Zizi
Empowering Sexual Health Education Through an Exciting and Innovative Card Game
Overview
The an educative card game that promotes awareness on sexual health for teenagers where they have a fun and interactive experience to reduce bad sexual health behaviors and lower their risk to get a UTI or diseases.
A game that teenagers can play with their friends or partner, with a voice assistant (VA) guiding the game in the middle. The game ame that will help teenagers and young adults discover more about sexuality and sexual health with trustful content.
The Challenge
Why design a solution that raises awareness about sexual health and the knowledge around this for teenagers?
HMW raise teenagers’ awareness on sexual health in an exciting way and promote healthy sexual behaviors to ultimately reduce the chances of contracting a UTI?
My Role
UI UX Design - Brand Design - Game Design - Box Design
The Solution
A friendly and catchy voice assistant in a game that is a trustable and relatable source to get informed on health-related topics and access information.
The an educative card game that promotes awareness on sexual health for teenagers where they have a fun and interactive experience to reduce bad sexual health behaviors and lower their risk to get a UTI or diseases.
A game that teenagers can play with their friends or partner, with a voice assistant (VA) guiding the game in the middle. The game ame that will help teenagers and young adults discover more about sexuality and sexual health with trustful content.
The Challenge
Why design a solution that raises awareness about sexual health and the knowledge around this for teenagers?
HMW raise teenagers’ awareness on sexual health in an exciting way and promote healthy sexual behaviors to ultimately reduce the chances of contracting a UTI?
My Role
UI UX Design - Brand Design - Game Design - Box Design
The Solution
A friendly and catchy voice assistant in a game that is a trustable and relatable source to get informed on health-related topics and access information.
Research
The research involved interviews and surveys with over 50 healthcare professionals and 200 individuals affected by UTIs. This approach provided both quantitative and qualitative data on user needs and behaviors related to UTIs and antimicrobial resistance (AMR). The insights gained were crucial for shaping the strategic approach and design considerations for addressing these health issues effectively.
In the game
“ [...] playing board games was associated with significant improvements in cognitive function, including memory, attention, and executive function [...] ”[...] when students have the opportunity to participate in decision-making, they are more likely to enjoy learning because they regard learning as playing.”
“ [...] learning performance achieved after playing the board game was significantly higher than [...] lecture or library assignment”
Digital games are more individual and self-centered in this case we want to create discussion, create the enviroment to the people to talk about it.
“ [...] learning performance achieved after playing the board game was significantly higher than [...] lecture or library assignment”
Digital games are more individual and self-centered in this case we want to create discussion, create the enviroment to the people to talk about it.
The Game
To engage players effectively, we designed bold content for the red cards, featuring versatile sentences and including familiar celebrities. The blue cards illustrate key terms with graphics and cover diseases and conditions like UTIs, bacteria, gonorrhea, and herpes. Players can scan QR codes on blue cards for more information. Additionally, special cards introduce interactive activities like making sounds, movements, and answering personal questions, ensuring the game remains engaging and dynamic.
and... meet
Zizi, the voice assistant
Funny, bold and fearless to talk about tabus
Modern yet retro inspired
Let's discuss how a voice assistant renders this experience even more immersive. We designed two main interactions where players must use the voice assistant and two optional side interactions. These voice interactions will make you speak out loud about a given topic. On the other hand, the VA will share unexpected bold answers.Genderless & inclusive
How was the prototyping phase?
Through iterative improvements driven by user testing feedback, we enhanced our product significantly. We addressed volume issues by adding an amplifier and larger speaker for better audio output, introduced audio-visual cues for keyword understanding, and optimized the voice to reflect our virtual assistant's genderless personality, improving overall user experience.
Outcome
The an educative card game that promotes awareness on sexual health for teenagers where they have a fun and interactive experience to reduce bad sexual health behaviors and lower their risk to get a UTI or diseases.
A game that teenagers can play with their friends or partner, with a voice assistant (VA) guiding the game in the middle. The game ame that will help teenagers and young adults discover more about sexuality and sexual health with trustful content.
A game that teenagers can play with their friends or partner, with a voice assistant (VA) guiding the game in the middle. The game ame that will help teenagers and young adults discover more about sexuality and sexual health with trustful content.