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SUGAR REMEDI (SUPPORTING DOCUMENT)

GAME OVERVIEW DESIGNED BY MIN OUYANG & YIFEI ZHA


April 2009

To propose a design concept that would truly address a Type II diabetic’s needs and challenges, we started out to look into their everyday life. Therefore, Sugar Remedi , an educational board game has been created to leverage this companionship. It strives to:
What is the impact of the disease on these patients’ life socially, culturally, and cognitively? How do they currently learn about the disease? 1. Provide a fun and collaborative platform for Type II diabetics to learn, reflect on and share their knowledge and experience;
What about the treatment and management of the disease? We conducted interviews with both healthcare professionals and Type II diabetics. 2. Foster and strengthen collective support from diabetics’ family members, friends, and other communities;
The research (details on the last page) revealed that diabetics are receptive to advice and information from their immediate social circles. The 3. Encourages diabetics’ compliance with and commitment to their treatment plans by leveraging communal influence;
companionship fosters an optimistic attitude toward their situations and encourage the compliance with / commitment to their treatment plans. 4. Communicate the value of the integrative approach to diabetes and resulting complications.

Information Structure Game Structure

Word Selection Sharing True / False Memory


“Prevent It”
Recognition Experience Statements Tasks Performance
“Understand It”
“Risk It” “Sustain It” “Treat It”

“Win It” DiaLingo M-chois True Story Jugemen Recito


(Define and explain (Answer multiple-choice (Share stories and experience) (Determine if a statement (Memorize tasks Pantomime
diabetes terms) questions) is true or false) and facts) (Act out silent clues)

Anagram Match-up Copitivity


Diabetes ABC Self-challenges Unexpected Diet Plans Exercise Medications
(Spell words backwards) (Make pairs / Categorize) (Mimick exercise)
Events Programs
• Causes • Memory tasks • Punishment due to • Treatment regimen Word Puzzle Kryptos
• Symptoms • Difficult postures incompliance • Regular check-ups (Re-arrange letters or fill (Read pictures and select
• Diagnosis • Anguish stories • Award due to out missing letters) correct answers)
• Complications compliance
Fillout
• Emotional • Successful diabetes
(Select correct words to
side-effects management stories fill out blanks)
SUGAR REMEDI (SUPPORTING DOCUMENT)
GAME RULES DESIGNED BY MIN OUYANG & YIFEI ZHA
April 2009

SETTING UP STARTING PLAYING WINNING

Each player receives two game Pick a person to begin the game. Only one game piece is allowed to move in each Types of cards to draw are indicated by the colors To win the game, you MUST:
pieces including your “blood round. For each turn, game pieces can be moved on and icons of the topic-specific units on which either • Have covered all the six categories
sugar” bars and “blood A question of “Win-it” (Self-challenges) the board in any straight-line direction. of your game pieces lands. Cards are drawn by the of cards
sugars”.Each of the “blood must be answered before starting your player immediately after you and the content must be • AND be the first one to remove all
sugar” bars contains at least five first game piece. No “Win-it” question read aloud. the “excessive” blood sugars on
is required for starting one’s second both bars
blood sugars. Together, they are
game piece. To remove one blood sugar from either of your bars, • AND answer correctly another
symbolic of the excessive blood the required action indicated in the card drawn must “Win-it” question (Self-challenges)
sugars present in the body of a Any player can compete for answers to be correctly done. Otherwise, your blood sugars will
diabetic. the questions of “Win-it”. The player stay the same. (For non-patients, you could put
who has the correct answer would yourself in a patient’s shoes so as to answer ques-
start first. The goal for every player is tions on “True Story” cards.)
to get started earlier than your rivals.


“Win It

“WininIt It”
” “W in It”
“W
“Win It ”
“WininIt It”
” “W in It”
“WininIt It” “W in It”
“W
“W in It”
“W

“WininIt It”
“W in It”
“W in It”
“W

Depending on the number of Place your game pieces on the A game piece can jump over another located on the turn to move, you could “drop” one blood sugar to
players in your party, you can board wherever you would like adjacent topical unit (this is called “leap-over”). Other the other bar, in other words, the player who owns
customize the game board using after answering a “Win-it” than that, a game piece can only be moved from one the other game piece would suffer from being
color and icon-coded units. As (Self-challenges) question topical unit to its neighboring units. taken advantage by you and get another blood
illustrated, two units can be correctly. sugar for punishment
In the case of leap-over, attention must be paid to the • If one of the game pieces is yours and it is not your
connected through the joints.
following three different situations: turn to move, you would suffer from being taken
• If both game pieces are yours, there is no advantage and the player can move one blood
punishment for you or other players sugar from his / her bar to yours. This is your
• If one of the game pieces is yours and it is your punishment!
SUGAR REMEDI (SUPPORTING DOCUMENT)
RESEARCH INSIGHTS DESIGNED BY MIN OUYANG & YIFEI ZHA
April 2009

TRADITIONAL SOURCES OF INFORMATION ALTERNATIVE SOURCES OF INFORMATION

?
Diabetics are more receptive to advice and Most diabetics, in particular those newly Useful as it is, Internet is questioned by
information from their immdediate circles diagnosed patients often fail to comply with physicians and patients as to the trust-
(family member and friends). The companion- their treatment plans consistently because: worthiness and reliability of information
ship fosters an optimistic attitude toward disseminated. The decentralization of
• They are intimidated by piled-up medical visits,
their situations and encourage the compliance with / overwhelmed by complex medication schedules, and have a information has also resulted in the issue
commitment to their treatment plans. Aware of this, difficult time constantly tracking and monitoring their own of findability.
healthcare professionals have started collaborating with body conditions. And the relationship between actions and
patients’ immediate circles for leveraging their influence in outcomes is difficult to see.
order to persuade and motivate patients’ compliance with They are unaware of the insidious nature of complications and
their treatment plans. deny their conditions without seeing any visible symptom.

ODIC INT EQUENT IN


F PERI ER F FR TE
O AC S O RA
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Emerging

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Healthcare Family/Friends Diabetics


Professionals

Healthcare professionals remain an important source of information to diabetics when it


comes to authority, credibility, and efficiency. However, they (in particular physicians) are not Traditional Media
always able to have in-depth interactions with their patients due to time constraint resulted
from crammed daily work schedule. DTC advertisements tend to exaggerate
benefits while circumvent risks associ-
There exists a chasm in medical information (e.g. patient conditions, medications, etc) ated with the advertised drugs. This
relayed from one healthcare professional to another. This incompleteness of information is incompleteness adds to the tension
also common in physician-patient interactions because doctors tend to describe issues only between doctors and patients. DTC ads
relevant to their own specialties. also caused the unnecessary anxieties
and fears in patients caused by DTC ads.
Cultural issues (e.g. language, food, religion, taboo, etc) are another hurdle to be overcome
by healthcare professionals. They get in the way of doctor-patient communication and
constraint possibilities of a sound treatment plan.

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