.

Stay Sane COVID Kit

Covid Care System
Client
Graduate School Project
Project Type
System Identity, UI/UX, Illustration, Package Design
Project Year
2020

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

Objective

To create an user experience that would help users cope with the pressure of social isolation

Design Challenge

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.

Solution

A curated activity kit that has different components addressing the unique challenges posed by the pandemic.

User Research

To better understand specific challenges users faced, I conducted a survey among people affected profoundly by the pressure of social isolation.
Number of People who took the survey
Survey Questions

Survey Responses

User Research Insights

Based on the survey insights, the basic components within the kit were determined.

User Research Insights

Competitive Analysis

In order to understand the unpacking experience and study consumer behavior, a number of existing kit designs were studied.

Analysis

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.

  • Many responders felt a void during the social isolation, not knowing where to turn to find basic resources.
  • For users staying with multiple people in the same households, it was important to establish a system of communication without face-to-face contact.
  • Mental health seemed to flounder substantially as normal coping mechanisms like socializing and exercising were cut off.
  • Many respondents mentioned how being stuck inside felt like they were existing in one long day without being able to remember or acknowledge the things they did.

Elements within the Kit

A number of kits were studied to understand construction, packaging and the complete user experience of opening a care package.

1. COVID sticky notes

“We are self-quarantining! Please leave our stuff outside. Thank you.” Or “Quarantine Shelf”

2. Mood Calendar

Monitor and stay in touch with your mood.

3. Health journal

Monitor temperature, oxygen levels, diet and exercise.

4. Set of Stamped Postcards

To send to friends and family that can not be contacted.

5. Activity Prompt Cards

Cards that have random ideas to do different activities.  “Cook a meal with three ingredients today.”

6. Digital Component

COVID Tracker Application - monitor your temperature and oxygen levels every day.

Brand Guide

Unboxing Experience

TouchPoint 1 - Data Visualization

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.

TouchPoint 2 - Unboxing exterior cover

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.

Touch Point 3 - Exterior of Box

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.

TouchPoint 4 - Welcome Message

The inside flap provides information on what is present within the kit with instructions to download the digital component as well.

TouchPoint 5 - Mood Calendar

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.

TouchPoint 6 - Journal

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.

TouchPoint 7 - Stickies

A couple of illustrated stickers for different areas in the house - specific for quarantined times.

TouchPoint 8 - Activity Logs

Activity Prompt Cards for ideas and small goals to set for yourself.

TouchPoint 9 -  Postcard

Stamped Postcards to help stay in touch with friends and family. It provides a tangible activity to remain in touch.

Digital Component

To aid with the physical COVID kit, a digital component was proposed. The following slides show the information architecture.

Information Architecture

User Flows

Low Fidelity Wireframes

High Fidelity Wireframes

Final Look

Ability to create social bubbles

Specific groups with people in your life to do shared activities

Create Entries for Social Circle

Keep your circle updated with activities and conversations

Create Entries for Social Circle

Keep your circle updated with activities and conversations

Create Events

Ability to track multiple events and online gatherings

Conclusions

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.

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©anjanapadmakumar