OCUFLEX PROCESS

Discover -> Define ->Outline -> Design

Back to Project

RESEARCH

This project was a submission for the 2024 D&AD 21Grams brief. My teammate (Elizabeth Miller) and I started our research by discovering what are the causes of Myopia.


Scientists don't know the underlying causes of Myopia but our digital devices aren't helping our case.


This caused our focus to shift towards screen time and trying to get users to use their devices with intention and find exercises that help exercise users' eyes.


According to ExplodingTopics.Com


  • The average American spends 7 hours and 4 minutes looking at a screen each day.


  • Almost half (49%) of 0 to 2-year-olds interact with smartphones.


  • Gen Z averages around 9 hours of screen time per day.




01 | DISCOVER

DEFINE PROBLEM, OBJECTIVE, AND IDEA

When approaching this brief, we wanted to create a digital product because we understood it would be difficult to completely change people's habits, so we wanted to find touch points where we could intervene with consumer’s current digital habits.


Problem: In a screen-centric world, humans’ dependency on digital devices has become alarming. Younger generations are spending more time behind screens, facing a growing epidemic of myopia.


Objective: How might we develop a digital product that seamlessly integrates into users' daily screen time habits, encouraging them to perform eye muscle exercises that help combat the development of myopia?


Insight: In the digital world, eye health is ignored.

Idea: Ocuflex is an ocular health-focused screen time training app that integrates with the user’s existing digital habits to reduce excessive screen time and train the eyes to combat the accelerating negative effects of myopia.


02 | DEFINE

BUILDING IN FIGMA

My teammate, Elizabeth and I both built Ocuflex in Figma simultaneously.

04 | DESIGN

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03 | OUTLINE

USER JOURNEY, WIREFRAMES, BRANDING, PRODUCT FEATURES

After defining our project, We outlined the user journey, created low and high-fidelity wireframes, created branding, and defined product features.

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  • More Work

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Kevin Kelleher

Kelleherkp@vcu.edu

OCUFLEX PROCESS

Discover -> Define ->Outline -> Design

Back to Project

RESEARCH

This project was a submission for the 2024 D&AD 21Grams brief. My teammate (Elizabeth Miller) and I started our research by discovering the causes of Myopia.


Scientists don't know the underlying causes of Myopia but our digital devices aren't helping our case.


This caused our focus to shift towards screen time trying to get users to use their devices with intention, and finding exercises that help exercise users' eyes.


According to ExplodingTopics.Com


  • The average American spends 7 hours and 4 minutes looking at a screen daily.


  • Almost half (49%) of 0 to 2-year-olds interact with smartphones.


  • Gen Z averages around 9 hours of screen time per day.




01 | DISCOVER

DEFINE PROBLEM, OBJECTIVE, AND IDEA

When approaching this brief, we wanted to create a digital product because we understood it would difficult to completely change people's habits, so we wanted to find touch points where we could intervene with consumer’s current digital habits.


Problem: In a screen-centric world, humans’ dependency on digital devices has become alarming. Younger generations are spending more time behind screens, facing a growing epidemic of myopia.


Objective: How might we develop a digital product that seamlessly integrates into users' daily screen time habits, encouraging them to perform eye muscle exercises that help combat the development of myopia?


Insight: In the digital world, eye health is ignored.


Idea: Ocuflex is a ocular health-focused screen time training app that integrates with the user’s existing digital habits to reduce excessive screen time and train the eyes to combat the accelerating negative effects of myopia.


02 | DEFINE

BUILDING IN FIGMA

My teammate, Elizabeth and I both built Ocuflex in Figma simultaneously.

04 | DESIGN

Back to Project

03 | OUTLINE

USER JOURNEY, WIREFRAMES, BRANDING, PRODUCT FEATURES

After defining our project, We outlined the user journey, created low and high fidelity wireframes, created branding and defined product features.

  • More Work

  • You Might Like

  • More Work

  • You Might Like