Treat Team: Tackling mental health through video gaming

Key Contributions

  • Customer Discovery

  • Conducting user surveys and interviews

  • Analysing user research and present data to game designers

  • Collaborate with various stakeholders like game developers, game designers, philosophers, engineers and coders

  • Conducting workshops for stakeholders to encourage collaborations and different perspectives

Problem
18-24 year old college students/young working professionals feel overwhelmed with amount of responsibilities and desire to improve their everyday self-discipline habits

Our Goal
Gamify productivity for easy-to-use tool to accomplish goals in an immersive mini-world

Our Response
Treat Team, a mobile game for users to build in-game village to encourage mental health self-discipline habits.

Using animal characters that make the game more engaging.

All collaborators come from diverse backgrounds to prioritize mental health

Key Project Highlights

Community development is at the forefront. Prioritizing user engagement and societal needs.

Design Methods

  • User Survey

    Conducting preliminary user surveys determining their preferences on habits, on technological solutions they choose as well as their attitudes towards habit formation.

  • Collaborative work sessions

    Collaborating with different stakeholders to determine stakeholder needs and come up with user interview questions for interviews.

  • User Interviews

    Conducting user interviews to determine user preferences, behaviors and actions around challenges they face in building or sustaining habits that lead to a positive outcome.

Solution

Treat Team is a video game that enables users to sustain positive mental health and self disciplinary habits towards self growth.

Our solution involves harnessing the power of story-rich games and curated digital mental health lessons in our mobile video game. By combining these elements, we create a more accessible, relaxing, and gratifying user experience, enabling individuals to develop healthy habits in navigating their emotions on a day-by-day basis

Key system features:

  • Designed to captivate users and encourage daily engagement.

  • Immersive and compelling gameplay, users become deeply invested and motivated to use it consistently, making it an effective tool for habit-building and personal growth.

  • Mental health content is specifically designed to empower users in navigating their emotions.

  • Carefully curated lessons and resources, users can learn valuable skills and techniques to understand and manage their emotions effectively.


Key Takeaways

  • Working in a startup

    Working in a dynamic startup environment is teaching me the importance of proactive planning and adaptability, enabling me to prepare for the unexpected and be flexible with my plans.

  • Learning about a different domain

    Exploring game design and development is proving to be a challenging yet fascinating experience, particularly for someone without a background in the field.

  • Translating user research to different stakeholders

    Learning to effectively communicate user findings to stakeholders by translating them into a language they understand. This requires finding creative ways to bridge the gap between user insights and stakeholder needs.

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