3The goal for my capstone was to find someway as a product designer to help humanity byimproving personal health or enable a betterstandard of living.I decided one way was to create a productthat could help prevent childhood obesity.
4increasing number of kids hospitalized as aresult of obesity related issues
5percentage of children 6-11 thatare obese in the United States 15% 1999-2000 30% 2000-2004
6CDC estimatesby 2010,50% of childrenwill be obese
7more than skin deeprisks include but not limited to:high cholesterolhigh blood pressurediabetes type 2sleep apneaearly pubertymuscular developmentasthma
18 barriers for product playparents“the gate keepers”permit the kids to play and in the end arethe ones who purchase the child’s toys kids “the small critics” decide if they want to play with the toy and whether or not to keep playing
19how can we attract the parents?parents need to know the product is safe andnurtures their child’s play. getting their kidsphysically active as well as providing some kindof educational aspect is a plus
20 how can we attract the kids?it’s no simple task. while a child’s creativityneeds little encouragement they do need aproduct that can foster their imagination, butalso compete with distractions and deterrentssuch as video games and television
22 Play is: a behavior that is freely chosen, personally directed and intrinsically motivated. it is open ended and is not bound by defined rules or bordersphysical social / emotional Cognitiveplay aids the development and play provides the experience children learn to develop executiverefinement of children’s gross and children need to learn social skills; functioning, prioritizing, and basicfine motor skills. as children use become sensitive to others’ needs planning skills. play has been showntheir bodies in physical exercise, and values; manage their emotions; to improve attention spans, attitudes,they refine and develop skills that learn self-control; and share power, creativity, divergent thinking, andenable them to feel confident, space, and ideas with others. language development.secure, and self-assured.
23 flexibility of open playthe element of creation is extremelyimportant to a child’s cognitive develop-ment and well-being. open play is flexibleand non-linear. rules can be constantlyredefined and changed by the child. toyssuch as wooden blocks allow the child toproject their own imagination onto theirtoys. products that can promote play andcreativity have just as positive influence onhealth as daily exercise.
24 enhancing the fantasya child’s play is never complete. pretend play isdifferent every time. children love items and toysthat can help them make their imaginations morereal and interactive. playing dress up or usingprops are just a few ways that kids do this.
25 electronic componentsadding interactive components to products is arecent and growing trend. with kids becoming soadaptive to the digital world it’s no surprise thatthey are such a huge hit with younger generations.
26 unlocking the levelschildren today are more adept at understandinglayers and levels underneath the obvious. today’stoys need to provide a level of interaction not seenin products of the past. the knowledge of thatthere is more can keep a child’s interest in a toy.
27 outdoor exposurein today’s world of increasing digital mediait’s important our future adults stay in touchwith nature. the term nature deficit disorderhas been coined for the recent generationsthat have grown up around modern daytechnology with minimal exposure to theoutdoors. a factor that has led to the rise ofchildren with illnesses and allergies
28 encourage interactioncommon solutions to childhood obesityhave been a lot like adding a treadmill infront of a screen. this idea lacks theoverall goal of getting kids outside andabove all enabling children to interact withone another. child product design shouldnot only aspire to get kids to interact butparents as well.
29 in class researchas part of my research I went to a 2nd gradeclassroom and observed the kids during ashow and tell and also asked them to drawtheir idea of the coolest playground. what Ilearned was that the kids got most excitedwhen I asked them to create the playground.they were mostly excited that the control tocreate was given to them instead of others.
30children are the inventorsand the designers are the translatorsdesigners are the ones who can give form to something that willmeet the diverse imaginative needs of children
31main design goal:get kids outdoors and physically activeDesign Objectivesa. Provide kids the opportunity to get physically activeb. Provide an open ended play experience that encourages interaction among kids and parentsc. Create a play system that appeals to both kids and parentsExecutional Considerationsa. Needs to empower childrenb. Needs to be a safe product for kids to play withc. Needs to be used without a screen design brief
32initial secondaryresearch design brief research concept
45 ™act!ve is a toy system for kids that encouragesphysical activity. it provides children a way tocontrol the level of interaction in all aspects ofplay. act!ve enables children to take control oftheir play and bring it to the next level.
46 accelerometers in the bracelet detect different types of movement and trigger various feedback according to what the child chooses.small speaker similar micro vibration motor SMD LEDs provide visualto ones in cell phones provides tactile feedback feedback with color changesgives auditory response and light patterns for charging, the child can place the bracelet on the induction charger which turns it into a night light.
47 these are the act!ve chips. they use rfid tags that tell the act!ve bracelet what to do and when to do it.action chips program effect chips program the location of the smallthe trigger activity the bracelet response rfid scanner is marked by the exclamation.
48 supeorsh who1. first child swipes 2. then the effectthe action chip chip 3. now the bracelet is ready for play!
49this is your act!ve, andhere is how it works
50 one programs the action, the more act!ve levels one programs the effect... you unlock the more chips you can usethese are the act!ve chips
51 to see what act!ve when the light is full level you are just you have unlocked press the button a new level!act!ve levels becomeunlocked the more youplay with act!ve
52 red means low battery remember to charge it onbut don’t forget to green means it’s full your stand so your act!ve cancharge your act!ve be used as your night light!
53act!ve gives kids the ability to create their owninteractive games based around physical activity.
54kids can apply melodies to because act!ve attaches to thetheir act!ves and become wrist, it makes anything the childtheir own band. picks up interactive.
55alternative applications could be act!ve could create a completelyusing act!ve as way to increase new playground experience withinteraction in existing playgrounds minimal cost and labor.
56thank you for taking the timeto look at this book and view my work...if you have questions orcomments contact:Jonathan Levy614email@example.com