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.