
WOOMBOO
"Make each meeting closer"
OVERVIEW
Aims to develop physical and digital tools.
With the help of interesting board games and service system, assist bipolar disorder to communicate with family and friends, and gain a bridge of understanding.
Strengthen the connection between patients, family members and doctors, better feedback, follow-up treatment and create a companion, educational rehabilitation service system for them.
With the assistance of the APP, the product also acts as a self-examination, allowing a more comprehensive and profound understanding of oneself, encouraging mental health awareness, and becoming an educational application platform that eliminates inequality.
Keywords
Keywords
Project Info
STAGE
ALL
DESIGNER
CHLOE HUANG
DURATION
4 WEEK
1
BACKGROUND

RESEARCH
What is Bipolar Disorder (BD)?
Bipolar disorder (formerly called manic-depressive illness or manic depression) is a mental disorder that causes unusual shifts in mood, energy, activity levels, concentration, and the ability to carry out day-to-day tasks.

Why it is serious?
Due to bipolar depression, alternating mania, and even mixed episodes, it often seriously affects work, study, and interpersonal communication. The public is even afraid to avoid such people. But in fact, in today's developed society, people are not afraid of people, but unknown diseases.
At present, the patients who come to the clinic for medical treatment know much less about the bipolar disorder than depression.
However, bipolar disorder is a very devastating disorder, with a lifetime prevalence of suicide attempts of up to 30%, higher than any other psychiatric disorder.

CONCLUSION
· Big data surveys show that the incidence of bipolar disorder is increasing year by year, and mental health problems caused by social pressure and emotional challenges are obviously not taken seriously. In exploring the reasons behind the mental health problems caused by life's challenges, we discovered the need to eliminate the fear of failure and build resilience from an early age.
· To prevent mental health problems, we must prepare individuals for emotional challenges so they can find their way.
· At the same time, the company and help of family and friends are also very important.
BLANK MARKET

2
LITERATURE RESEARCH





3
USER RESEARCH





4
DESIGN DIRECTION
DESIGN OPPORTUNITIES
· How might we create a companion, educational and fun rehabilitation service system for patients with bipolar affective disorder?
· How might we build a bridge that can help bipolar disorder communicate with family and friends and gain understanding?
· How might we strengthen the connection between patients, families and doctors, better feedback, follow-up treatment?
· How might we create a self-examination toolkit for the public to gain a more comprehensive and in-depth understanding of bipolar disorder, encourage mental health awareness, and an educational app platform to eliminate inequality?

DESIGN PRODUCT

DESIGN INSIGHTS

DESIGN CONTENT



5
SOLUTION

SPECIAL FUNCTION
1. Add personality test elements in the game process to help players understand themselves during the game process and lead to thinking
2. Find the problem
3. The game process will be added to the treatment system, and records and feedback will be given
1. Alleviate the object of intimacy problems, the embarrassment of face-to-face
2. Strengthen communication and understanding through games, narrow the distance, and promote relationship improvement
CORE FUNCTION
PART ONE: BOARD GAME








SPECIAL FUNCTION
1. Combine with board games, personalize and analyze users
2. Track and record the communication situation and give feedback and guidance
3. Positively guide users to repair and maintain relationships
1. Develop an improvement plan for user personalization
2. Replay the game process
3. Using popular science and interesting methods, popularize the knowledge and treatment methods of bipolar affective disorder
CORE FUNCTION
PART TWO: APP
ACCESSIBILITY
1. Assist in recording the treatment situation
2. Auxiliary recording of mood changes
3. Help remind regular doctor visits, follow-up visits, and medication
4. In critical situations, feedback to family members/doctors














6
REFELECTION
For the parts of the project that can continue to be optimized
The first is the need to continue the content of board games, better integrate the settings of board games into the process of mental health consultation, and personalize supervision/feedback on treatment effects to customize services for patients at any time.
The second is to build/improve the suggestion system for improving the relationship, so that more ways to improve the relationship can be integrated into the game process.
For the future development of the project
When inquiring about relevant domestic treatment information, I also found that the reason for the increasing prevalence of bipolar disorder is the lack of social attention and the lack of laws, resulting in the lack of effective supervision in the mental health treatment industry, resulting in confusion in the internal system and management. This also affects people's understanding and trust in mental health.
At the same time, the public's perception of bipolar disorder also needs to be resolved through public co-creation design. Therefore, for future development, the path to popularize and eliminate the stigma of bipolar disorder and raise public awareness must not rely solely on the participation of family members and doctors, research on co-creation design, regulation of the industry and the establishment of reasonable legal support are also very necessary.
