The proposal takes an innovative solution to combat social isolation, e-Talk Chat brings a different way of communication based on pillars coming from the gamification concept. This improves communication in an engaged and fun way, performs periodic tests to find out how the user is doing, everything in a dynamic and relaxed way, always aiming to make people happier and decrease the chances of problems such as anxiety and depression.
The team agreed that living with social distance restrictions can increase the number of anxiety cases and lead to conditions that affect people’s mental health. With that in mind, we are trying to bring a dynamic approach to interaction, focusing on the experience of good communication in topics chosen by the user.
Some tools like Visual Studio Code, Android Studio, Insominia, Figma, Whimsical, Kotlin, Spring Boot, Swagger, Excel, JavaScript, ReactNative, Flaticon, Adobe Color, Adobe Premier and Photoshop were used to achieve that goal.
Of course there were problems such as the time for elaboration, the lack of experience and the lack of specific knowledge to access data from NASA’s database; however, it became a minor issue after a few days working on it.
The outcomes of this project were a huge gain in knowledge, the possibility to work with NASA’s database and other partners, and the usage of multidisciplinary knowledge during the development of this application.
NASA data indicate that isolation and confinement can bring about several harms, such as a decline in mood, cognition, morals and interpersonal interactions. It can also lead to sleep disorders and depression. Thus, citing some skills to combat these evils, such as communication and self-care.
BBC Brazil cites in its article that the coronavirus has dramatically increased the use of mobile messaging services for people in crisis, reaching more than a thousand conversations per day, with 70% being under 25 years old and 60% being on issues related to anxiety, twice as many normal occurrences.
Finances online: reviw for business brings statistics on how gamification and how it aggregates, saying the following “There are many gamification software offered in the market that provide platforms for progress management, achievements, competition, and collaboration…” and being able to quote two examples mentioned on the page for cases of use to improve lifestyle and health with gamification:
“Nike employed gamified feedback to drive more than 5,000,000 customers to surpass their personal fitness goals daily.”
“Aetna used gamification to successfully boost daily healthy activities by 50%, plus an average of 14-minute website engagement.”
In order to show data to the user and relate the search algorithm to create conversation sessions, we used the list of municipalities in Brazil by population to set up a temporary database, where it was possible to relate the data from covid-19 cases and extract information that will feed the app, such as total deaths in the city, number of suspected cases, number of cases cured and a regional hazard rate. Thus, alerting the user of the state of your municipality and to point users in the chat that are in the most affected regions and therefore they will have a priority on the waiting list to find a conversation, if there is one.
Gamification statistics available in: https://financesonline.com/gamification-statistics/
“Coronavírus: o impacto da doença na saúde mental de adolescentes e jovens” available in: https://www.bbc.com/portuguese/geral-52157980
An Astronaut’s Tips For Living in Space – Or Anywhere available in: https://www.nasa.gov/feature/an-astronaut-s-tips-for-living-in-space-or-anywhere
Isolation/Confinement available in: https://www.nasa.gov/hrp/bodyinspace
Coronavirus resource center available in: https://coronavirus.jhu.edu/map.html
available in: https://pt.wikipedia.org/wiki/Lista_de_munic%C3%ADpios_do_Brasil_por_popula%C3%A7%C3%A3o