As the pandemic struck and people were subjected to social isolation, a large number of people were dealing with the adverse effects of loneliness.
This kit explores ways to help alleviate the mental anxiety and depression felt during social isolation using a variety of different mediums in the form of a kit.
Awards:
GDUSA 58th Design Awards
To create an user experience that would help users cope with the pressure of social isolation
People were separated from their core network groups, many of them stuck far away from home unable to visit family or friends. The pandemic posed physical threats to our health but an overlooked aspect was the challenges it created for our mental well-being. The challenge here was to come up with a solution that will help users maneuver the pandemic with better mental health.
A curated activity kit that has different components addressing the unique challenges posed by the pandemic.
Based on the survey insights, the basic components within the kit were determined.
In order to understand the unpacking experience and study consumer behavior, a number of existing kit designs were studied.
By analyzing the pain points and features in existing kits, a framework was designed to be included within this kit. The components were decided based on the survey responses and competitive analysis.
A number of kits were studied to understand construction, packaging and the complete user experience of opening a care package.
“We are self-quarantining! Please leave our stuff outside. Thank you.” Or “Quarantine Shelf”
Monitor and stay in touch with your mood.
Monitor temperature, oxygen levels, diet and exercise.
To send to friends and family that can not be contacted.
Cards that have random ideas to do different activities. “Cook a meal with three ingredients today.”
COVID Tracker Application - monitor your temperature and oxygen levels every day.
Even before the user opens the box, she is viewing a data aspect of the virus that shows positive information. In this case, the Information design shows the number of recovered cases with respect to different countries in the world. The user also has the option to save this data as a memory of a peculiar time in history.
The exterior cover showing the data must be pulled off the box. In this way, it acts both as a packaging touchpoint and serves as a keepsake for the customer.
The exterior of the box provides a quick welcome message to the user, with a friendly copy to ease the user into the experience.
The nature of the pandemic has painted a very dark atmosphere around us, and the intention behind the illustrations, color choices and the copy is to make the experience of unboxing kit playful and fun.
The inside flap provides information on what is present within the kit with instructions to download the digital component as well.
The first Component visible while unpacking is the Mood Calendar. Using Data Visualization Techniques, the user can track their mood for one month to understand their mental health with more clarity. The instructions for how to fill the sheet are available at the back.
The second main component in the kit is a journal. The journal is divided into different segments - each with guided prompts and suggestions on how the user can use this journal. Each segment has added check-ins encouraging the user to document their thoughts and feelings to cultivate the habit of mindfulness.
A couple of illustrated stickers for different areas in the house - specific for quarantined times.
Activity Prompt Cards for ideas and small goals to set for yourself.
Stamped Postcards to help stay in touch with friends and family. It provides a tangible activity to remain in touch.
To aid with the physical COVID kit, a digital component was proposed. The following slides show the information architecture.
Specific groups with people in your life to do shared activities
Keep your circle updated with activities and conversations
Keep your circle updated with activities and conversations
Ability to track multiple events and online gatherings
This project helped me learn how to design a system for a social cause. I learned to design user experiences beyond just a website or mobile interface but extended my experience into designing tangible physical products as a complete package. Some features that I hope to include in the future are the presence of game cards that allow the user to interact with their social circle at a time when social isolation is no longer a concern.