Project Overview

Concept:
A wrist worn device to encourage regular hand-washing and transfer of good hygiene practice. Use of gameification techniques to affect behavior change with specific algorithms to detect and measure hand wash movements
The Brief: 1,400 children die every day from diarrhea diseases linked to the lack of safe water and adequate sanitation and hygiene. Schools can be an important environment for initiating change by helping to develop useful health and hygiene habits which can be passed on to families.
Approach:
Design thinking methodology to define the problem, ideate potential concepts (divergence) select best idea (convergence), expand the concept details, prototype, and refine/test ideas
Design principles:
Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals, it taps into the basic desires and needs of users impulses which revolve around the idea of Achievement and fun
Proposal:
WASHband aim is to effect behavior change by making hand washing fun, encourage good hygiene practices, and educate about hand washing in a school setting, whilst enabling the passing on of good hygiene habits to family and friends in the wider community

Video

Project Gallery

WASHmon App setup sequence mock-up screens for Android OS WASHmon App data presentation mock-up screens WASHband storyboard and scenario analysis
WASHband wearable device mock-up example WASHgame interactive screen and game interface WASHband wearable device exploded view
Project Mood board WASHband device sketching WASHmon mobile application to view hand wash and activity data

WASHband encourages hand washing and good hygiene practices in school children whilst educating and encouraging the transfer of good hygiene habits to family and friends

FEATURES

A wrist worn device to encourage regular hand-washing and transfer of good hygiene practice, knowledge/information in school children by adopting gaming principles and techniques for the Hand washing routine

use of gameification techniques to affect behaviour change

specific algorithms to detect and measure hand wash movements

allow for effective sharing and comparison of data

interaction with modified school WASH area, touch screen with WASHgame (where available)

motion sensors to detect hand and wrist movements, in addition to walking/running activities

mechanism to record, summarize, and present relevant data

low-cost, rugged, waterproof wearable device for school children (within target age)

future capture of data to cloud services with a website to share data across wider audiences

Components

Design

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