junomi - a game for better mental helth

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Making families play together Amani Naseem & Ida To9 IT University of Copenhagen

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Post on 19-Jun-2015

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DESCRIPTION

Junomi is a location based mobile trivia game to be played by teenagers with their families. Players place questions and answers on a map and players receive these questions when a player crosses the GPS locations of the questions as they go about their everyday affairs. By asking and answering questions within the 7 categories ‘Stories and histories’, Values and Opinions’, ‘Dreams and wishes’, ‘Leisure Time’, ‘Fears’, ‘Adventures’ and ‘Habits’ family members tell stories about themselves and each other. The game lasts for an agreed period of time (eg. 3 – 14 days) and the winner is the player with most correct answers and most questions asked. The game is designed to create closeness and strengthen social ties between teenagers and their intimate social relations. Figures from Institute of Youth Research shows that every fifth teenager in Denmark feels lonely sometimes and the Institute for Suicide Research reports that self-harm among Danish teenagers is widespread and is the highest for girls in high school (17%).

TRANSCRIPT

Page 1: Junomi - A game for better mental helth

 Making  families  play  together  

Amani  Naseem  &  Ida  To9  IT  University  of  Copenhagen  

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Loneliness    and  Danish  teens  

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Interviews  and    qualitaBve  research    

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“I  think  that  it  is  important    that  they  know    how  I  am  feeling,    what  I  am  doing.    Otherwise  you  don’t  know    each  other!”  

Interviews  and    qualitaBve  research    

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”It  is  important  that  they  know    how  I  am  feeling,    whether  I  am  happy  or  sad.    It’s  a  bit  like  I  think  that    parents  should  know    without  me  telling  them    about  it.”  (Girl  15  years  old)    

Interviews  and    qualitaBve  research    

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“I  don’t  tell  them  anything    if  I  know  beforehand    that  it  will  become    unpleasant.”  (Girl  15  years  old)      

Interviews  and    qualitaBve  research    

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“I  also  think  that  it  is    just  awkward  to  talk    with  ones  mother  about  it.  I  don’t  know  exactly,  I  can’t  really  talk    to  my  mother  about  it.”    (Girl,  17  years  old)    

Interviews  and    qualitaBve  research    

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“it  is  just  that  way  …    I  don’t  know.  I  am  just  not  used  to  talking  with  my  parents  about  it.  I  just  think  ...  I  think  if  I  came  and  told  them  everything,    then  I  think  it  would  be    really  great  actually  …”    (Girl,  17  years  old)  

Interviews  and    qualitaBve  research    

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Players  create    QuesBons    for  each  other  

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…  and  place    Them  on  a  map  

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As the family members walk around their daily parths they stumble upon these questions

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For  example:  

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…  or  

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Experience  Prototyping  

Trying  out  the  game  concept  

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"By  the  term  "Experience  Prototype"  we  mean  to  emphasize  the  experienBal  aspect  of  whatever  representaBons  are  needed  to  successfully  (re)live  or  convey  an  experience  with  a  product,  space  or  system.      So,  for  an  operaBonal  definiBon  we  can  say  an  Experience  Prototype  is  any  kind  of  representaBon,  in  any  medium,  that  is  designed  to  understand,  explore  or  communicate  what  it  might  be  like  to  engage  with  the  product,  space  or  system  we  are  designing.      (Buchenau  and  Suri,  2000)  

Experience  Prototyping  

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Design  approach  and  consideraBons  

Play  with  everyday  situaBons  

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Hints  –  helping  people  play  

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InspiraBon  

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 Encourage  ReflecBon    

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Co-­‐located  Play  

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The  studio  

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JUNOMI  

And  experiment  with  their  lives  EnBcing  people  to  play  together  

And  create  a  feeling  closeness  To  discover  possibiliBes  

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JUNOMI  

Thank  You  

[email protected]  and  [email protected]