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Description
The project target group are children aged 7-12, and in particular overweight or obese who constitute over 18% of this group with an upward trend, according to WHO. The project covers the development of an application - a game for mobile devices and a website which will help prevent obesity and shape healthy habits in children. Games have a great power to change behaviours and habits, and JOY BOX intends to combine the virtual with the everyday to influence the quality of food and physical activity of children – two extremely important factors in preventing obesity.
The game innovation stems mainly from the application of behavioural analysis to create gamification and model behaviour, and from taking into account the psychological factors that cause overweight/obesity and lack of exercise, as well as the factors resulting from the child’s surroundings.
Under the project we have planned activities to develop the application in terms of content and technology, including collaboration with a research and development unit in applied behaviour analysis (SAZ). This scientific discipline aims to create procedures that could shape and modify socially relevant behaviours. The knowledge of these procedures is crucial in designing an application so that it can support users in making permanent positive change.
Additionally, we plan collaboration with motivational psychologists to place the solution in the context of the psychology of emotions and motivation, healthy lifestyle and mental training, all of which will enhance the impact of technology on the life quality improvement.
Innocom AS, the Norwegian project partner, will provide mentoring services at all the stages of the project, including support in a thorough and successive analysis of the project environment, verification of the project strategy (implementation technologies, budget, time, etc.), support in the business partner selection criteria and in handling risks and uncertainties.
Summary of project results
The purpose of the munchGO! project was to develop an innovative solution to improve the quality of life, using gamification based on behavioral analysis algorithms to prevent obesity and shape healthy habits in children. It was to develop a completely new product, based on modern technology (behavioural analysis algorithms), which aims to improve the quality of life of vulnerable social groups, i.e. families with children aged 7 to 12 in Poland and abroad, where those who are overweight or obesity. The algorithms were defined and developed in cooperation with a Polish research institute.
At the same time, the munchGO! project was to contribute to the development of the business of JOY BOX Sp. z o.o., in particular the increase in revenues, profit and employment in the Podlasie Voivodship, where the company''s headquarters is located.
Activities provided for in the munchGO! project were in accordance with the recommendations of the design-thinking methodology in the field of designing modern products that meet the needs of the user.
In short, some of services done in the project included:
1. Analysis of customer journey, pain points:
To trace the customer''s emotional journey in the context of those elements of the solution. It involved making the first sketch and design, and establishing a work plan for individual technology elements.
2. Functional design and modelling
Service design - both in the context of UX and the architecture itself (including algorithms). This was the service with an attempt to reflect how the user will interact with the application.
3. Service architecture building
Service architecture was prepared, including views, functionality and system performance.
4. Algorithms design
Clarifying and the design of algorithms.
5. Visual brand identity
The key here was to establish a visual identity system for the product that will allow you to stand out in a very competitive market.
6. Service code programming
The service to create code on an available programming platform.
7. Graphic design recommendations
Graphic design services that will be not only functional, but also user-friendly.
8. App testing
Services including tests to detect imperfections.
The beneficiary was JOY BOX SP. Z O.O., the start-up which received the financing.
The aim of the project was to go through the phases of product development to reach the finish line with the product adjusted to customers’ needs. The outcome is the saas product – service under name munchGO!, which is ready to be implemented on the market. This outcome was achieved in the effect of the project.
Summary of bilateral results
The scope of the partnership project was mentoring. The mentoring sessions included sharing experience regarding: Mentoring regarding troject coordination for achieving project results. Finding the market fit for the service on the market. Looking for capital / investors. Finding partners internationally. The cooperation was signed for mentoring services with the mentor being more experienced in conducting the ICT projects and looking for capital and raising it/ pitching projects to investors.