
We were tasked with designing a solution within 5 days around the prompt: How can we intentionally make the world a better place using the metaverse?
After narrowing down the problem, we jumped straight into defining our understanding and assumptions. This helped us focus our research efforts on answering the following questions:
Since we didn't have much time and coping techniques are well documented in the literature, we heavily leaned on secondary research. We noticed emotional support animals (ESA) were commonly mentioned as a way to help people with depression. We wondered whether we could simulate some aspects of this experience in our solution. Upon further research we found the following specific benefits of ESA:
In addition to secondary research, we felt it was crucial to gain insight directly for our target users: young adults aged 18 to 24 who have symptoms of depression. We weren't able to reach our direct audience within the timeframe, so we interviewed people from the ages of 18 to 24 who identified as lacking the motivation to complete daily tasks instead. We asked them each about their experience accomplishing daily tasks, beliefs about emotional support animals, engaging mobile game experiences, and frustrations they have with routines. We wanted to genuinely figure out why they have trouble completing tasks, and what is different about the times they do complete their tasks on time.
From our insights we developed the following persona of our target user:
Finally, before moving on to ideating, we wanted to conduct a competitive analysis. Mobile games/gamification were uncharted territories for our team. We audited mobile games, especially Gacha games, with a similar target audience to understand common UI trends and how they maintain their player base.
This was important to us as this would serve as the foundation for user motivation to complete tasks. A non-virtual pet has needs that you cannot ignore. Our virtual pet has no real needs, so what will drive users to keep up? Based on our analysis, we felt utilizing collection and buying gifts to pamper your pet could serve as a motivator.
We defined our focus by combining learnings from the secondary research, user interviews, and market research as the following high-level goals:
While keeping the latter half of the problem in mind, the metaverse, we expanded on the above goals using crazy 8s to encourage quick ideation. Then we evaluated each idea and discussed whether it helped us achieve our high-level goals.
One idea we had was to simulate an emotional support animal using augmented reality (AR) to have the users physically do the task for their pet. By helping to facilitate that first step, the effort associated with the task is lessened. After doing some research we found the best option was to have minimal AR usage due to technical limitations: battery usage, lag, and turnaround time.
For the MVP we landed on three core habits to support the user in developing: waking up at the same time every day, eating meals, and going outdoors. We determined the habits based on secondary research. These are either daily tasks people with depression have difficulty completing or routines that can help lessen the symptoms of depression that narrowed down based on what made sense in the context of using AR.
To keep our solution familiar with other mobile games we focussed most of our time on two main flows of the app: onboarding and task completion/trigger.
Before the user can start completing tasks, we need their routine input and pet preferences. We explored two options for the routine input. Option A was a longer multistep process, taking the user through each input option. Option B was shorter and allowed the user to choose which routine option they want to fill out. We discussed the pros and cons as a team keeping the target user in mind and their goals.
While we preferred that the multiple-step approach required less text on each page, we wanted the onboarding to be concise. If the effort of setting up is too high then users may be discouraged. We anticipate that users will likely want to start off with one or two goals to work on. Moreover, we already require more user input than most mobile games, so keeping onboarding tight was imperative to keep the app feeling like a game.
We had two options for how tasks could be completed:
Initially, we decided it was better to have the users do tasks whenever, so the game matched their expectations of a pocket pet. But coming back to this project, having the task cue appear only during the scheduled time highlights the importance of completing the task on time, reinforcing the vision of the app and preventing our game becoming another source of distraction. This also removes visual clutter, leaving more freedom for the user to interact with their pet and room. With the flows ironed out we moved on to wire framing and mockups.
The home screen was easily the most difficult screen to design. Initially, we put the tasks at the bottom and the rest of the buttons (store, items, coins) at the top right for no reason other than we thought it looked the most balanced.
While redesigning, I felt the bottom bar was too clunky and closed off the space. When looking at other mobile games, they very rarely have a bottom navigation bar. Instead, they overlay the navigation icons. Studying Genshin Impact's home screen, I noticed the most relevant actions (used to directly interact with the world) are placed on the bottom right for easy access. Less used navigation items are placed on the top right and top left, based on importance.
Following this logic, I changed the screen to have the task triggers on the bottom right, the store and storage on the top right, and settings on the top left. Keeping the permanent and less significant elements at the top of the screen helps open up the space.
Knowing the components of the pet selection would be reused for selecting items in the rewards flow, the challenge became to design for multiple categories, of varying size. I came up with four general directions for the design.
Our team was unfamiliar with the conventions of mobile game UI so we attempted to model our buttons drawing inspiration from 'cat game'. I wasn't satisfied with the visuals of the homescreen. So I studied more mobile games with a similar target audience, like Neko Atumse, Tamagotchi, and Animal Crossing (pocket edition), and came up with lots of iterations.
I built a 3D model of the cat food in Blender. I then lit it and animated it over a video. Overall I think it looks good but my phone camera quality let me down a bit, the end result looks a bit choppy and slow.
Using googles material design for the input forms makes the onboarding feel cohesive and simple. The three core tasks we help facilitate are going outside daily, waking up at the same time everyday, eating meals regularly. By working on these three aspects of a daily routine we hope our users would be able to build some habits that may help them feel more accomplished. Users have the freedom to customize each task to match their unique needs and can choose to start with just one aspect of their routine, or all three. Using googles material design for the input forms makes the onboarding feel cohesive and simple.
The feature that distinguishes the app from a regular pocket pet is the use of AR to facilitate the tasks. Your pet requires you to physically go to different locations in your house to complete tasks. For example, getting for pet food requires you to go and "grab" from your fridge. Once the user is already up, completing the task for themselves feels less daunting.
Users complete tasks to gain coins that can be used to buy gifts and decorations. Coins are rewarded for the completion of tasks that correspond with the users ideal daily routine. Following the logic of Gacha games, we hope that the incentive of coins and in-game winnings would give users that extra nudge to help them start their tasks.