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PINT

Student: Angie Samir
Type of work: Digital service, Interaction Design
Supervision:
Jochen Braun
Year: 2017

PINT is an interactive mobile application that aims to enhance the blood donation process in Egypt that uses certain user-engagement strategies in hopes to increase the number of blood donors in the country. The app also facilitates the current outdated blood donation process and ensures the satisfaction of both users; the donor and the recipient.

We live in a country where every one out of three people will need a blood transfusion in their lifetime and only 60% of the country’s needed blood supply is met. To help build a culture that acknowledges these facts is very hard to do so, so raising awareness for the public is needed. In order to do so we have to educate people about blood donation, it is developing a way to renew the current outdated blood donation process.

RESEARCH INSIGHTS

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What is blood donation?
Blood donation is the act of voluntarily giving away your blood in order to help those who are in need of it.

Who is eligible to donate?
To donate you must be 17 years old, in good health and weigh 50+ kilos.

BeforeBefore

Before the donation process, the donor has to drink lots of fluids, eat a balanced meal, wear something comfortable, and have a good night sleep. After the donation with two hours, the donor should avoid smoking, in the first 6 hours, the donors should not exercise, stand for too long or being in croweded places. After 8 hours from donation, the donor should avoid drinking alcohol. If any other complications happened the donor should call the doctor. 

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CONCEPT DEVELOPMENT

The challenge
To investigate how to include a digital service using certain engagement strategies, creating incentives to encourage more people to donate blood while maintaining efficiency and productivity. In addition to that, visiting the government blood bank and talking with donors and officials, and collecting visual materials for the research process was challenging.

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Core Features
The core functionalities were determined based on analyzing existing solutions in the digital world, using social media, current mobile, web application, interviewing professionals, and exploring the medical world of Hematology. The dominant features are donating blood, checking one’s hemoglobin level and rewards.

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Intrinsic motivation
Intrinsic motivation is a behavior driven by internal rewards, the motivation to engage in this kind of behavior arises within the individual because it is intrinsically rewarding to them. For example writing music–if the person writes the music for their own pleasure, then, this person is relying o intrinsic motivation but if they are writing the music just to sell then, they are relying on extrinsic motivation. Intrinsic behavior is produced and maintained as long as the person is enjoying themselves while engaging in such behaviors as it reinforces it.

Extrinsic motivation
Intrinsic motivation is a behavior driven by external rewards, the motivation to engage in this kind of behavior arises within the individual because it is extrinsically rewarding to them. These external rewards can be money, fame, grades, praise or materialistic rewards in general. The goal is tangible rewards.

Amotivation
Amotivation is the state of lacking any motivation to engage in an activity. It is characterized by a lack of perceived failure to value the activity or its outcomes.

 

VISUAL IDENTITY

The design direction is based on the three type of user motivation. The design should be enjoyable and engaging based on the intrinsic motivation, while according to the extrinsic motivation, the design should incorporate rewarding systems. On the other hand, the design has to be transparent for the motivated behavior. The design direction has to reflect the value of blood donation, the importance of blood donation for the society, and showing the true benefits for egoistic purposes.

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FINAL EXPERIENCE

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