The Challenge
How might we help people who think the pandemic does not concern them, realize their social responsibility and act accordingly?
Inspiration
To stop the pandemic and limit the number of deaths, it is crucial that people follow the recommendations of the Federal Office of Public Health. Gamification and leverage behavioral insights instead of enforcement, have shown to be an efficient to drive and sustain behavioral changes. That's why we've created the application "Me against the pandemic".
What it does
The idea is to award people with a score for adhering to the rules but also for taking care of their minds and bodies in the times of the pandemic. The score compares the situation of the individual with its network and the total Swizerland. It is a composition of:
- Knowledge features
- Attitudes and behaviors features ( with focus on social responsible behavior – eg. respecting the authorities recos, mindful
- Sharing features - if individual “positively” influencing his/ network of connections (eg. by inviting friends to adhere recommendations) The score could be translated into tangible outcomes in the context of the pandemics (eg. how many lifes saved) and the individuals (eg. incentives) Solution ca be integrated to other existing apps and social media platforms index information from there - eg. shares on Facebook, sport performace recorded by well being apps. etc.
The application takes the players through quizzes, exercises and games which help them grow and share knowledge about the coronavirus pandemic, adopt the right behavior regarding the preventive measures and feel good mentally and physically
From a behavioral perspective, the solution is looking to: *Address cognitive biases (which drive people to take wrong decisions) *Leverage MINDSPACE Framework (which helps people adhere to healthy behaviors)
How I built it
We started with a very ambiguous challenge, we extensively explored the problem space and gained valuable insights using Design Thinking methods, and emphatised with our users. We then redefined the challenge to make it more actionable, and created a number of solutions that address the issue and we selected just one for the presentation. During the development process we observed behavioral insights to secure stimulation of desired behavior adoption.
The application would be designed in the following way (initial draft):
Points page: page where the user can see his score, his friends' average score and the world average. The overall score is an aggregation of points obtained by finishing some activities. These activities are listed on the overview page.
Overview page: On this page, the user can choose an activity. The proposed activities are the following:
- COVID-19 Quizz
- Share Knowledge
- Meditation
- Sport
- Responsible me
By clicking on one of this activity, the user gets redirected to the specific activity page.
Activity page: The page where the activity takes place (Quizz, Sport session, meditation, etc.). Once the activity is completed, points are attributed to the player and will be taken into account in the overall score visible in the points page.
Challenges I ran into
Time pressure, slowing digital tools.
Accomplishments that I'm proud of
Great team collaboration in record time and using on-line exclusively. Structured process based on Design Thinking Sprint model. Robust scientific support from gamification and behavioral insights research.
What I learned
New tools, new dimensions of work and collaboration while complying with recommendations from the authorities :)
What's next for Project 327
- Build a prototype
- Test the concept with users
- Find funding
- Grow team
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