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MAAI Unit 4

Intervention name and visual design

In my previous posts, I purposed an intervention concept based on my research question: ‘How can a curated mobile gaming library concept contribute to promoting a healthier lifestyle among underage users?’ I since then have refined the concept for the mobile application and with it I aim to assist underage gamers in developing a more balanced and healthy lifestyle. The app offers a thoughtfully curated library of age-appropriate games.

The game library features highly entertaining gaming experiences designed to develop problem solving, creativity, and teamwork skills. To better meet the needs of users, the app is available in Parent and Kids versions. The Parent Edition comes with a series of exclusive new features, including game duration reminder alarms, in-game content payment reminders, etc. However, this does not force the game to be closed.

The app is designed to optimize the gaming experience for underage users, enhance their social experience, and at the same time provide peace of mind for guardians, enabling young users to develop social and teamwork skills while playing. Although it is still in the conceptual stage, with no actual development plans, I chose to name the app “Tangy”, which is derived from the Chinese word “Tang Ying” (躺赢). The word translates to ‘Winning while laying down flat’, which means winning a game effortlessly. By shortening the pinyin Tang Ying to Tangy, I also try convey a sense of energy and freshness to make the name sounds catchy but also have appeals to both children & teenagers and their parents.

I’ve also design a new logo based on the concepts and thoughts behind the name Tangy.

The design process behind this icon was carefully thought through. Commencing with the selection of a color that harmonizes with both my intervention’s name and tonality, I initiated an exploration into the psychological implications of the color green. As delineated in the London Image Institute Article Article link here, Green evokes a feeling of hopefulness, responsibility, wealth, forgiveness, comfort and energy; all of which can be characteristics of someone who is optimistic. I then decided to use green as my intervention’s main color to make my stakeholders perceive the application with a sense of hopefulness and energy upon seeing the icon.

I then started the creation of a miniature ‘lime planet’, which was detailed with animated-styled houses and various plants. Aligning with the associative imagery evoked by the term “tangy.” The resulting icon, currently in its initial phase, will be transformed into a digital poster as the subsequent stage of this intervention. The poster will be used to test stakeholders’ responses towards both the name Tangy and the conceptual image.

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