DigiGrow

In collaboration with Anna Davies, Helen Peng & Rikka Ly.
Brief
Choose a problem, focus on a particular group of people and design a physical visualisation or a Tangible User Interface as a solution for them to promote behaviour change.
Solution

A smart mirror and game. It applies gamification and positive reinforcement mechanisms to encourage healthy screen time habits in young children. Active time away from screens is visualised in the form of a pet companion. Each day, the child gets assigned (customisable) tasks to complete that foster their physical and mental wellbeing. As tasks are completed, the pet grows and evolves.

Clickable presentation below!
More this way...