Gambling tracking with ‘Com-it’.

The design.

‘Com-it’ was a 13-week university project that delved into the intricate world of gambling addiction. Our mission? To craft a comprehensive solution through rigorous research and creativity. We embarked on qualitative and quantitative exploration, conducting contextual studies, crunching data, and engaging in insightful interviews with a diverse array of stakeholders - from gamblers to concerned family members, establishment owners, and even members of the gambling help center. Our iterative process involved over 13 in-depth interviews during the 'wonder' stage, followed by rigorous testing with 30+ users.

The design team: Eden.G, Harrison. K, and Miguel.T. My primary role in the team was research, report writing, and UI design.

Family view - allowing the family to add or subtract money.

Wearable display - monitoring time spent and amount gambled 

Com-it revolves around two primary personas: the gambler and the concerned family member. Its core purpose is to empower users with the tools to oversee gambling habits and expenses effectively. With full access to consensual comprehensive gambling data, family members can establish agreed-upon spending limits. Meanwhile, gamblers themselves can effortlessly track their spending and gaming time, whether it's through a wearable device or their mobile phone.

This approach serves as a 'reality check' for gamblers, a contrast to the strategy employed by gambling establishments to keep users engrossed and spending. By fostering a connection to family, Com-it offers a gentle reminder of other life commitments.

Phone view - connecting to wearable and setting spending goals

Our project entailed extensive research that unveiled the cunning strategies employed to keep gamblers glued to their seats. From the absence of natural light and complimentary food and beverages to the allowance of smoking, we discovered how these factors contributed to the enticement. Users even admitted that they'd turn to gambling to avoid the cold when wanting a cigarette.

Back then, viable government solutions to these issues were scarce. However, since the completion of our project, there have been notable improvements in addressing these challenges

The process

  • Our research approach encompassed both primary and secondary investigations. We delved into the legal landscape governing gambling and explored various institutions aiming to provide assistance. Our scrutiny extended to gambling machines themselves, considering how environmental factors influenced the duration of gambling sessions. In this phase, we conducted a total of 13 interviews, as mentioned earlier, engaging with a diverse range of stakeholders.

    The entire design process was very in-depth. The final assignment report was over 100 pages long. The final assignment was delivered on a website, but this is a link to the written version https://docs.google.com/document/d/1Q_v36QnUWQw_InPkKPms8mJfdFozMrFS/edit?usp=sharing&ouid=100972906466852046774&rtpof=true&sd=true

  • We began by organizing our research findings into an affinity diagram, which served as the foundation for our creative brainstorming session. After converging on a promising idea, we conducted a series of 30 user tests spanning three rounds of iteration. Throughout this iterative process, we enhanced the design fidelity, arriving at the polished and final layout for Com-it.

  • As part of our university assignment, we delivered a comprehensive final report spanning a substantial 15,000 words, complemented by a promotional video showcasing our product. It's worth noting that we achieved the highest score for the entire subject at that time.

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