Sugar Remedi Video Supporting Doc

  • April 2020
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SUGAR REMEDI (SUPPORTING DOCUMENT) DESIGNED BY MIN OUYANG & YIFEI ZHA April 2009

GAME OVERVIEW To propose a design concept that would truly address a Type II diabetic’s needs and challenges, we started out to look into their everyday life. What is the impact of the disease on these patients’ life socially, culturally, and cognitively? How do they currently learn about the disease? What about the treatment and management of the disease? We conducted interviews with both healthcare professionals and Type II diabetics. The research (details on the last page) revealed that diabetics are receptive to advice and information from their immediate social circles. The companionship fosters an optimistic attitude toward their situations and encourage the compliance with / commitment to their treatment plans.

Therefore, Sugar Remedi , an educational board game has been created to leverage this companionship. It strives to: 1. Provide a fun and collaborative platform for Type II diabetics to learn, reflect on and share their knowledge and experience; 2. Foster and strengthen collective support from diabetics’ family members, friends, and other communities; 3. Encourages diabetics’ compliance with and commitment to their treatment plans by leveraging communal influence; 4. Communicate the value of the integrative approach to diabetes and resulting complications.

Information Structure

Game Structure “Prevent It”

“Understand It”

“Risk It”

• • • • •

Self-challenges

Unexpected Events

Causes Symptoms Diagnosis Complications Emotional side-effects

• Memory tasks • Difficult postures • Anguish stories

• Punishment due to incompliance • Award due to compliance • Successful diabetes management stories

Diet Plans

Selection

Sharing Experience

True / False Statements

Memory Tasks

DiaLingo

M-chois

True Story

Jugemen

Recito

(Define and explain diabetes terms)

(Answer multiple-choice questions)

(Share stories and experience)

(Determine if a statement is true or false)

(Memorize tasks and facts)

Anagram

Match-up

(Spell words backwards)

(Make pairs / Categorize)

Word Puzzle

Kryptos

(Re-arrange letters or fill out missing letters)

(Read pictures and select correct answers)

Performance

“Treat It”

“Sustain It”

“Win It”

Diabetes ABC

Word Recognition

Exercise Programs

Medications • Treatment regimen • Regular check-ups

Fillout (Select correct words to fill out blanks)

Pantomime (Act out silent clues)

Copitivity (Mimick exercise)

SUGAR REMEDI (SUPPORTING DOCUMENT) DESIGNED BY MIN OUYANG & YIFEI ZHA April 2009

GAME RULES SETTING UP Each player receives two game pieces including your “blood sugar” bars and “blood sugars”.Each of the “blood sugar” bars contains at least five blood sugars. Together, they are symbolic of the excessive blood sugars present in the body of a diabetic.

STARTING Pick a person to begin the game. A question of “Win-it” (Self-challenges) must be answered before starting your first game piece. No “Win-it” question is required for starting one’s second game piece.

PLAYING Only one game piece is allowed to move in each round. For each turn, game pieces can be moved on the board in any straight-line direction.

WINNING Types of cards to draw are indicated by the colors and icons of the topic-specific units on which either of your game pieces lands. Cards are drawn by the player immediately after you and the content must be read aloud. To remove one blood sugar from either of your bars, the required action indicated in the card drawn must be correctly done. Otherwise, your blood sugars will stay the same. (For non-patients, you could put yourself in a patient’s shoes so as to answer questions on “True Story” cards.)

Any player can compete for answers to the questions of “Win-it”. The player who has the correct answer would start first. The goal for every player is to get started earlier than your rivals.

To win the game, you MUST: • Have covered all the six categories of cards • AND be the first one to remove all the “excessive” blood sugars on both bars • AND answer correctly another “Win-it” question (Self-challenges)

” “Win It ” “WininIt It” “W in It” “W ” “WininIt It” “W in It” “W in It” “W

” “Win It ” “WininIt It” “W in It” “W ” “WininIt It” “W in It” “W in It” “W

Depending on the number of players in your party, you can customize the game board using color and icon-coded units. As illustrated, two units can be connected through the joints.

Place your game pieces on the board wherever you would like after answering a “Win-it” (Self-challenges) question correctly.

A game piece can jump over another located on the adjacent topical unit (this is called “leap-over”). Other than that, a game piece can only be moved from one topical unit to its neighboring units. In the case of leap-over, attention must be paid to the following three different situations: • If both game pieces are yours, there is no punishment for you or other players • If one of the game pieces is yours and it is your

turn to move, you could “drop” one blood sugar to the other bar, in other words, the player who owns the other game piece would suffer from being taken advantage by you and get another blood sugar for punishment • If one of the game pieces is yours and it is not your turn to move, you would suffer from being taken advantage and the player can move one blood sugar from his / her bar to yours. This is your punishment!

SUGAR REMEDI (SUPPORTING DOCUMENT) DESIGNED BY MIN OUYANG & YIFEI ZHA April 2009

RESEARCH INSIGHTS TRADITIONAL SOURCES OF INFORMATION

ALTERNATIVE SOURCES OF INFORMATION

• They are intimidated by piled-up medical visits, overwhelmed by complex medication schedules, and have a difficult time constantly tracking and monitoring their own body conditions. And the relationship between actions and outcomes is difficult to see. They are unaware of the insidious nature of complications and deny their conditions without seeing any visible symptom.

EQUENT IN TE F FR O RA S E I T

EN TI

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Most diabetics, in particular those newly diagnosed patients often fail to comply with their treatment plans consistently because:

?

Useful as it is, Internet is questioned by physicians and patients as to the trustworthiness and reliability of information disseminated. The decentralization of information has also resulted in the issue of findability.

Emerging Media

S ON TI C

ODIC INT PERI ER F O AC S T IE

NS IO

EN TI T

Diabetics are more receptive to advice and information from their immdediate circles (family member and friends). The companionship fosters an optimistic attitude toward their situations and encourage the compliance with / commitment to their treatment plans. Aware of this, healthcare professionals have started collaborating with patients’ immediate circles for leveraging their influence in order to persuade and motivate patients’ compliance with their treatment plans.

+

Healthcare Professionals

Family/Friends

Diabetics

Healthcare professionals remain an important source of information to diabetics when it comes to authority, credibility, and efficiency. However, they (in particular physicians) are not always able to have in-depth interactions with their patients due to time constraint resulted from crammed daily work schedule. There exists a chasm in medical information (e.g. patient conditions, medications, etc) relayed from one healthcare professional to another. This incompleteness of information is also common in physician-patient interactions because doctors tend to describe issues only relevant to their own specialties. Cultural issues (e.g. language, food, religion, taboo, etc) are another hurdle to be overcome by healthcare professionals. They get in the way of doctor-patient communication and constraint possibilities of a sound treatment plan.

Traditional Media DTC advertisements tend to exaggerate benefits while circumvent risks associated with the advertised drugs. This incompleteness adds to the tension between doctors and patients. DTC ads also caused the unnecessary anxieties and fears in patients caused by DTC ads.

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