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an approach to preventing childhood obesity
                                by jonathan levy
2




table of contents

goal.....................3
research.............4
design brief......31
ideations...........34
final design.......45




copyright © 2009 Jonathan Levy
Any use of the research or ideas in this book
without the author’s permission is prohibited
3




The goal for my capstone was to find some
way as a product designer to help humanity by
improving personal health or enable a better
standard of living.


I decided one way was to create a product
that could help prevent childhood obesity.
4




increasing number of kids hospitalized as a
result of obesity related issues
5

percentage of children 6-11 that
are obese in the United States




           15% 1999-2000



           30% 2000-2004
6




CDC estimates
by 2010,
50% of children
will be obese
7




more than skin deep
risks include but not limited to:
high cholesterol
high blood pressure
diabetes type 2
sleep apnea
early puberty
muscular development
asthma
8




What’s happening to
our children?
9




parents today are working longer
and have less free time
   fast food has replaced home cooking
10




kids spend on average 44 hours a
week in front of a screen
        screen time has displaced time
        once spent for physical activity
11




concerns about child safety
and adult supervision
news coverage has made parents
uneasy about letting kids outside
12




institutional curriculums are taxed
 raised test standards have made 75%
 of schools cut gym to fit more material
13




how can we help them?
14




by getting them off the couch
and physically active
15




how kids play has changed
as well as what they play with
16




can we bring the interest that
kids now have in this...
17




..back into this?
18

  barriers for product play




parents
“the gate keepers”
permit the kids to play and in the end are
the ones who purchase the child’s toys       kids
                                             “the small critics”
                                             decide if they want to play with the toy
                                             and whether or not to keep playing
19




how can we attract the parents?
parents need to know the product is safe and
nurtures their child’s play. getting their kids
physically active as well as providing some kind
of educational aspect is a plus
20




   how can we attract the kids?
it’s no simple task. while a child’s creativity
needs little encouragement they do need a
product that can foster their imagination, but
also compete with distractions and deterrents
such as video games and television
21




elements of the modern child’s play
22




   Play is:
   a behavior that is freely chosen, personally directed and
   intrinsically motivated. it is open ended and is not bound
   by defined rules or borders


physical                              social / emotional                      Cognitive
play aids the development and         play provides the experience            children learn to develop executive
refinement of children’s gross and    children need to learn social skills;   functioning, prioritizing, and basic
fine motor skills. as children use    become sensitive to others’ needs       planning skills. play has been shown
their bodies in physical exercise,    and values; manage their emotions;      to improve attention spans, attitudes,
they refine and develop skills that   learn self-control; and share power,    creativity, divergent thinking, and
enable them to feel confident,        space, and ideas with others.           language development.
secure, and self-assured.
23




          flexibility of open play
the element of creation is extremely
important to a child’s cognitive develop-
ment and well-being. open play is flexible
and non-linear. rules can be constantly
redefined and changed by the child. toys
such as wooden blocks allow the child to
project their own imagination onto their
toys. products that can promote play and
creativity have just as positive influence on
health as daily exercise.
24




             enhancing the fantasy
a child’s play is never complete. pretend play is
different every time. children love items and toys
that can help them make their imaginations more
real and interactive. playing dress up or using
props are just a few ways that kids do this.
25




                 electronic components
adding interactive components to products is a
recent and growing trend. with kids becoming so
adaptive to the digital world it’s no surprise that
they are such a huge hit with younger generations.
26




                  unlocking the levels
children today are more adept at understanding
layers and levels underneath the obvious. today’s
toys need to provide a level of interaction not seen
in products of the past. the knowledge of that
there is more can keep a child’s interest in a toy.
27




      outdoor exposure
in today’s world of increasing digital media
it’s important our future adults stay in touch
with nature. the term nature deficit disorder
has been coined for the recent generations
that have grown up around modern day
technology with minimal exposure to the
outdoors. a factor that has led to the rise of
children with illnesses and allergies
28




         encourage interaction
common solutions to childhood obesity
have been a lot like adding a treadmill in
front of a screen. this idea lacks the
overall goal of getting kids outside and
above all enabling children to interact with
one another. child product design should
not only aspire to get kids to interact but
parents as well.
29




            in class research
as part of my research I went to a 2nd grade
classroom and observed the kids during a
show and tell and also asked them to draw
their idea of the coolest playground. what I
learned was that the kids got most excited
when I asked them to create the playground.
they were mostly excited that the control to
create was given to them instead of others.
30




children are the inventors
and the designers are the translators
designers are the ones who can give form to something that will
meet the diverse imaginative needs of children
31




main design goal:
get kids outdoors and physically active

Design Objectives
a. Provide kids the opportunity to get physically active
b. Provide an open ended play experience that encourages
   interaction among kids and parents
c. Create a play system that appeals to both kids and parents

Executional Considerations
a. Needs to empower children
b. Needs to be a safe product for kids to play with
c. Needs to be used without a screen

                                                design brief
32




initial                   secondary
research   design brief   research    concept
33




ideations...
34
35
36
37
38
39
40
41
42
43
44
45




                                                     ™
act!ve is a toy system for kids that encourages
physical activity. it provides children a way to
control the level of interaction in all aspects of
play. act!ve enables children to take control of
their play and bring it to the next level.
46




  accelerometers in the bracelet detect different types of
  movement and trigger various feedback according to what
  the child chooses.




small speaker similar       micro vibration motor     SMD LEDs provide visual
to ones in cell phones      provides tactile feedback feedback with color changes
gives auditory response                               and light patterns




                          for charging, the child can
                          place the bracelet on the
                          induction charger which
                          turns it into a night light.
47




 these are the act!ve chips. they use rfid tags that tell the
 act!ve bracelet what to do and when to do it.




action chips program   effect chips program    the location of the small
the trigger activity   the bracelet response   rfid scanner is marked by
                                               the exclamation.
48




                             supeorsh
                             who

1. first child swipes   2. then the effect
the action chip         chip
                                             3. now the bracelet is
                                             ready for play!
49




this is your act!ve, and
here is how it works
50




                             one programs the action,     the more act!ve levels
                             one programs the effect...   you unlock the more
                                                          chips you can use
these are the act!ve chips
51




                        to see what act!ve   when the light is full
                        level you are just   you have unlocked
                        press the button     a new level!
act!ve levels become
unlocked the more you
play with act!ve
52




                      red means
                      low battery                           remember to charge it on
but don’t forget to                 green means it’s full
                                                            your stand so your act!ve can
charge your act!ve
                                                            be used as your night light!
53




act!ve gives kids the ability to create their own
interactive games based around physical activity.
54




kids can apply melodies to   because act!ve attaches to the
their act!ves and become     wrist, it makes anything the child
their own band.              picks up interactive.
55




alternative applications could be     act!ve could create a completely
using act!ve as way to increase       new playground experience with
interaction in existing playgrounds   minimal cost and labor.
56




thank you for taking the time
to look at this book and view my work...


if you have questions or
comments contact:

Jonathan Levy
614-218-4532

jonathan.s.levy@gmail.com

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Act!ve

  • 1. ™ an approach to preventing childhood obesity by jonathan levy
  • 2. 2 table of contents goal.....................3 research.............4 design brief......31 ideations...........34 final design.......45 copyright © 2009 Jonathan Levy Any use of the research or ideas in this book without the author’s permission is prohibited
  • 3. 3 The goal for my capstone was to find some way as a product designer to help humanity by improving personal health or enable a better standard of living. I decided one way was to create a product that could help prevent childhood obesity.
  • 4. 4 increasing number of kids hospitalized as a result of obesity related issues
  • 5. 5 percentage of children 6-11 that are obese in the United States 15% 1999-2000 30% 2000-2004
  • 6. 6 CDC estimates by 2010, 50% of children will be obese
  • 7. 7 more than skin deep risks include but not limited to: high cholesterol high blood pressure diabetes type 2 sleep apnea early puberty muscular development asthma
  • 9. 9 parents today are working longer and have less free time fast food has replaced home cooking
  • 10. 10 kids spend on average 44 hours a week in front of a screen screen time has displaced time once spent for physical activity
  • 11. 11 concerns about child safety and adult supervision news coverage has made parents uneasy about letting kids outside
  • 12. 12 institutional curriculums are taxed raised test standards have made 75% of schools cut gym to fit more material
  • 13. 13 how can we help them?
  • 14. 14 by getting them off the couch and physically active
  • 15. 15 how kids play has changed as well as what they play with
  • 16. 16 can we bring the interest that kids now have in this...
  • 18. 18 barriers for product play parents “the gate keepers” permit the kids to play and in the end are the ones who purchase the child’s toys kids “the small critics” decide if they want to play with the toy and whether or not to keep playing
  • 19. 19 how can we attract the parents? parents need to know the product is safe and nurtures their child’s play. getting their kids physically active as well as providing some kind of educational aspect is a plus
  • 20. 20 how can we attract the kids? it’s no simple task. while a child’s creativity needs little encouragement they do need a product that can foster their imagination, but also compete with distractions and deterrents such as video games and television
  • 21. 21 elements of the modern child’s play
  • 22. 22 Play is: a behavior that is freely chosen, personally directed and intrinsically motivated. it is open ended and is not bound by defined rules or borders physical social / emotional Cognitive play aids the development and play provides the experience children learn to develop executive refinement of children’s gross and children need to learn social skills; functioning, prioritizing, and basic fine motor skills. as children use become sensitive to others’ needs planning skills. play has been shown their bodies in physical exercise, and values; manage their emotions; to improve attention spans, attitudes, they refine and develop skills that learn self-control; and share power, creativity, divergent thinking, and enable them to feel confident, space, and ideas with others. language development. secure, and self-assured.
  • 23. 23 flexibility of open play the element of creation is extremely important to a child’s cognitive develop- ment and well-being. open play is flexible and non-linear. rules can be constantly redefined and changed by the child. toys such as wooden blocks allow the child to project their own imagination onto their toys. products that can promote play and creativity have just as positive influence on health as daily exercise.
  • 24. 24 enhancing the fantasy a child’s play is never complete. pretend play is different every time. children love items and toys that can help them make their imaginations more real and interactive. playing dress up or using props are just a few ways that kids do this.
  • 25. 25 electronic components adding interactive components to products is a recent and growing trend. with kids becoming so adaptive to the digital world it’s no surprise that they are such a huge hit with younger generations.
  • 26. 26 unlocking the levels children today are more adept at understanding layers and levels underneath the obvious. today’s toys need to provide a level of interaction not seen in products of the past. the knowledge of that there is more can keep a child’s interest in a toy.
  • 27. 27 outdoor exposure in today’s world of increasing digital media it’s important our future adults stay in touch with nature. the term nature deficit disorder has been coined for the recent generations that have grown up around modern day technology with minimal exposure to the outdoors. a factor that has led to the rise of children with illnesses and allergies
  • 28. 28 encourage interaction common solutions to childhood obesity have been a lot like adding a treadmill in front of a screen. this idea lacks the overall goal of getting kids outside and above all enabling children to interact with one another. child product design should not only aspire to get kids to interact but parents as well.
  • 29. 29 in class research as part of my research I went to a 2nd grade classroom and observed the kids during a show and tell and also asked them to draw their idea of the coolest playground. what I learned was that the kids got most excited when I asked them to create the playground. they were mostly excited that the control to create was given to them instead of others.
  • 30. 30 children are the inventors and the designers are the translators designers are the ones who can give form to something that will meet the diverse imaginative needs of children
  • 31. 31 main design goal: get kids outdoors and physically active Design Objectives a. Provide kids the opportunity to get physically active b. Provide an open ended play experience that encourages interaction among kids and parents c. Create a play system that appeals to both kids and parents Executional Considerations a. Needs to empower children b. Needs to be a safe product for kids to play with c. Needs to be used without a screen design brief
  • 32. 32 initial secondary research design brief research concept
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  • 45. 45 ™ act!ve is a toy system for kids that encourages physical activity. it provides children a way to control the level of interaction in all aspects of play. act!ve enables children to take control of their play and bring it to the next level.
  • 46. 46 accelerometers in the bracelet detect different types of movement and trigger various feedback according to what the child chooses. small speaker similar micro vibration motor SMD LEDs provide visual to ones in cell phones provides tactile feedback feedback with color changes gives auditory response and light patterns for charging, the child can place the bracelet on the induction charger which turns it into a night light.
  • 47. 47 these are the act!ve chips. they use rfid tags that tell the act!ve bracelet what to do and when to do it. action chips program effect chips program the location of the small the trigger activity the bracelet response rfid scanner is marked by the exclamation.
  • 48. 48 supeorsh who 1. first child swipes 2. then the effect the action chip chip 3. now the bracelet is ready for play!
  • 49. 49 this is your act!ve, and here is how it works
  • 50. 50 one programs the action, the more act!ve levels one programs the effect... you unlock the more chips you can use these are the act!ve chips
  • 51. 51 to see what act!ve when the light is full level you are just you have unlocked press the button a new level! act!ve levels become unlocked the more you play with act!ve
  • 52. 52 red means low battery remember to charge it on but don’t forget to green means it’s full your stand so your act!ve can charge your act!ve be used as your night light!
  • 53. 53 act!ve gives kids the ability to create their own interactive games based around physical activity.
  • 54. 54 kids can apply melodies to because act!ve attaches to the their act!ves and become wrist, it makes anything the child their own band. picks up interactive.
  • 55. 55 alternative applications could be act!ve could create a completely using act!ve as way to increase new playground experience with interaction in existing playgrounds minimal cost and labor.
  • 56. 56 thank you for taking the time to look at this book and view my work... if you have questions or comments contact: Jonathan Levy 614-218-4532 jonathan.s.levy@gmail.com