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UKKO
Designing a participatory
myUKKO
The increasingly sedentary lifestyle of young people is
a cause of deep concern for parents and the walk to
school offers one opportunity to increase the amount
of exercise our children do. But the numbers of
children walking to school is at an all-time low and car
use on the rise. At the same time we have a growing
understanding of the harmful effects of air pollution on
our health. Walking to school would not only make for
healthier kids, it would reduce traffic and create a
healthier, safer environment. This research describes
the initial design and development of UKKO a novel
persuasive game to encourage walking to school.
UKKO uses real time environmental data, captured by
the player, to create a virtual environment for a digital
pet inspired by the Tamagotchi. The more the
student walks and avoids areas of high pollution,
the more healthy the pet.
This research offers a novel approach to building a persuasive game that mitigates against many the issues
associated with pervasive and location based games. By taking environmental data from the real world to directly
influence the virtual; UKKO explores an underused ‘return path’ in games that are often more concerned with
bringing the virtual into the real. The direct capture of data, in the context of location also helps reduce the risk of
data holes and issues of parity of experience associated with data games. Whilst the games initial design does not
seek to replicate the real world geography, the researchers, aware of lessons from Geocaching games, are keen to
explore how different ‘levels’ of play could be created by making location more visible during game play. The use of
audio or haptic feedback from the phone could be augmented with visual and audible feedback on the device itself.
UKKO could, for example, light up red when approaching an area of persistent high levels of pollution.
The design of UKKO has discovery at its heart. Participants are initially presented with a blank UKKO
device, which they can customise with stickers. Once the sensor is connected via Bluetooth, the UKKO app
presents a digital avatar of the device, which the user can also customise to match the physical unit. The student
carries the UKKO device on their walk to and from school where it captures PM2.5, temperature, humidity and noise data
whilst the phone app captures location via on board GPS functionality. As school children are the key audience for UKKO it is
essential to ensure players are constantly aware of their surroundings rather than looking at their screens. In this first iteration
the data is not displayed in real time and no map is provided for the player. Once the first walk to school is finished UKKO can
download the data showing you the walk as a stylised path that also indicates areas of high and low pollution. A scoring
system based on the data would be presented along with the UKKO avatar measuring its health. On subsequent walks the
route is updated with areas of consistent high pollution and low pollution. Any change to the route would also be added to the
map, expanding the world. The student would continue to check the health of their avatar, encouraging them to make a
connection between the route, areas of air quality and the health of the pet. At this point the app could also present messages
from UKKO underpinning that message. Once sufficient and consistent data has been collected, UKKO will begin to notify the
student when they are approaching an area of high pollution or takes a better route to school. Again, to avoid the heads-down
problem this would be a sound and haptic warning. The game would continue to update the health score and offer rewards for
making healthy choices.
Dr Mark Lochrie
Andy Dickinson
Prof Paul Egglestone
sensing data game for children
@wearedatamakers
datamakers.org

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Designing a participatory sensing game with children

  • 1. UKKO Designing a participatory myUKKO The increasingly sedentary lifestyle of young people is a cause of deep concern for parents and the walk to school offers one opportunity to increase the amount of exercise our children do. But the numbers of children walking to school is at an all-time low and car use on the rise. At the same time we have a growing understanding of the harmful effects of air pollution on our health. Walking to school would not only make for healthier kids, it would reduce traffic and create a healthier, safer environment. This research describes the initial design and development of UKKO a novel persuasive game to encourage walking to school. UKKO uses real time environmental data, captured by the player, to create a virtual environment for a digital pet inspired by the Tamagotchi. The more the student walks and avoids areas of high pollution, the more healthy the pet. This research offers a novel approach to building a persuasive game that mitigates against many the issues associated with pervasive and location based games. By taking environmental data from the real world to directly influence the virtual; UKKO explores an underused ‘return path’ in games that are often more concerned with bringing the virtual into the real. The direct capture of data, in the context of location also helps reduce the risk of data holes and issues of parity of experience associated with data games. Whilst the games initial design does not seek to replicate the real world geography, the researchers, aware of lessons from Geocaching games, are keen to explore how different ‘levels’ of play could be created by making location more visible during game play. The use of audio or haptic feedback from the phone could be augmented with visual and audible feedback on the device itself. UKKO could, for example, light up red when approaching an area of persistent high levels of pollution. The design of UKKO has discovery at its heart. Participants are initially presented with a blank UKKO device, which they can customise with stickers. Once the sensor is connected via Bluetooth, the UKKO app presents a digital avatar of the device, which the user can also customise to match the physical unit. The student carries the UKKO device on their walk to and from school where it captures PM2.5, temperature, humidity and noise data whilst the phone app captures location via on board GPS functionality. As school children are the key audience for UKKO it is essential to ensure players are constantly aware of their surroundings rather than looking at their screens. In this first iteration the data is not displayed in real time and no map is provided for the player. Once the first walk to school is finished UKKO can download the data showing you the walk as a stylised path that also indicates areas of high and low pollution. A scoring system based on the data would be presented along with the UKKO avatar measuring its health. On subsequent walks the route is updated with areas of consistent high pollution and low pollution. Any change to the route would also be added to the map, expanding the world. The student would continue to check the health of their avatar, encouraging them to make a connection between the route, areas of air quality and the health of the pet. At this point the app could also present messages from UKKO underpinning that message. Once sufficient and consistent data has been collected, UKKO will begin to notify the student when they are approaching an area of high pollution or takes a better route to school. Again, to avoid the heads-down problem this would be a sound and haptic warning. The game would continue to update the health score and offer rewards for making healthy choices. Dr Mark Lochrie Andy Dickinson Prof Paul Egglestone sensing data game for children @wearedatamakers datamakers.org