Lynn Z
Work
Resume
Etc.
About
Furry Kitten
Game Design for Depressed Female
Individual Project
Service Design & Game Design
2020.04 — 2021.5
Project Brief
Duration
Discipline
April 2020 — May 2021
Game Design, Female Care, Play Therapy
Overview
Problem
Goals
Furry Kitten focuses on depressed women of different ages in three scenarios: school, workplace, and home. It helps to relieve depression in daily life through play therapy.
Through research, women are far more likely to get depressed than men, and there are few games on the market for depression, let alone for women. There is a need for a platform that combines psychotherapy, diagnosis, communication, etc.
Identify the mechanisms of depression relief and treatment, to integrate games for better help in alleviating depression
Process
DISCOVER
DESIGN
DELIVER
KICK-OFF
Phenomenon
Depression, characterized by significant and persistent low mood as the main clinical feature, is the main type of mood disorder.
The total number of people who suffer from depression worldwide is over 350 million, of which about 95 million are in China.
The suicide rate of depression is 4.0~10.6 %, 36 times higher than that of the general population.
In China, 65% of women suffer from depression, and the figure is rising.
million
times
percent
Desktop Research
three times
more likely to suffer from depression than men. Due to an interplay ofinternal and external causes
, women exhibit a higher incidence of depression during the followingfour periods
.External
Internal
Pressure
Pregnancy
International Relationships
High Sensitivity
Genetic Susceptibility
Physiological Particularity
Lack of Interest
Fear of Difficulty
Lack of Energy
Low Mood
13-14 Adolescence-
21-40 Workplace-
44-50 Menopause-
24-35 Pregnancy-
Damages of Depression
Field Research
I went to the Mental Health Center in Shanghai to investigate the needs of female patients.
very few depression clinics
in the hospital, and the appointment process was complicated. Even a month in advance, there may not be an appointment available.I also conducted a quantitative survey of patients' needs.
Among a total of 40 depressed patients studied, 36 expressed a desire to try alternative and innovative therapies and described their needs. I categorized these needs.
Accept Defects
Private Treatment
Express True Emotion
Stable Relationship
Company
12/34
14/34
18/34
20/34
26/34
Marketing Research
Services, Tangible Products
, andVirtual Products
.Psychotherapy Services
the most common treatment
physical release to ease patients' stress
Available anytime, anywhere, more private
Tangible Products
Virtual Products
Side Effects
Uneven Quality
Illness Stigma
Not Professional Mostly
Cost of Money
Few
on the Market
Not the
Major Causes
Lack of Scientific Basis
Just a
Temporary Solution
Low
Outpatient Rate
DESIGN OPPORTUNITY
The solutions on the market are expensive, time-consuming, and inconvenient.
Concept
A lower cost and more private design should be designed for depressed patients to use anytime and anywhere to meet their psychological needs.
I designed a relaxing game for female depressed patients.
Case Study
specifically designed for depression and lack the science of play therapy
.Visual Novel
Melee Game
Users experience the life state and behavior of depressed patients through the visual novel.
Depression is relieved by defeating the object that symbolizes negative emotions.
Game Therapy
Game therapy allows patients to present their true selves in a relaxed and egalitarian state and has a better intervention effect on social disorders.
Structural Therapy Theory
Humanistic
Psychoanalytic
reconstructing traumatic situations and eliminating or alleviating psychological confl- icts
, energy release can be achieved and help in learning interpersonal skills.arrange their game content
to find a sense of reality.oppo- rtunity to express
themselves and guide them subconsciously.Game Design
World
Protagonist
Game Content
School
,Workplace
, andHome
.Cats tend to be more childlike than other animals in their close-set facial features, which tend to arouse women's love and acceptance.
According to the survey, women in first-tier cities prefer cats to other animals.
Cat's clean, elegant, gentle, and independent images matches that of a women.
Offline Tasks: These activities help treat depression and encourage users to socialize.
Visual Fiction: Users can experience daily animation.
Customization of Game Content
Game Flow
Initial Setting
Do the Task
Initial Setting
Get Companions
Exchange Cards
Scene Upgrade
Unlock Tasks
Get Credits
Function List
Settings
Main Body
Personal Center
Scene Settings
Diagnosis
Community
Game
Hierarchy of Needs
Effective Therapy
Social Demand
Amusement
Custom Setup
App Flow
Registration
Game
Community
Periodic Diagnosis
Character Design
I chose GARFIELD as the prototype. I also personified the character based on cats' movements.
Customized Complexion
Dynamic Personification
Players can set the complexion of their characters before entering the game.
The dynamics and emotions of the characters are personi- fied, which helps the player better integrate into the game.
App Display
Community
Diagnosis
Game
Furry Kitten creates a community where players can communicate with each other at “cat tea parties”.
During the game, the system will periodically conduct depression tests to adjust the game mode.
During the completion of a task, the interface will be animated accordingly.
Users can view the answer log and change their answers.
Game Interface
Campus
Workplace
Home
The dorm is one of the private spaces for students.
Every worker experiences the inevitable commute.
The kitchen is the regular activity area of housewives.
The campus café is a major social and leisure spot.
Networking with superiors at work is a crucial activity.
The living room is the main social place for housewives.
Test
Feedback
Optimization Scheme
If users don't want to do in-game tasks, do they need to be forced to stay on screen?
What if the user doesn't like cats?
Will the user experience be affected if the interface operation direction is not uniform?
Furry Kitten does not want to give the user a sense of compulsion. Users can choose not to complete the task immediately and instead switch to the auto-play mode.
According to the survey, two-thirds of women like or accept cats. Therefore, the design is based on and meets the preferences of the majority of women.
The use interface will be unified horizontally.
Iteration
Lo-fi Prototype
Version 1
Storyboard
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Lynn is under pressure for promotion.
At times, she felt depressed.
If she consulted a doctor, she would lose…
She decided to try furry kitten.
She customizes the cat color settings.
She chose the workplace scene.
She customized the scene colors.
She insisted on doing offline tasks.
Credit will be awarded for each task.
Credit can be changed for CARDs.
She started making friends in the community.
Through community, she made many friends.
Her degree of depression gradually improved.
The interface changed, and she got companions.
As her condition improved, she got promoted.