Develop (or continue development) a playful mobile game that provides users with real-time advice on how to handle their current mental state.
Main objective
To develop a playful mobile game that provides users with real-time advice on how to handle their current mental state. The app offers personalized solutions tailored to the user and their situation, aiming to promote personal growth, both short-term and long-term.
Target Audience: Young adults aged 20-35 who are regular mobile phone users.
Suggested Features
- Intuitive Input Option: The user can easily indicate how they feel or what situation they are dealing with, possibly through a button or another simple method.
- Real-time Personalized Advice: Based on the information provided, the app offers advice tailored to the user’s specific situation. This advice can be given in textual, visual, video, or animation format but should be intuitive and practically applicable.
- Advice Based on Tweekracht Games: The advice offered is based on the Tweekracht game methodology, which ranges from simple to complex. This allows the level of detail in advice to vary. For example:
- General advice: Practical actions such as “try creative brainstorming” or “engage in an activity.”
- Detailed advice: Specific suggestions like “visit a modern art museum” or “participate in a team sport.”
- Timeline: The app can provide advice based on the current moment as well as past and future:
- Present: Immediate advice based on the current situation.
- Past: The app can remember previous advice and build on it, for example, by asking if prior advice was followed.
- Future: Advice can extend to future situations, such as goals for tomorrow, next week, or even a year ahead.
- Gamification and Motivation:
- Intrinsic Motivation: The app should help users improve their lives through practically applicable advice.
- Extrinsic Motivation: Gamification elements can reward users for interacting with the app, such as points, rewards, or unlocking new features.
Technical Requirements
- Mobile based
- The initial version of the game should include all essential functionalities, focusing on a smaller, achievable scope along three axes: complexity of input/output, time period, and motivation, rather than an overly broad scope with insufficiently developed features.
Focus for MVP:
- Limit the number of possible inputs and advice.
- Primarily provide advice for the present moment.
- Motivation: Begin with a balance between intrinsic usability and simple extrinsic rewards.
Complexity Axes:
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Complexity of Tweekracht Games: Advice complexity can range from simple to highly detailed. The games include variable sets of 2, 4, 6, 24, 68, 2700+, and 315,000+ possible input and outcome scenarios.
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Timeline: The app can provide advice for the present, past, and future, from simple feedback on yesterday or tomorrow to complex future scenarios or historical analyses.
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Motivation Axis: Motivation can vary from fully extrinsic (with rewards) to fully intrinsic (personal growth).
Core Requirement for the MVP: The first version of the game must be practically usable. Developing a smaller scope with clear and intuitive input/output methods is more important than a larger, incomplete functionality.
Key Considerations:
- Strike a balance between simple, intuitive operation and the effectiveness of the advice.
- Focus on an achievable scope to deliver a fully functional and usable MVP.
- Optimize the interface for quick and easily accessible input and output.