I am not a Gambler
The project aims to discourage dependence on blind boxes and promote responsible purchasing habits through a small game app.
My Contributions
In my capacity as the UX Designer & UX Researcher, I autonomously navigated all phases of the project from identifying issues and evaluating possible solutions, to sculpting the design and realizing the ultimate outcomes. Research: Desktop Research, User Dialogues, Persona, and Analysis of Research.
Design: Draft Prototype, Designing UI, Sketching Frameworks, Prototyping, Interaction along with Visual Design.
2 months, 2021.08
Miro /Figma /llustrator /Photoshop
Individual
About
The project hopes to express that blind boxes are not indispensable in life through a small game APP and remind people to keep their sense of buying blind boxes and not to be in the same mental state as a gambler.
Research
What is a blind box?
"Fukubukuro" originated in Japan. The blind box usually contains specially designed dolls, but there is no mark on the box. Only after opening it will you know what you have drawn, which means a kind of luck. In the past two years, it has become popular among many young people and is deeply loved by trendy players.
Who are the main consumer groups of Blind Box?
“Life is like a chocolate candy in a box. You never know what the next one will taste." This wise quote from "Forrest Gump" is now being interpreted as "Life is like Draw a blind box, you never know what the next second is." This "gambler psychology" comes from the attractive effect of random rewards on people.
Research on the popularity of different trend toys
Dataa shows that blind boxes have the widest audience and the highest popularity among trendy toys. In recent years, it has gradually surpassed other types of trendy toys.
Blind Box Consumer Market Research
Why the blind box is addictive?
1
Driven by curiosity
Curiosity is the primary psychological factor that makes blind boxes addictive to young people. This kind of uncertainty and randomness has become an unknown surprise, taking advantage of consumers' curiosity and expectations of the product, which is a kind of "emotional marketing."
2
Addictive collection
It is mentioned in the book "Addiction" that our brain has a "reward system". When people are expecting rewards, the brain will secrete a large amount of dopamine, which stimulates people to seek rewards for happiness, and stimulates a strong desire and desire for something. Expect more, even indulge in it.
3
Satisfaction of spiritual goods
In addition to satisfying people's curiosity and collecting addiction, the blind box also satisfies the emotional needs of contemporary young people from the perspective of deep psychological factors. This emotional need is complex and diverse, including a sense of security (decompression), social interaction, and emotional sustenance.
Strategy
User Interview
Design Concept
This project hopes to transform the gaming experience into the action of people buying blind boxes in the form of a game.
In the game, a person is just a shape, because it opens different blind boxes during the game and affects the final outcome. After clearing the level, people understand that blind box purchases are similar to the psychology of gamblers, and remind people to restrain themselves. The phenomenon of blind consumption.
Design
High-Fidelity Prototype
In the game interface design, black and white are the main colors. The black and white interface can reduce people's desire to buy and let users know that they can buy according to their needs during the game.
The interactive mode of the game is based on the touch screen, and the operation is simple and clear.