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Plant a Plan

This positive psychology intervention is a mobile application called “Plant a Plan” that helps users achieve their short and long terms goals by setting, tracking, and achieving them in a fun and engaging way that promotes well-being and a healthy mindset.

To experience a live prototype, please use this link, https://www.figma.com/proto/91hS8GWNM1ZnI7bNijSmTP/Plant-a-plan-2?node-id=0%3A3&scaling=scale-down&page-id=0%3A1

You can also watch the video presentation here, https://youtu.be/TvIWZ23x64c

Strategy

Positive psychology has been a key framework for the study of flourishing, positive emotional dynamics, and character strengths and virtues. Researchers tend to concentrate their efforts on seven popular and well-researched categories of PPIs that are as follows: meaning, gratitude, strengths, savoring, optimism, empathy, and kindness.

For this project, i decided to focus on optimism. According to Scheier & Carver (1985), optimist-based activities help develop a positive outlook of the future instead of a negative one.

Research suggests that optimism-based activities help individuals gain control over their lives which is an essential component in healthy functioning and is more likely to increase one’s desire to protect one’s overall health.

Scope

This positive intervention is a mobile application called “Plant a Plan” that helps users achieve their short and long terms goals by setting, tracking, and achieving them in a fun and engaging way that promotes well-being. This App is has the following features:

Planting:

In this application, you plant a plant and nurture it into a fully grown plant by setting short or long term goals and achieving them. Each time you complete a task, the plant grows a bit.

Seed currency:

As you achieve more tasks, you gain new seeds. Users can use these new seeds as app currency to plant more challenging plants that require more challenging goals.

Reflection through the “Seed Inventory”:

Reflection on past achievements is an essential aspect of this intervention, as users view their past achievements, they get motivated to continue with their plans. This function lets you view your plants and everything you have achieve so far.

Acceptance:

This App has a system that keep failure in mind. if users fail, the App helps them cope with what they couldn’t achieve through encouraging messages and pop-ups that either leads them to reflection or to better future prospects.

Anonymous reminders:

A feature in this App lets you send out an anonymous reminder that reaches another user who’s plant is dying, for this function, the user gain new seeds that he can use in planting new plants.

Structure

From a conceptual perspective, the structure looks like:

From a functional perspective, the structure looks like:

Skeleton

Surface

After many rounds of design feedback, the final design was transformed into this, and the the remaining layouts were derived from this key visual.

At the start, the user is greeted with a short description of the experience ahead.

Sign in

Select plant

After signing in, the users get to choose a plant, they will start with the flower garden, because they only have enough seeds for the flower (beginner). As the achieve more on a later stage, the get more seeds and invests in other plants.

Flower plant progress

As the users start and add their tasks and achieve them, the plants grow. giving them more seeds to invest in another plant on a later stage.

Another example of a plant growing is the bamboo.

Seed Inventory

In this section, users get to reflect on what they achieved in one single space. This will motivate them to pursue more plants and thus help them reach mental wellbeing,

The function below sends out an anonymous reminder to someone who's seed is dying, giving them motivation to continue, and in return, the sender receives fresh new seeds, which can be use to plant new plans.

Consolation system

Another concept that would go in parallel to growing the plant. plants start to die if users who do not achieve their tasks, at first they will get reminders and encouragement popups, they will be redirected to the seed inventory page that might motivate them after seeing what they have already done. The plant continuous to grow if they achieve. 

If not, the plant dies and the app starts a consolation system, that helps the users accept failure and use it to gain strength and go at it again.

Ein Projekt von

Fachgruppe

International Integrated Design

Art des Projekts

Studienarbeit im Masterstudium

Betreuung

Prof. Alejandro Lecuna

Zugehöriger Workspace

EM-UX: RELAX! - The design and science of well-being, and flourishing.

Entstehungszeitraum

Sommersemester 2021