S/ash is a platform to help college students transition from excessive gaming to productivity. The platform doesn’t try to stop gaming but instead focuses on what happens after gaming. Many college students who play excessively are because they are feeling stressed, overwhelmed, or feel bored. Oftentimes they do not realize how much time they spend gaming which causes them to lack productivity. S/ash helps them gain productivity by combining goals they need to complete with gaming. This can help them be more engaged and have a purpose to use this platform and help them stay on track and focus.

For our research we decided to put ideas down on a Figjam board to answer the questions that the prompt asks. Which leads us to our topic in figuring out a way to reduce excessive gaming to increase productivity. We wanted to gather insight from college students who play games. So we created a google form to be sent out to get insight into how excessive gaming affects college students. We collected 9 responses and determined what features are important and what features we shouldn’t include. In addition we learn that gaming is driven by a low energy state. After that we did a quick google search on gaming fonts to make our platform feel like a game. In addition we also did a quick google search on colors we can use to make it more gamify.

Prototype: https://clash-uneven-62811468.figma.site Research Survey: https://forms.gle/s4ogZHcJt7MgT4AbA Brainstorming:https://www.figma.com/board/yE8mmeNWm4rzRy3kwQiDep/Brainstorming-File?node-id=0-1&p=f&t=Vrc1l7eeYqqTLCjZ-0

In S/ash, the most impactful decision we made was shifting the focus from preventing gaming to increase productivity. In our research it indicates that many college students reported that they stayed longer than intended which led them to reduce productivity. We wanted to help college students by making it more gamified to make it more engaging for college students. This impacts our font choices and color choices we made for this platform. This also helped us figure out how we wanted to approach this platform so that college students would find it engaging and helpful for them to use.

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  • figma
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