Design Process - RayUziCrow/HabitTrimmer GitHub Wiki

Overview

  1. Research
  2. Idea Implementation
  3. Feedback
  4. References

1) Research

Desk Research (Literature, Websites) was performed on 2 aspects of the Problem Space; the subject of Videogame Addiction itself, and the relevance of Support Groups to the issue, as the Group's previous discoveries on the Problem Space indicated that Videogame Addiction could be caused by personal problems. Thus, it was concluded that utilizing the power of Support Groups (as they are effective at dealing with problems relating to mental wellbeing) was the best path to focus on.

With regards to Support Groups, although there is a distinct lack of information regarding ones that deal with Videogame Addiction, as most Support Groups have a similar process by which they operate, much of the insights from researching them may be taken and repurposed to fit the context of Videogame Addiction.

Findings

Videogame Addiction

It was found that many cases of Videogame Addiction involved online games with high levels of social interaction (e.g.: MMORPGs) [1], often in an attempt to find meaningful interactions with people (either friends or strangers online) [2]. Thus, it can be inferred that Videogame Addicts long for a sense of connection with others (Keyword: Connectedness).

Support Groups

It was found that Support Groups have the following benefits to them [3]:

  • Discovering like-minded Peers who can share experiences and advice amongst each other [4] (Keyword: Connectedness).
  • Expressing one's own feelings/thoughts [4] (Keyword: Relief).
  • Learning about oneself, their condition, and how it can be dealt with (Keyword: Knowledge).
  • Improving one's Social Skills (Keyword: Confidence).
  • Provide an opportunity for one to help others with the same problem as oneself (Keyword: Satisfaction).

Further supporting this, Alcoholics Anonymous [4] states that Addicts are more likely to trust and subsequently listen to their fellow Peers (Keyword: Connectedness).

On another note, it is claimed that spiritualistic (e.g.: religous) methods of rehabiliation are not fully accepted by all types of people [5]. Hence, Support Groups are more accessible to a wider variety of people if they are not enforcing any specific beliefs or ways of life (Keyword: Tolerance).

One of the more important discoveries gained from the Research is that the influence of social interactions within Support Groups (such as with cases of positive peer pressure) can incentivize people to develop positive/productive habits [4], which can help to oppose the negative habits associated with Addiction (Keyword: Motivation).

However, it is stated that the need to share personal information to recieve aid from Support Groups may discourage certain people from joining them [4] (Keyword: Anonymity).

2) Idea Implementation

The Keywords identified during Research served as the basis of the Prototype Design:

  • Connectedness
  • Relief
  • Knowledge
  • Confidence
  • Satisfaction
  • Tolerance
  • Anonymity

Connectedness, Relief, Knowledge, Satisfaction

The System should enable Videogame Addicts to connect with their fellow Peers, and also with Counsellors, both of which can help them cope with Videogame Addiction by providing moral support, guidance, and an outlet to express their feelings, while in turn obtaining satisfaction in doing the same for others like themselves.

It was decided that HabitTrimmer should accomplish this by providing Users with the ability to view and contact Peers & Counsellors who have registered for the System.

As there are already other Systems that accomplish the actual act of faciliating communication well, HabitTrimmer simply provides Users the option to link existing contact information to their account. It is expected that multiple Support Groups and Organizations that specialize in Videogame Addiction will use HabitTrimmer in conjuction with their existing platforms (e.g.: social media websites).

Confidence, Tolerance, Anonymity

The System should serve as a safe, non-judgemental and unbiased environment for Videogame Addicts to share their thoughts and experiences, by avoiding the need to divulge any information without User consent as much as possible, while also not forcing Users to adhere to specific philosophies.

It was decided that HabitTrimmer would accomplish this by providing Users the option to hide their details and statistics from others, if they are uncomfortable with sharing them (a major limitation to traditional Support Groups), letting them focus on attaining the kind of help they specifically desire, without worrying about trying to match others in terms of performance. The System also does not contain any propaganda (which is often used in an attempt to positively aid Addicts, but is not always accepted by everyone), making it a neutral platform suitable for Videogame Addicts from any background.

Feedback

The initial Design Concept included a Rewards System for completed Tasks. However, the feedback recieved indicated that such a System could itself potentially create an alternate addiction towards it, even if it did help combat Videogame Addiction.

The initial Design attempted to include basic Social Media functionalities (e.g.: Chat, Voice Call features). The Feedback recieved was that these features were not entirely necessary due to the existence of other existing Systems that can perform similar functions better. The suggestion was to link HabitTrimmer to these existing Systems instead.

References

[1] A. Jorgenson, R. Hsiao and C. Yen, "Internet Addiction and Other Behavioral Addictions", Child and Adolescent Psychiatric Clinics of North America, vol. 25, no. 3, pp. 509-520, 2016. Available: 10.1016/j.chc.2016.03.004 [Accessed 28 October 2020].

[2] M. Griffiths, "Videogame Addiction: Fact or Fiction?", Children's Learning in a Digital World, pp. 85-103. Available: 10.1002/9780470696682.ch4 [Accessed 28 October 2020].

[3] D. Susman, "9 Benefits of Support Groups", David Susman PhD, 2020. [Online]. Available: http://davidsusman.com/2015/04/23/9-benefits-of-support-groups/. [Accessed: 28- Oct- 2020].

[4] W. Woo, "Communicating Social Support in Smartphone-Based Addiction Support Groups: Seeking, Giving, and Receiving Emotional Support and their Effects on Alcoholism Treatment", Doctor of Philosophy (Mass Communications), University Of Wisconsin-Madison, 2014.

[5] S. M. Barton-Bellessa, "Addiction-Specific Support Groups", Encyclopedia of Community Corrections. SAGE Publications, Inc., pp. 3 - 5, 2012.