Flux

Sweet Deceit. 

WHEN

Spring 2018, Capstone

ROLE

Concept, Art Direction, Motion, Design

PROJECT BRIEF

Flux is a mobile app game that uses full body gestures to power the game. The goal of Flux is to empower users to be more active without entirely changing their online behavior.

Millennials spend an average of 3-4 hours on their phones a day

America is more active, yet is still becoming more obese.

PROBLEM

Millennials need a minimum of 22 minutes of physical activity a day, but only 50% of them hit this requirement. We thought, how could we take their current behavior on devices and make it more active?

Solution 

Solution 

GOAL 01

Redefine touchscreen gestures into full body movements.

Create a tool for reflection of personal sugar intake.

GOAL 02

Create an environment that rewards and encourages physical activity.

Connect and engage with a younger audience through digestible, transportable and lively content. 

GOAL 03

Educate users on the benefits of physical activity and push their progress.

Educate on the severity of sugar towards health.

Interaction Breakdown

Interaction Breakdown

EXPERIENCE

NAVIGATION

Our UX flow aimed to create a positive cycle of playing, rewarding and educating. Through our model of an endless runner game, we created a space for continuous progression towards a user's goals.

screen-3

User Testing

Educate on the severity of sugar towards health.

We tested our game at Imagine RIT and had a wide range of users play over 8 hrs of total game play.

FLUX_ImagineRIT_13
FLUX_ImagineRIT_2

Whats next

Educate on the severity of sugar towards health.

Today our platform is mobile devices, but as technology progresses in the future, Augmented Reality will become more accessible to people. 

Want to know what I'll say later?

rileyyank[at]gmail.com

How socially awkward am I?

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