Post on 05-Dec-2014
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The Servings Challenge
W1(5) Chen Jiaxing U083179RHo Kah Kee, JosephineU093450MQuak Chen Puay TriciaU087644MTeo Meijun U092057H
Overview and RationaleAn interactive touch-screen billboard to
enhance the awareness of 2+2 guideline among targeted tertiary students via collaborative and heuristic gameplay.
Few tertiary students are aware of the 2+2 guideline, and those who know don't practise it.
Objectives:o To increase awareness of 2+2 guidelineo To inform target users of the right servings
Problem Statement: PeopleTargeted user group: Tertiary students age
between 16-25 years old◦ Tech-savvy ◦ Experience busy lifestyles◦ Main mode of transport- Bus and train
Perceive themselves as at an age when they are at their optimal health
Highly apathetic to saturated educational/advertising messages
Problem Statement: ActivitiesTargeted activity: The awareness of 2+2 guideline
Busy lifestyles◦ School commitments◦ Constantly on-the-go: significant amount of time spent waiting and commuting via public transport
Possible ineffective reach of 2+2 guideline presented online due to:
◦Multi-tasking, diverted attention◦Clutter of messages
Aware of the 2+2 guideline but not practicing it – may be unaware of the exact serving size
Problem Statement: ContextTargeted context: Prominent
bus stops at tertiary institutions
Students have free time to spare at bus stops – able to obtain their focused attention
Social:◦ Lack of opportunity to discuss and
talk about eating healthy◦ Coping with school work and
widening of one’s social circle takes priority over building one’s health
Proposed SolutionTo develop and implement interactive
touch-screen billboards at prominent tertiary institutions bus stops for collaborative gameplay
Proposed Solution• Proposed game:
to locate any two servings of fruits and vegetables each in a maze of food images as instructed, within 45 seconds
• To provide practical solutions for the 2+2 guideline
•Messages regarding 2+2 guideline will be reinforced throughout
• Recognition of high scorers through their photo uploads
Proposed Solution: TechnologyTechnology and Feasibility Multi-touch screen displayo Eg. Nokia N95 Interactive Bus
Stop Ad
• Web camera- To capture pictures of players for scoreboard o Eg. Mario Kart Arcade GP
Strengths of Solution Interactive billboard for gameplay is relatively
new in Singapore – may entice interests of the tech-savvy target users
Emphasis on 2 servings of fruits and 2 servings of vegetables guidelines throughout gameplay may promote offline reflection
Real images of the estimated right servings of fruits and vegetables may act as considerations and references for users
Extensive database of serving combinations to sustain interest of users
Strengths of SolutionProminent bus stops at tertiary institutions
– effective location in promoting engagement with interactive platform due to waiting time
Outdoor interactive platform enhances users motivation and performance through audience’s spectatorship
Visual scoreboards promote user’s motivation and viral effects
Iteration from Prototyping
Information prior game instructionso Avoid confusiono Screen-saver with demo of
the game
Some parts appear too sudden and caught users unaware o Included countdown
timer to prompt and prepare user
Critique of SolutionDifficulty to achieve good analysis of the
actual servings of fruits and vegetables in the dishes
Pictures may not be sufficient for the players to make good judgement of servings of fruits and vegetables proposed
Pictures presented in the game may not correspond to the actual serving sizes of dishes purchased from food courts/canteens
Messages may not be taken seriously due to nature of the game
ReferencesSuhonen, K., Vaataja, H., Virtanen, T., & Raisamo, R. (2008). Seriously fun: exploring how to combine promoting health awareness and engaging gameplay. In Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era (Tampere, Finland). ACM, New York, NY, 18-22. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1457199.1457204
Peltonen, P., Kurvinen, E., Salovaara, A., Jacucci, G., Ilmonen, T., Evans, J., Oulasvirta, A., & Saarikko, P. (2008). It’s Mine, Don’t Touch!: interactions at a large multi-touch display in a city centre. In Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems (Florence, Italy). ACM, New York, NY, 1285-1294. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1357054.1357255
O’Hara, K., Glancy, M., & Robertshaw, S. (2008). Understanding collective play in an urban screen game. In Proceedings of the 2008 ACM conference on Computer supported cooperative work (San Diego, CA, USA). ACM, New York, NY, 67-76. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1460563.1460576
Mansour, A., Barve, M., Bhat, S., and Do, E. Y. 2009. MunchCrunch: a game to learn healthy-eating heuristics. In Proceedings of the 8th international Conference on interaction Design and Children (Como, Italy, June 03 - 05, 2009). IDC '09. ACM, New York, NY, 166-169. DOI= http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/1551788.1551818
Trend Hunter. Touch Screen Bus stop Ads. Retrieved 30 Sep 2010 from http://www.trendhunter.com/trends/nokia-n95-touchscreen-ads