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Prophecy

2021

A eco-system for the individuals suffering from Social anxiety to help them navigate and cope up with the condition.

A eco-system consisting of headphones, application and health tracking smartwatch to help individual to cope up with the condition which can be used and as a tool for the professional to provide guidance to the individual.

Skills

UI & UX, Product Design, Interaction Design, Research, wireframing, Prototyping

 

Tools

Rhino, Solidworks, Illustrator, Figma, Photoshop, Keyshot

Research

Analysis

Ideation

Development

Research

This phase it is identified that what are the major challenges that are currently faced and gain insights by conducting through Primary and Secondary research.

Age Group

20-30

Currently suffer most from the social anxiety and it severely affects there social as well as well as professional life to an extend which become hard for them to socialize.

Post-Covid it is observed that there is increase in people that are projecting anti social behavior due to social anxiety.

Situation

Most social interaction and environment where people face problem and have uncomfortable interaction with can trigger social anxiety and in some cases can trigger panic attacks.

One to One

Small crowd
(around 15 people)

Large crowd

Market Research

Current ways that are that are been used by the people to reduce anxiety is either using through self help apps like headspace while some would prefer professional help.

Artboard 1-8.png

Analysis

Primary Research

Expert data was acquired via an online Seminar. The expert viewpoint is useful for gathering data to have a deeper technical knowledge of social anxiety and for gaining a professional perspective on the issue.

There can be different situations which can trigger the social anxiety in the people.

-Being centre of Attention. 

-Meeting new people. 

-Talking to the people with authority. 

-Giving presentation in front of people. 

-Being watched while doing any task. 

-Parties and social gathering.  

Situation :
Getting invited to join a society   

Thoughts:  
Feeling Awkward and far not able to contribute or embarrassing one oneself. 

Physical Sensation:
Hot, Tense, Heart racing 

Behaviours:
Worrying and avoiding the event. 

Feelings:
Anxious. 

5 Area model  

5 area model is brief situational insight about the individual and what are the different area that is affected when get invited to a particular situation for example: 

Safety behavior  

The Safety behavior is the type of behavior that individual tries to follow in order to cope with anxiousness and to hide the physical indicator of anxiety  

Blushing

hide the face, avoid eye contact, wear make-up. Or continuously check mirror

Sweating

Stepping outside for fresh air, avoid shaking hands or wearing dark clothes.

Trembling

Talk quieter or prepare what to say and avoiding bigger groups.

One of the major ways to cope with the fear is to face them directly but in very slowly and progressive way. whenever individual uses safety behaviour or avoid the situation, it can be comfortable for the short term but next when the same situation arises again the discomfort or distress might be as high or even higher. 

 

One of the ways is to be exposing oneself to the situation that can be discomfort and facing them slowly and repeating same and try to get out of the discomfort progressively this can help overcome one's fear and the anxiety can be less severe and more tolerable. 
 

Trend Matrices

Each product or application consists of one or more major features. More additional features or components to create a more personal and dynamic relationship with the user, The application with fewer features and components that interact with the user less, may cause the user to lose interest in the long term and may not continue to use the device.

Similarly, a product with more features/components and greater involvement, may overburden the consumer. Also, many products do not address the root cause of the problem, although they might be beneficial to people who suffer from social anxiety. 

The desired delivery is to be more interactive with less components/features. Keeping it more interactive can help users be more proactive and avoid boredom in the long term, but having fewer components will not overwhelm the user. 

Desired Delivery

Stakeholders

Primary Stakeholder

The primary stakeholder will be the user who is a university student and someone who works for the firm. As these are both situations in which the user will enter a new type of environment and may be hesitant to interact with the people and may begin to feel apprehensive to interact in the in space and will encounter different types of people on a daily basis. 

Secondary Stakeholder

Secondary stakeholders are those who will engage directly with the primary stakeholder, which might include friends, family, and coworkers.

 

Also, in other social settings when a person is required to engage with strangers and a crowd, social anxiety might be triggered.

Tertiary Stakeholder

The tertiary stakeholders are the professionals who work directly with the person suffering from social anxiety. But first, they are supposed to be approached by the person suffering from social anxiety.

As a tertiary stakeholder, any self-help app or product can be added.

Ideation

User Persona

Persona 2.png

Post It

Post-it ideation was carried out to come up with the possible product concept and to find the design opportunities for the product and the features that can be most compatible with the product.

 

Few feature that can be more optimal for the final deliverable was selected.

 

One of the few design opportunities were selected like voice assistance, fidgeting with the product and having a companion to guide and prepare through they process of anxiety.

 

Also using concepts like behavior hacking tools to help with the social anxiety was selected.

Concept 1

The idea behind the ‘fidget’ is to be a tool that will assist with the those having anxiety to divert their mind from feeling senses of anxiety and worry towards a more calming sense of comfort by using their hands and fingers to play on the surface of the product. 

Concept 2

This concept revolves around a machine similar to that of humidifiers found in homes.The idea behind this product is to provide a calming space for the user after they have been through a scenario that had an impact on their stress levels.aromatherapy aids with reducing anxiety and promoting relaxation. This product will be able to use the scents from essential oils that are made by most manufacturers and is not limited to a single suppler to increase the range of scents available to the user.

Concept 3

The idea behind this concept is to facilitate a in ear device that will produce instructions during a period of anxiety for the user. The product will have be connected via Bluetooth to the users smartphone which can be activated at times of the users choosing and placing the device on the person ear to receive instructions on how to clam themselves down during or after a period of anxiety or stress.

Pugh Method

Rank

0

-1

+1

Advantages

a. No usage or need for electricity or external power requirements. 
b. Useable anywhere at any time. 

 a. Able to create a sense of comfort in a known atmosphere. 

a. Voice of a person the user is comfortable with. 

b. Ease of use and user friendly.

Disadvantages

Concept 2

Concept 3

Concept 1

a. Visible usage. Non concealable. 

b. Not usable for users with non fidgeting habits.  

a. Need for a specific room the user is comfortable with. Unsure for users who are constantly moving from place to place.

a. High chance of loss or theft. 

b. Needs to be charged to work. 

Development

Prophecy is an ecosystem of  the assistive device which will record the voice of the someone who is user is comfortable with and whenever the user is in anxious situation with the touch of a button.

Headphones Placement

The headphones is been placed in the right ears as right ear responds more to speech and logic while the left ear is more tuned in to music, emotion and intuition. 

Headphone has a sleek design that can can be snap fit in the ear and and can be operated with the gesture control and works with the bone conduction technology.

The bone conduction device can be the most optimal solution, as whenever the device is in use the because the sound the sound travels through the bone due to which it does not isolate the environment noise due to which the not only there user will able get help through the A.I. assistance but the can also be aware of the environment that they are present.

User Interface

Wire-frames

Few Wire frame were generated for the app to understand the working and placement of the app

Artificial intelligence will guide user to with the coping exercise but also the voice of the assistant will be of that person that was previously recorded as this voice can be more comfortable for the user who is suffering from the social anxiety.

Sharing it with professional ( if required)

Panic Attack

Or

Dectection

voice assistance

Later It can be shared with the doctors to keep track of the progress.

Initially the device is setup by connecting earpiece and if the user posses a smart watch then later it can be connected with it.

The prophecy Headphone are connected with the mobile phone and application through the Bluetooth. In the application in the phone record the sound of the someone who user want it to be as assistance and the A.I. will save it and assist the individual with the voice of the recorded sound. Users also have options to opt for automated voice.

User can also control with the touch on the gesture pad on the earpiece. All the gesture are preset by the user for the different mode previously.

Prophecy

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