Life Compass
Project description
Our main design challenge is as follows:
How do we develop an application where the user can get advice on how to utilizing their core strengths more to improve their lives, and make the app engaging so the user returns often & is motivated to keep improving their lives?
Context
A group of Game Design & Technology students from Fontys College are commissioned by a client to digitize their trademark card game. The Client is the company “TweeKracht” (in The Netherlands, North Brabant, Oirschot), who sell their own trademark card game that assists people who seek to mentally improve themselves.
The card game is split into two parts:
- The user has to “discover their core strengths” using “TweeKracht”-cards. They discover: their current core strengths, and core strengths they want to improve upon. The latter is more important, and what the advice given is based upon.
- The user read the advice in the “TweeKracht”-books about their “core strengths” (the ones they want to improve upon) in how to utilize their strengths to mentally improve themselves.
The Client is only concerned about digitizing and improving the second part of the card game. The app assumes that the user has played the first part of the card game, before using the app. The end product is a mobile “app” (with gamification), which advises the user on how to utilize their core strengths more to psychologically improve themselves. The app only gives advice when the user requests/permits it, but occasionally reminds the user to keep improving themselves. The name for the app is: Life Compass. The targeted platform is (for now): Android Mobiles
Results
The most important part of our application is a way of giving the user very detailed advice based on TweeKracht's existing game KernKrachten's results. This advice needs to be delivered in a gamified way to keep the user engaged.
About the project group
Our group consists of 6 software students, we have worked on this project for 8 weeks using the scrum agile way of working.