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ideas to inspire and motivate BE HAPPIER AND HEALTHIER IN JUST 5 MINUTES


How can we u opportunitie a student’s d larger im


utilize small es throughout day to make a mpact?


table of contents

overview five target group facts and figures

Introduction The Average YSDN Student The Average YSDN Student: Stress Student Priorities Concerning Health & Wellness

7 9

11 13 14-15 16-17 18-19

how is the system delivered?

Introduction How Five Works System Map: User without account System Map: User with account

21 22-23 24-25 26-27

visual system Introduction 29

Moodboard Visual Identity Character Design Storyboard: Intro and Outro Storyboard: Da Font Screen Capture: Da Font

bibliography

HEALTH & WELLNESS PROPOSAL

Five: Ideas to Motivate and Inspire YSDN 4006 Sustainable Design | Angela Iarocci December 10, 2010 Submitted by: Yvonne Ho

30-31 32-33 34-35 36-37 38-39 40-41 43


five HEALTH AND WELLNESS

overview

A SYSTEM TO IMPROVE HEALTH & WELLNESS

This book captures the process and journey of a design system that hopes to engage students to make real healthy behaviour changes in their lifestyle Health and Wellness is a major topic of concern surrounding today’s youth, with a large focus on obesity amongst children and adolescents. However, less is known (or less emphasized) about the health and wellness concerns of college students and their age group of 18-25 year olds. University students encounter unique health issues as they enter into independent adulthood and the stresses/ requirements of school. For many students, university is the first time they have the freedom to make their own choices about food they eat, time they sleep, amount of alcohol to drink, etc. As a result, many are unprepared for University life and monikers such as ‘Frosh 15’ and ‘Sophomore Slump’ are unsurprising. Many universities and colleges have recognized the need to promote healthy behaviours amongst their students, and subsequently provided websites, promotional material, and programs to inform students.

IN THE YORK/SHERIDAN BACHELOR OF DESIGN PROGRAM, THERE HAS BEEN LITTLE ACTION INTO PROVIDING TANGIBLE SOLUTIONS TO CHANGE STUDENT BEHAVIOUR ON A DAILY BASIS. The goal of this project is to examine current

student perspectives on health and wellness, and then develop a system that integrates healthy behaviours throughout the student’s day to day life. The project makes use of technology, specifically viral video, to promote ‘healthy behaviour’ integration into the everyday lives of students within the YorkSheridan Joint Program in Design (YSDN).

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make it fun!


five HEALTH AND WELLNESS

five

WHAT IS IT AND HOW DOES IT WORK? HOW IS IT SUSTAINABLE?

Ideas to motivate and inspire. Be happier and healthier in just 5 minutes ‘FIVE’ IS A SYSTEM THAT PRIMARILY USES VIDEO TO MOTIVATE AND INSPIRE STUDENTS TO TAKE ADVANTAGE OF SMALL OPPORTUNITIES THROUGHOUT THEIR DAY TO INCORPORATE HEALTHY BEHAVIOURS. It encourages students to

take just FIVE minutes of their time to try something fun that ultimately benefits their overall health and happiness. Not only can these videos educate, but they can encourage a sense of ‘play’ and make these changes fun. Inspired by the effectiveness of the Japanese ‘Taiso’ Calisthenics program, where a simple routine everyday can make a large impact in the longterm; this project seeks to encourage active results through simple changes. The basic system works using a “weekly challenge” video format where the users can subscribe to the weekly challenge and be emailed throughout their day or as often as they want to perform these short but fun challenges. At the end, the videos go into the website archive that users can continue to access anytime. The videos are available for subscription in an online platform where users can participate by contributing their own ideas for ‘5 minute’ video activities, their own videos, and post encouragements as well as results. IN TERMS OF SUSTAINABILITY, WHAT ASPECTS DO HEALTH AND WELLNESS ADDRESS? This project primarily addresses the social aspect of sustainability by

asking what is needed to bring about holistic living; how we can change behaviours to ensure better standards of living; and how do we enable students to stay in school without suffering from mental, emotional, or physical illnesses? One of the main goals of the system is to promote a stronger community within the YSDN program by using these videos as a source of social interaction, forum for emotional support, and a space to share great ideas and collaborate on self-initiated projects. The social support from this system would also build up relationships that can be sustained long after students have graduated from the program. This project also looks at the ecology aspect of sustainability, because a healthy and creative environment is a powerful influence on behaviour. By promoting the healthy behaviors initiated in University, there is a greater chance of students sustaining these behaviours over their lifetime.

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who is this for?


five HEALTH AND WELLNESS

target group WHO IS THIS FOR?

Students within the York-Sheridan Joint Program in Design are subject to unique stresses and workplace hazards. Most university students undergo similar behaviours, but the students within this program behave within the more extreme spectrum. Thus, they are an excellent scaled down test group for developing and implementing a health and wellness system because bad behaviours are readily apparent. The design challenges of developing a health/wellness system for this target group (average age between 18-25 years old) include:

+ Peer pressure: At school or out with friends, students are tempted by their peers to eat junk food or become involved with unhealthy habits to relieve stress e.g. smoking or drugs. 

+ Expense & Inconvenience: Especially for university students, money is a sore issue. The cheapest and most available food is often the most unhealthy. Exercising is also an ‘inconvenience’ because it takes additional effort to go out rather than just laying down on the couch. How do we motivate students to put in the extra effort?

+ Simplification of Complex Concepts: Although students are constantly told to eat healthy and exercise, the statistics become overwhelming and the facts eventually blur together to be ignored. The system needs to provide the most important information in the simplest terms to make the consequences of unhealthy living tangible.

+ Pre-Existing Beliefs & Lifestyle: It is very difficult to break pre-existing habits and lifestyles. For many students, staying up late at night is already ingrained into their routine, and sometimes even a badge of honour. The challenge is to reframe these beliefs and habits in a different light so that students are motivated to changing the way they live their lives.

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numbers


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facts and figures

THE AVERAGE YSDN STUDENT

WHAT ARE THE UNHEALTHY BEHAVIOURS AND HABITS OF YSDN STUDENTS? COMPARING THE BEHAVIOUR OF A YSDN STUDENT TO THE AVERAGE STUDENT BODY, WHAT BAD HABITS ARE MORE APPARENT OR LESS APPARENT?

15 days 40 students 14 questions 560 responses 80% female 20% male average age of 21

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facts and figures

THE AVERAGE YSDN STUDENT

EXTERNAL SOURCES: http://www.ucalgary.ca/wellnessguide/lonely http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2572161/ http://www.sleepfoundation.org/article/how-sleep-works/how-much-sleep-do-we-really-need http://www.crunchgear.com/2009/02/10/how-do-you-compare-teens-spend-31-hours-a-week-online/ http://www.cdc.gov/physicalactivity/everyone/guidelines/

SLEEPING HABITS

EXERCISE

COMPUTE

Recommended Amount of Sleep in a Week

Recommended Amount of Moderate Exercise in a Week (An activity is 10 minutes for 5 days)

HOURS

equals

Average Time Spe by Young Adu

HOU

Amount of Sleep in a Week (In Hours)

Amount of Tim Computer in a W Amount of Exercise in a Week (1 Activity is 15 minutes)

1-3 3-5 0 or rarely

Amount of Sleep During an Exam or Project Deadline Week (In Hours)

Amount of Exercise During an Exam or Project Deadline Week

1-3 0 or rarely

Amount of Time on Exam/Project W


ER USAGE

ent on a Computer ults (In Hours)

URS

me Spent on a Week (In Hours)

015

CAFFEINE

SOCIAL ACTIVITY

Recommended Maximum Daily

Average Percentage of Students Who Reported Feeling Loneliness

CUPS

PERCENT

Pop in an Average Week (In Cups)

Amount of Time Spent Going Out with Friends in an Average Week

y rel r ra 0o

n a Computer in an Week (In Hours)

five HEALTH AND WELLNESS

s me i t 3-5

1-3 times

or Pop During an Exam/Project Deadline Week (In Cups)

Amount of Time Spent Going Out with Friends During an Exam/ Project Deadline Week

3-5 times

1-3 tim es

0 or rarely


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facts and figures

THE AVERAGE YSDN STUDENT


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five HEALTH AND WELLNESS

facts and figures

THE AVERAGE YSDN STUDENT


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accessibility


five HEALTH AND WELLNESS

how is the system delivered? HEALTH AND WELLNESS HUB

The digital format helps bridge the geographical divide between the schools by making the information accessible any time, any where. WHERE DOES THIS SYSTEM MAINLY TAKE PLACE? Since the proposed strategies are digital, this enables the system to be used in many other platforms: school websites, school media players, phones, laptops, etc. The digital format helps bridge the geographical divide between the schools by making the information accessible any time, any where. ‘FIVE’ is a system that targets primarily graphic design students within the York-Sheridan Joint Program in Design. Thus, the website for ‘FIVE’ will be a health and wellness hub that connects to YSDN students through the YSDN website. It acts not only as a source of motivation, but also as a resource of health related information, networks, and a forum for social interaction and encouragement to build up a stronger community within the program. However, as the system becomes more popular and successful, similar hubs can be created to benefit students in other programs that are more targeted to their needs. The result would be a network of ‘FIVE’ hubs that connect to each other but still retain an individual flavour.

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how five works

SIMPLIFICATION OF THE SYSTEM


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system map

USER WITHOUT ACCOUNT (SIMPLE BROWSER)

Note: Users without accounts may browse freely but cannot subscribe to have video reminders.


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system map

FIRST TIME USER WHO DECIDES TO SIGN UP FOR AN ACCOUNT FOR VIDEO SUBSCRIPTION


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looks like?


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visual system

WHAT DOES THIS ALL LOOK LIKE?

Key words: Educational, playful, fun, child-like, friendly, exploration, light hearted, humourous, fresh, handmade The visuals in this system are essential to the success of the concept because ultimately this is a system directed towards graphic designers as a source of motivation and inspiration. If the visual identity does not appeal to them, then the entire system would ultimately fail. The visual identity is based on 10 key words: Educational, playful, fun, child-like, friendly, exploration, light hearted, humourous, fresh, and handmade. It recalls the playhouses of our youth, a sweet reminder of the way children approach life without cynicism, worries, and take the time to enjoy beauty. Similarly, ‘FIVE’ is a system that reminds students during their busiest time to take just five minutes to stop, slow down, and try something that can benefit them in the long run.


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moodboard

VISUAL INSPIRATION


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visual identity MOOD / FEELING

Key words: Educational, playful, fun, child-like, friendly, exploration, light hearted, humourous, fresh, handmade logo The logo is a customized version of Museo 700. The logo has a youthful and friendly appeal that relates back to the keywords of the desired mood/feeling of the system. The logo must always be reversed on another colour, and must not be altered in any way. The background of the logo may change according to approved colours.

logo on red

logo on green

background colours The colours chosen for this system are bright and cheerful. They are reminiscent of colouring books, sidewalk pastels, and children’s toys packaging. In essence, the colours are playful and child-like. Colours are shown in CMYK and Hex values for print and web format.

C: 9 M: 76 Y: 97 K: 0 # DD5F29

C: 6 M: 17 Y: 71 K: 0 #F1CE66

C: 47 M: 19 Y: 12 K: 0 #88B2CC

C: 20 M: 5 Y: 71 K: 0 #D3D770

C: 0 M: 41 Y: 100 K: 0 #FAA41A


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typefaces This system makes use of two main typefaces: Archer and Trade Gothic LT Std. Archer is used mainly for headlines and quotes; and Trade Gothic is used mainly for subheads and body copy.

ARCHER The quick brown fox jumps over the lazy dog The quick brown fox jumps over the lazy dog The quick brown fox jumps over the lazy dog The quick brown fox jumps over the lazy dog ARCHER BOLD ITALIC

ARCHER LIGHT ITALIC

ABCDEFGHIJKLMNOPQRSTUVWXYZ

ABCDEFGHIJKLMNOPQRSTUVWXYZ

abcdefghijklmnopqrstuvwxyz

abcdefghijklmnopqrstuvwxyz

0123456789

0123456789

TRADE GOTHIC LT STD

THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG TRADE GOTHIC LT STD BOLD CONDENSED NO. 20

TRADE GOTHIC LT STD BOLD CONDENSED NO. 18

ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789

ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789


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character design DRAWINGS / ILLUSTRATION

The illustrations and character design are essential to capturing the established look and feel of the videos as they are the main form of transition between video and the written instructions.

SIMPLIFIED FORMS

BRIGHT COLOURS

“POP-UP” DEPTH

PLAYFUL CHARACTERS WITH UNIQUE FEATURES


five HEALTH AND WELLNESS

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characters To capture that feeling of playful, child-like exploration in the videos, the characters are illustrated simply with big blocks of colour but they still have elements that give each character individuality. Each character is composed of a body (can vary by size), a head, baggy eyes (for the sleep deprived characters), unique hair, and a different weather element. Hair and weather are the two elements that communicate the feeling of each character, e.g. a dark cloud represents the depressed and a sun represents a happier outlook.

creating a character

+ body Decide on the body, shape and posture depends on the personality of the character. In this case, it will be a sad, sleep deprived designer who is out of shape.

NOTE: Accessories are allowed, but only one!

+ head + hair Choose head shape and hair to give the character individuality. This character will be a girl with frazzled hair to show her unkempt state.

weather She is under extreme stress and pressure, so the weather element should be more intense, thus she will have an entire lightning storm!


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storyboard INTRO AND OUTRO

To keep the videos consistent despite varying content submitted by different users, the system uses the same video intro and outro every time. Below demonstrates the concept using a simple storyboard.

intro: 10 seconds Basic Concept: Demonstrate the extreme thinking process that designers go through in their heads that lead them to feeling depressed, overwhelmed, and exhausted. Here, the designer “Charlie” literally has a mountain on his shoulders while storming emotions and thoughts rage above his head, but he has an idea. The idea is ‘FIVE’ which will help inspire and motivate him, even for just five minutes. All the small opportunities add up into an overall improved feeling of health and wellness.

Opens with a medium shot of clouds and a lightning storm. Camera pans down while the individual elements move to the beat of the “My Portable Melody”

Camera eventually pans down to a person who looks frazzled.

The camera zooms out to reveal the entire image of the character with the big storm cloud over his head. A mountain of stress!

Camera stays still while lightbulbs beside his head flash indicating the revelation of a great idea!

Cuts to the ‘FIVE’ logo with rotating bands of colour to bring attention to the importance of the system! Like flashing lights.

Finally cuts to the introduction page that states ‘FIVE’s mission. Audio fades out


five HEALTH AND WELLNESS

storyboard INTRO AND OUTRO

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To keep the videos consistent despite varying content submitted by different users, the system uses the same video intro and outro every time. Below demonstrates the concept using a simple storyboard.

outro: 10 seconds Basic Concept: Continues the established feeling from the intro but without the character. Uses just the weather imagery to keep consistency, but provides a hopeful feeling with the use of the sun breaking past the clouds. The outro has potential for seasonal changes like snow storms, rainbows, tornadoes, etc. The outro basically reinforces the system name as well as the website: www.five.org (this is a working website name, will be changed)

Opens with a medium shot of clouds and the logo beneath

Animated raindrops and sun shining to the beat of the music.

Same audio as opening to keep consistency (like a sandwich)

3 seconds

The mission statement of ‘FIVE’ fades in, lasts for 3 seconds

Mission statement is replaced with the website, and lasts for 4 seconds. Audio fades out

music: “my portable melody” by lullatone The music used for this intro and outro because it is essential in establishing the mood and feeling of the video immediately, as well as for the syncing of image and sound so that the sound does not overwhelm the image. After hours of intensive research, “My Portable Melody” by Lullatone was chosen for its child-like, whimiscal sounds with a variety of fun instruments and upbeat tone. Lullatone offers their music free or pay as you wish on lullatone.bandcamp.com


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five HEALTH AND WELLNESS

storyboard ‘DA FONT’

To demonstrate the type of video that will be used in ‘FIVE’, this is a storyboard of a video that demonstrates ‘DA FONT’: an activity that uses typography as a form of exercise.

‘da font’: ~2:00 minutes Basic Concept: Suggested by Alex Bain and Meghan D’Mello, the idea behind this activity is to use Cutout Std, which is a typeface that uses the human body as letterforms, to actually try to emulate the shape of those letters. With this activity, the person gets to stretch, have fun with their typographic skills, and be a little silly with their spelling. The video demonstrates how this is done using the letters F, I, V, and E and uses real people as the models. It is intended to be a little ridiculous, as well as fun and playful.

Opens with a medium shot of clouds and a lightning storm. Camera pans down while the individual elements

The new logo for FIVE flashes on screen after ‘charlie’ gets the idea

The intro scene for FIVE with the mission statement below

Clip of the font, it’s large enough to be legible

Uses FIVE as the example letters and highlights this with colour

Starts with the F, and uses video of a real person posing next to the letter

After the short demo, the video suggests another possibility of doing it with a friend for more fun

After some real footage, the closing scene states that the exercise is approved for designers

Since the video is only about 2 minutes long, a slide stating that the person watching should continue for the remaining minutes is necessary to reinforce the “FIVE” concept


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Audio continues, and introduction to ‘DA FONT’ flashes on with short definition of activity

Next scene explains briefly why this activity is good and why it’s needed

Instructions page to look at letters

Next is I, possibly use split screen to show the footage

Same with V

Finally E, same thing to juxtapose the image with the footage

Cuts to outro with the animated weather of rain and sunshine

Five with the mission statement

Five with the website link


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screen capture ‘DA FONT’

A demo reel of the ‘DA FONT’ video was produced and viewers can see how FIVE can be continued with more videos and ideas. This video can be viewed at: http://vimeo.com/17675878


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resources


five HEALTH AND WELLNESS

bibliography

At, By Looking. “The Public Health Agency of Canada Releases Report On the Health of Young People in Canada - Public Health Agency of Canada.” Public Health Agency of Canada (PHAC) | Agence De La Sante Publique Du Canada (ASPC). Web. 11 Dec. 2010. <http://www. phac-aspc.gc.ca/media/nr-rp/2008/2008_05-eng.php>. Report examines trends amongst young people in Canada for youth ages 11-15. Many trends could be extended to college students, and also provides a good starting point to look at the bad behaviours and habits of college students.

“Wellness Factors in First Year College Students. - Free Online Library.” Free News, Magazines, Newspapers, Journals, Reference Articles and Classic Books - Free Online Library. Web. 11 Dec. 2010. <http://www.thefreelibrary.com/Wellness factors in first year college students-a0164105496>. Lots of data and information on the wellness of University students in first year. The abstract assesses the health of students based on the WEL (Wellness Evaluation of Lifestyle) system and analyzes their wellness on a holistic level which includes mental, physical, and social well being.

Michalos, Alex C. “Holdings: Global Report on Student Well-being.” York University Libraries. Web. 11 Dec. 2010. <http://www.library. yorku.ca/find/Record/1004623>. Thorough analysis of student well-being on a larger scale, could be very useful for developing comparisons and identifying common trends among student health.

Dwyer, By Mary. “2010 Student Surveys: Complete Results – - Macleans OnCampus.” Web. 11 Dec. 2010. <http://oncampus.macleans.ca/ education/2010/02/15/2010-university-student-surveys-completeresults-2/>. How Canadian students perceive their school and services; has potential insight on what health and social services need to be improved

“Campus Calm | Did You Know, College Students, High School, Mental Health, Time Management.” Campus Calm | College Student Stress, High School, Leaders, Anxiety, Depression, Insomnia. Web. 11 Dec. 2010. <http://www.campuscalm.com/did_you_know.html>. Good collection of facts, statistics, and articles regarding student well being in American campuses.

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How can we u opportunitie a studentâ&#x20AC;&#x2122;s d larger im


utilize small es throughout day to make a mpact?


Five  

Ideas to motivate and inspire. Be Happier and Healthier in just 5 minutes. Five is a health and wellness system proposed for University st...

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