their virtual flowers, a process which eventually will help users to learn more information and get a healthy amount of sunlight.

wireframe

Low Fidelity Mockups

Key Features

I also made working prototype using HTML, SASS and Javascript for the future use. I still need to add WNYC API to extract articles everyday, but I made it up and running like what I exactly planned at the beginning. You can see the code on Github by clicking the button below.