Social Innovation
Social Innovation
College Chronicle, an interactive comic on mobile platforms. The story revolves around two friends, Russell and Fred, who met in college. During the first semester, Russell begins developing symptoms of depression, and this is the catalyst for the user’s education.
College Chronicle, an interactive comic on mobile platforms. The story revolves around two friends, Russell and Fred, who met in college. During the first semester, Russell begins developing symptoms of depression, and this is the catalyst for the user’s education.
The average delay between the onset of the symptoms of depression and intervention is 8-10 years. Its human and economic costs are substantial. And it’s only getting worse.
From 2013 to 2016, the rate of diagnoses in Massive Depression Disorder among adolescents has risen 63% from 1.6% to 2.6%, and rose 47% among millennials, from 3.0% to 4.4%.
The impact is staggering and only increasing. Individuals are most likely to have a depressive episode in college since it is their first time living without immediate support and are going through a stressful environment.
structure an educational framework for college students to assist in identifying depression in their friends and provide effective support.
structure an educational framework for college students to assist in identifying depression in their friends and provide effective support.
Every team member had a different perspective & experience around depression which was a challenge to work collaboratively.
Depression needs, but doesn’t have, a visual representation, which challenged us to generate ideas for digital platforms.
Every team member had a different perspective & experience around depression which was a challenge to work collaboratively.
Depression needs, but doesn’t have, a visual representation, which challenged us to generate ideas for digital platforms.
Research → Ideation/Exploration → Low-fi Testing → Learnings
→ Final Concept → Testing → Final Design
Research → Ideation/Exploration → Low-fi Testing → Learnings → Final Concept → Testing → Final Design
RESEARCH ACTIVITIES
KEY INSIGHTS & LEARNINGS
What we learnt:
Strategy:
CONCEPTS EXPLORATIONS
Concept 1. (Too specific)
To educate about the difference between Depression and Sadness because students often mistake depression with sadness.
After testing this concept with students, they find it overwhelming to concentrate on one aspect of the problem.
Concept 2. (Too abstract/general)
On the insight of depression lacks visual element. We create a repository of information od depression where students can learn how to engage with friends/classmates suffering from a different kind of depression.
After testing this concept with students, they find it difficult to get the relevant knowledge they need.
Concept 3 (Just Right)
This concept was inspired from "Black Mirror: Bandersnatch". Its a story of two friends, where one friend has to take multiple decision which will affect the life of other fiends who is suffering from depression.
Testing this concept gave us insights that it has the potential of making user empathise with people having depression and make the user aware of their role in a friend's life.
FINAL DESIGN
Plotting out the story.
We created a rough storyline with key decisions points and a different ending.
We avoided having extreme endings like suicidal thoughts.
Wireframing Interactions
After creating a storyline, we filled it with various form of micro-interaction and interactive activities. These interaction designed to make it more engaging and contributes to the story.
Prototyping
We created assets of for the prototype including characters and scenarios. And created an interactive prototype using principle and Adobe XD.
TESTING
Low-fi Prototype Testing
While testing a low fidelity prototype, users showed signs of more awareness and empathy for people suffering from depression.
Advertisement Concept's Testing.
Social Media Advertisement being the first touchpoint, we created some low fidelity concepts and tested it out with College students.
An interactive comic for mobile platforms. The story revolves around two friends, Russell and Fred, who met in college.
Through our product, we are aiming at college students who have depression will receive effective support. We also hope that, by bringing awareness of depression, students will feel less ashamed for seeking help when they need to.
User start playing as a character named Russel who is a student.
App has interactive storytelling for engagement
User has to make critial decision which leads to outcomes.
There are different ending based in users critical descions.
Storytelling and empathy promoting interaction patterns.
Storytelling and empathy promoting interaction patterns.
Storytelling and empathy promoting interaction patterns.
Reinforcing positive decision making and providing information
on how to support.
Reinforcing positive decision making and providing information on how to support.
Reinforcing positive decision making and providing information
on how to support.
We are aiming to impact students with depression by focusing our user group to be the potential support group in college ecosystem.
- USER'S ECOSYSTEM
- JOURNEY MAP
The solution requires advanced skills of storytelling and animation, and we plan to continue refining these.
A fully working prototype with "Framer X" tool is in the pipeline. Framer X based on React framework will enable us to generate a working app both in iOS and Andriod.
Ricky and I have had different experiences with depression; this initially created a lot of friction between us, but eventually helped us to collaborate through focusing on different aspects of the project.
It took a long time for us to find the right direction for the solution, which taught us the importance of aggressive concept generation and testing. We were forced to take a step back and redo brainstorming for different concept ideas, in order to get at our final solution.
I learned that sometimes it is necessary to set aside your expertise (checking your ego) so that everybody can collaborate and learn effectively.