dc.description.abstract |
As digital lifestyles continue to dominate, sedentary behaviors, often associated
with prolonged screen time, have become a public health concern. The advent of
remote work and learning further exacerbates this issue, contributing to the
increase in musculoskeletal disorders and health complications related to physical
inactivity and ergonomics. This paper presents Waveform, an innovative
computer accessory design solution for such concerns.
Waveform integrates existing games with physical activity of the user to disrupt
periods of prolonged inactivity, thus leveraging the motivational aspects of
interactive gameplay. The device, attachable to any computer or laptop,
incorporates a camera and a LIDAR scanner to capture and translate the user's
physical movement into a gaming avatar's motion. The system is programmed to
automatically launch an integrated game after a pre-set period of inactivity. To
proceed with their tasks, users must physically move, engaging in a form of
exercise to manipulate their on-screen avatar. The game concludes once the user
achieves their movement goals, offering a unique blend of entertainment and
health. Simultaneously, the device can work as a speaker, a backlight or a web
camera for desktops.
Waveform represents a convergence of industrial design and health-conscious
innovation. Through this research, I explore its design process, functionality,
potential benefits, and implications for future design practices. By encouraging
regular, purposeful movement, Waveform seeks to transform screen time habits,
rpromote physical activity, and potentially mitigate the health risks associated
with extended screen time. |
en_US |
dc.subject |
screen time, health, activity, user, game, musculoskeletal disorders, computer, accessory, Waveform |
en_US |