daan weijers

Nerviz

Helping Philips Design create a more accurate and representative way to easily self-report stress levels amongst students.

When?

Fall 2015

Duration

3 weeks, parttime

Type

UX

With who?

Stijn Zoontjens
Yannick Brouwer
Lenka Praxova

Abstract

Stress-levels are often reported on through numbers on a range, also in a large dataset Philips Design collected. We helped them create a different way to collect stress data, focussing more on qualitative data.

Concept

Simple games & tasks

A person might perceive a stressed mindset, but this might not be reflected in his or her physical health-data, or vice versa. External factors influencing a person’s stress-level show patterns and the user may benefit from a little heads up to be more mindful about his or her mental health.

We designed a few small tasks (or games) that would help the user input their stress level in an accessible and fun way; tasks that a stressed person would have more difficulty in completing than a relaxed person. These tasks were designed to provide quantitive data about stress levels. After completing the test, the app would still allow the user to input their perceived stress level at that moment. We expected that this would result in a more accurate level of stress than just inputting a number.

Pattern visualisation

Lastly, we visualised the user’s stress levels to give him/her more insight into patterns or situations that may arise in the future and anticipate those.

Process

Early wireframe of a task

The dataset provided by Philips Design contained the health-data of a number of students from the USA. We noticed that besides a lot of quantitative data, there was one factor that seemed very subjective to us: ‘Stress level.’

Rather than making a visualisation of the data, we philosophised a little about stress and concluded that it is both affected by internal and external factors but also very personal. Just filling in a 1-5 number might not be representative for an actual objective measurable stress level.

We then found research that stressed people perform worse on accuracy and timing-based tasks than relaxed people, which is why we designed simple games that everyone could perform on a mobile phone.

Role in Team

My role in the team was multifaceted. I was initially involved in the research and the wireframing before going into simple prototyping which led to the development of the final design.

 

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