Whoosh is an interactive gaming experience wherein players exert precise breathing exercises to navigate in-game challenges, improving lung functionality, optimising breath control and elevating overall quality of life. Whoosh comprises of a hardware (breath controller) and software (game) component.
Asthma, a widespread health concern affecting 334 million individuals worldwide across all age groups, predominantly manifests in childhood. This condition places a substantial burden on the quality of life for those affected, their families, and communities. In 2020, 42.7% of children ages 18 and younger who had asthma reported having one or more asthma attacks in the past year (Centres for Disease Control and Prevention 2022). In the UK, over 8 million people, or approximately 12% of the population, have been diagnosed with asthma. With a lack of innovation in non medical management of Asthma, I decided to use the iterative design innovation process to find opportunities of intervention.
The interview was purposefully structured with clearly defined objectives in mind. In preparation, I meticulously crafted a set of questions designed not only to elicit latent information but also to provide a platform for probing deeper into the subject matter. The objectives of the interview were to:
Through a systematic coding of the interview transcripts and subsequent thematic analysis of the collected data, three prominent and interconnected themes have emerged. These thematic pillars, which encapsulate the core insights extracted from the interviews, revolve around the areas of Management, Diagnosis, and Attitude.
The insights gleaned from this study not only provide invaluable depth and context to the daily realities faced by asthma patients but also shed light on the multifaceted dimensions of this chronic respiratory condition. These insights were represented through the following illustrations:
From further interviews with diverse stakeholders like charities and medical professionals, I was able to gain a broad and holistic perspective towards the context. These interviews gave rise to further insights as well as addressed my biases previous previous data gatherings.
The point of data saturation had been reached in my design journey. This comprehensive saturation encompassed evidence garnered from both my literature review and interview processes, underlining the substantial relevance of non-medical management approaches for chronic respiratory conditions. At this juncture, my readiness to synthesise these findings was palpable.
I recognised the value of translating my insights onto paper to facilitate the exploration of potential intersections for generating innovative solutions. To initiate this process, I focused on identifying core themes and concepts that were of significance. Subsequently, I engaged in brainstorming sessions around these pivotal areas, allowing me to externalise my thoughts and capture potential directions for exploration.
As the ideas emerged and were rejected due to feasibility v/s impact, one idea stood out which was feasible, covered all unmet needs and had the potential to leave a positive impact. Thereafter, Whoosh was born into the rudimentary idea of a breath controlled game.
With the wealth of insights gathered, I attained a high level of confidence in the viability of the intervention. Moreover, we have garnered a preliminary understanding of how to navigate the product development cycle effectively. To streamline our efforts, we have categorised the product development process into two primary domains:
The principal aim during the software development phase was to conceptualise and design a Minimum Viable Product (MVP) that effectively demonstrates the core functionality of the game and illustrates the player's interaction with it through breath. To attain this objective, four pivotal facets of game mechanics demanded meticulous attention and development: Player Movement, Game Over conditions, Boundary management, and the dynamic spawning of obstacles.
To test the mechanism of the hardware, I prototyped a test with the objective of testing different sensors and how they affect an output. This test was devised to evaluate the differential pressure sensor's capacity to transmit variable data, thereby dynamically influencing an output – in this instance, a simple LED. The underlying idea was that as the DPS data reading fluctuated, the LED's brightness would correspondingly vary. With its success, I moved onto designing the form of the controller.
The initial rapid prototype was formulated based on the principle of the Venturi effect. The paper prototype incorporated a narrowing from the middle, with the two ends of the DPS positioned on either side of the restriction, as depicted in figure.
After testing the prototype, I made the strategic decision to abandon this concept due to unstable readings. The form was also awkward to hold and an overall failure. Hence, identifying the drawbacks, I designed an iteration for it. This iteration focused on a simplified design aimed at improving usability. Instead of employing two separate ports for the DPS, we opted for a single inlet to capture exhaled breath
The testing process was divided into two distinct phases, each with its own set of objectives:
To mitigate the risk of cross-contamination and ensure a hygienic testing environment, several precautions were taken into account as part of our risk assessment protocol:
This phase of testing primarily relied on observations, followed by post-testing discussions and questions. Participants were introduced to the setup without prior knowledge of what they were testing, and they were encouraged to explore and familiarise themselves with the system. This approach allowed me to observe their natural interactions and behaviours.
Based on the feedback received, I opted to redesign the form. Our adjustments included incorporating a straw and sealing the cup's lid, resulting in a reduced area from which users would blow air. This modification allowed users to conveniently attach their personal mouthpieces to the end of the straw, eliminating the need to cover their entire mouth.
During this testing phase, my primary aim was to solicit feedback regarding the game mechanics and the overarching gaming experience. We selected four participants from the local community center and invited them to engage with the game, tasking them solely with the challenge of achieving their personal high scores. Beyond this initial instruction, we allowed them to explore the game independently, all while meticulously documenting field notes and observations.