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ISBN 978-602-95532-9-1

NomNom, Mobile App


about Digestive Health for Children
R.C.R.W. Putri Cyntia
Art & Design Faculty Art & Design Faculty
Multimedia Nusantara University Multimedia Nusantara University
Tangerang, Indonesia Tangerang, Indonesia
ratna.cahaya@umn.ac.id

AbstractFoods consumed by children without parental ability to learn languages, understand symbols, categorize
supervision are not always healthy, which can cause to disease objects and understand arrangements based on the order [4].
especially digestive diseases. Children should have knowledge The abilities of children at this stage used to inform the
about what is happening in their digestive and reaction after healthy food to avoid digestive diseases.
consuming food, so that they can avoid consuming bad food for
their health. The medium used to convey it through games and Considered media used to this purpose is interactive
activities is a mobile application app called NomNom. Research edutainment app, because it able to present a more varied
conducted through field and references studies about children interactivity compared to other media. The selected platform
favorite character and similar mobile apps. The character and for this app is the most widely used for their parent gadgets,
design in accordance with a simple yet attract the childrens because not all children have their own gadgets. Preliminary
attention. research showed that 58 of 94 (61.7%) parents give access to
Android platform gadget. The research focuses to children age
Keywords; mobile, app, digestive, children, edutainment 6 9 years, because they expected to grasp knowledge about
food consequences to their body.
I. INTRODUCTION
One of the common diseases among children in Indonesia II. CHILDREN AND INTERACTIVE MEDIA
is diarrhea [1], as said by Aritonang and Johannes Ridwan, a Interactive edutainment mobile app with Android platform
doctor in Bethsaida Hospital in an interview on February 28th, designed in this research called NomNom. According Heinich
2015. Preliminary research conducted through questionnaires as quoted by Riyana, this kind of interactivity app is a medium
to 51 parents of Ehipassiko Elementary School in Tangerang, that uses a wide variety of objects as an intermediary to
showed that other common diseases are sore throat (72.5%), deliver information to user and requires user involvement in
nausea and vomiting (60%), toothache (47.1%), and food the media. [5]. User involvement is the most important thing
poisoning (23.5%). All these types of disease associated with to consider in this media design, because children have a
digestive organs. It happened because children in school age tendency to explore and self-study their knowledge. Susilana
have their own pocket money, but they do not really & Riyana claimed that this kind of medium has ability to
understand about what happened in their body if they consume support learning process for children as long as it can carry
unhealthy food. Ridwan suggested that children supposed to appropriate messages that contained learning materials [5].
have basic knowledge about their body metabolism, so they
understand the consequence of food consuming. Some elements that should consider in designing
interactive mobile application are flow and character. For the
Introduction of healthy food for children can be done first element, Castillo & Novak explained that flow is the
through the right media for their stage of cognitive movement of the game that can be leveling, which determines
development. Adib Setiawan, a psychologist who is a member interaction mechanism between the device and the player
of YPPI (Yayasan Praktik Psikolog Indonesia), said that (user) [6]. The flow that used in this design is linear type with
school age children prefer games, visuals, stories, awards, alternate flow in the whole game to avoid player boredom.
rather than formal learning activies. They love exploration Second element explained by Ibister [7], there are four
activity, as claimed by Plaisant [2], that children do not like to principles of character design; visceral feedback, cognitive
get ruled comments as in textbook or exam, they prefer to immersion, social affordance and fantasy affordance. Visceral
explore character and environment. At this age stage, children feedback makes player feels that his own body is the
are interested in their body, including the organs and other characters body. Cognitive immersion makes player feels that
parts that are visible, due to their experience in interacting his level of cognition is similar to the character, which can be
with other children [3]. They develop their systematically implemented by characters gestures and voices. Social

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affordance makes player feels that his social background is These characters was chosen based on its popularity and
similar to the character. Fantasy affordance makes player can quantity shown on television when the research conducted,
experience the fantasy that experienced by the characters. such as Boboiboy, Frozen, Upin Ipin, Doraemon, and Naruto.
These forth principles will support character ability to This analysis was preceded by identified a main character
facilitate player interaction and immersion in the media. from five favorite character among 110 children with the
targeted age in Ehipassiko Elementary School in Tangerang
A combination of visuals, texts, images, sounds, and with the results showed in the following table.
animations allowed player to manipulate the game that
generate interactivity [8]. Children will explore by see the
visuals, touch the gadgets screen, and hear the audio in their
interactivity with NomNom. In order to achieve this
interactivity, Benyons four principles of interactivity [9] will
be applied to NomNom design.
Accessibility: Everyone, without exception, should be
able to use the design. The ability of children to
understand the icons and use interactive media are
different, however NomNoms should be accommodated
those differences, it should be able to use by children
with the targeted age.
Usability: The design should be easy to use and
flexible. Factors that considered in order achieving the
principles of usability are the user, the activities to be
carried out, and the device used by the user. Research
should observed and evaluate how children use similar
applications to produce an optimal usability for
NomNom.
Acceptability: Reaching acceptability in NomNom is the
most challenging accomplishment, because the context
of its use is variably. However, it should be accepted
voluntarily by children with the targeted age through
Fig. 1. Boboiboy, Doraemon, Upin Ipin (left to right, above) and Spongebob,
non-patronizingly, non-distractingly and economically Naruto, Frozen (left to right, below)
design.
Engagement: Player feels satisfied and happy after The result showed that most of the children who became
interacting with the media. Interest, enjoyment and respondents chose character based on fantasy story (70.1%),
satisfaction in media interactivity support immersion such as Boboboy who has superpowers and ability to separate
and flow with the game, so player voluntarily repeat the in three, Elsa who has magical ability to create ice and snow,
game more than one times and get the attached Doraemon who come from future and Spongebob who is a
information about healthy food for their digestive better. sponge live in underwater world. Most of respondents
preferred characters in 2D (50.8%) with a highlight but not
NomNom should consider the design principles in its detailed (50.8%) and shaded (100%). Moreover, the most
media visualization to support the interactivity and preferred characters have a body size ratio 1:2 (44.4%), with
information optimality, such as balance, rhythm, emphasis, the head size as a benchmark.
unity and Gestalt theory (closure, similarity, proximity and
continuity). The layout principles should be considered in The data from the research underlined the characters
elements structuring in the media screen to make it artistically development for NomNom. The designed characters have 1:2
accepted and facilitate the information delivery clearly. These head to body comparison, two dimensions shape with shading
principles mainly used in GUI (Graphical User Interface), and undetailed highlight, so that it has a three dimensions
because what shown on the screen layout is the only tool to impression. Characters used to support content about food
make interaction with the media. Player as the user should be consequences to childrens body through the app are two
able easily to use it to manipulate the system and avoid player opposed characters that represent the good bacteria and bad
discouragement [10]. Therefore, the GUI design should be bacteria. The result of the characters development are shown
consistent, forgiving, simple, understandable and on the below image.
compatibility between input and output. Those two characters are fantasy figures that have arbitrary
role, named Lacto and Bacil as expressed in a short motion
III. CHARACTER DEVELOPMENT graphics at the beginning of the game; however, it was not
Since character is an important tool for interactive mentioned again throughout the game. The opening motion
edutainment mobile app, NomNom design preceded by graphics intended that the children know that the green
analyzing popular characters from animations and games. character with purple cloth is Lacto, who represent the good
bacteria (protagonist) that exist in human body, meanwhile the

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ISBN 978-602-95532-9-1

purple character with green cloth is Bacil, representing the bad Pencernaan menu will link to games that contained
bacteria (antagonist) from food consuming. The shapes of information about human digestive processes. Before the
those two characters based on bacillus bacteria shape with game starts, children should to choose one of the four healthy
anthropomorphic principle applied, so the bacterium can show foods such as fried chicken, vegetables, rice and fruit.
human traits. Lacto traits are safe, energetic, and healthy, Children can click, drag and rub the screen to communicate
while Bacil traits are naughty and mysterious. with the games that give simulation of the digestive processes
that occurred from chew food in the mouth until secretion.
Children can play the game sequentially or freely choose any
of it by return to the home menu.

TABLE I. COMPARISON OF SIMILAR APPS


Listen to My The Human
Kategori Science Heroes
Body Body
Mangosense
Developer Yogome, inc. Tinybop inc.
pvt. Ltd
Background Home
Sains/robot Childrens body
Theme environment
Story, puzzle, Story, object
Content word search, dictionary, Game
memory game video
Fig. 2. NomNom Character, Lakto (left) and Bacil (right) Start with the
video than
Both Lacto and Bacil have body proportion 1:2, with the games, which Start with some
size of their head as large as their body and have bright colors, Stories and are consist of 3 choices of visual
which are still visible in the background application. The games separated levels in every customization,
in two sub parts. stage. Object in level
characters expression displayed by a half-circular upward Content flow
Games consist the visual complexity,
curve mouth when they feel excited, but Bacils eyebrows also of 1 stage dictionary preferable body
curve upward in his excited expression. Meanwhile, when the without leveling unlocked system, than
characters feel sad, the expression displayed with lip curves gradually after start to play
finishing every
downward, while the shape of their eyebrows remain stage
unchanged. These character expressions show feedback for Player can
players action result whether they win or lose. SFX on buttons No
choose animatic SFX audio and
button or button animatic buttons
with SFX audio
IV. NOMNOM DEVELOPMENT Illustrated story Comic story
using using
There are some interactive edutainment mobile apps about Story content
transitional transitional
No story
digestive health for children in app market both App Store and pages pages
Play Store, but they have different goal and strategy. Play No play On the game No play
Reference study conducted to learn flow and how their instruction instruction opening instruction
3 level every
strategy to deliver information among three selected apps Leveling No leveling
stage
No leveling
(Table 1); Listen to My Body, Science Heroes Digestive Congratulation
System and The Human Body. Reward Stars No reward
text
Inconsistent, Consistent,
Based on the results of the data collection and references Consistent in
Layout illustration divided into 3
every pages
study, known that most apps give much information in app bigger then text columns
and represent in visually attractive to children in simple way. Repeatedly beat
Background Continuously No background
in every
It will ease children to understand abstract concept about sound beat
different level
sound
digestive object and process since they do not have any
knowledge yet about what happen in their body. The
information represented in interactive games or activities, so On the Kegiatan menu, player can access information
the communication happens in two-way. interactively about the body reaction if players choose to
consume by click good or unhealthy foods. It also contains
The strategy that NomNom adopted to represent a lot of information how to avoid or cope with uncomfortable
information in the app which still can be understood easily by conditions after consuming food that is not good for body. As
children is categorize the contents into four main part; about an example, in the sub menu Sakit Gigi (toothache), there will
digestive organs, systems, food nutrition and digestive be some good and unhealthy food choices and it will link to
diseases. Information about the human digestive organs animation that shows teeth reaction after eating and how to
contained in the Fakta menu, system and human digestive prevent it.
process in the Pencernaan menu, human digestive disease and
food nutrition contents in the Aktivitas menu. The overall Meanwhile, the Fakta menu contains some information
NomNom contents summarize in interactivity wireframe as various information about digestive organs, such as how much
seen on below diagram. water we need for the body metabolism process, ideal number
of teeth to process the food, average weight of the human

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ISBN 978-602-95532-9-1

heart, and other information about metabolism organs. The


information represent by short text with simple animation
without any interaction. These pages together with game
activity are useful to support delivering knowledge about food
consequences to children body.

Fig. 4. Home Menu

To help children understand the information better, the


game pages layout shown in human organ shapes, which
looked like it placed in the human body. The organs glow to
indicate that each organ is clickable. Every click on the organ
part will linked to different game. There are Home and Close
buttons in every game page, so player can use it to go back to
previous menu. Players can manipulate the screen on the game
page by tap and drag to interact with the game. After finishing
the game, the application system will provide information
about their status, whether they win by or lose as feedback.

Fig. 3. NomNom Wireframe

V. APP VISUALIZATION
The three apps that became the subject of study underlie
NomNom design development. The visual display of the app
should have consistency to facilitate the players to learn how
the app works, especially for the first user. This consistency
represented in the layout, symbols, typeface setting. Some
universal symbol will facilitate the players to recognize the
function, such as buttons for next, back, play, pause and home
command. The selected colors should also be considered in
order to keep it simple and do not hurt players eyes; however,
it still varied to avoid boredom. The typeface types that used
in the app are not too varied, medium sized and applied the
principle of legibility and readability. Audio application is also
important to build expected atmosphere by implementing the
background sound and sound effect to add dynamism to the
interaction.
The NomNom prototype is 240 x 432 pixels in 72 DPI.
Layout for Home and other pages use center alignment so that
the objects evenly aligned, meanwhile columns and lines
regulated by modular grid. Buttons placed on the front layer
and highlighted to give contrast to background and give a
sense that it can be pressed like a physical button. There are 7
different games in the app with a consistent layout, but the
background colors are variably to help player to distinguish Fig. 5. NomNom Pages
the type of game and navigate the page position they currently
access. The background colors chosen by considering kind of
colors that can attract children attention and contrasting yet
harmonious with the characters.

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VI. CONCLUSION [2] B. Shneiderman, C. Plaisant, M. Cohen and S. Jacobs, Designing the
user interface. Boston: Pearson, 2010, pp. 52
NomNom as an interactive edutainment mobile app can [3] E. Hurlock, Child Development. New Delhi: Tata McGraw-Hill, 1997,
help children to understand about their digestive system and pp. 424-426.
the fact that any food that goes into their body will give [4] F. Monk, A. Knoers and S. Haditono, Psikologi perkembangan :
reaction. This will make them understand that they should pengantar dalam berbagai bagiannya. Yogyakarta: Gadjah Mada
carefully choose what they consume and avoid unhealthy food University Press, 2015, pp. 345-355.
such as greasy, sweet, or dirty food. The information [5] R. Susilana and C. Riyana, Media pembelajaran. Bandung: CV Wacana
organization in the media should be simple but has many Prima, 2009, pp. 14-22.
contents and delivered gradually through games, activities, or [6] T. Castillo and J. Novak, Game development essentials. New York:
Delmar, 2008, pp. 92-96.
animated information. The use of characters can help the
player to enjoy the application, so that they voluntary keep on [7] K. Isbister, Better game characters by design. Amsterdam:
Elsevier/Morgan Kaufmann, 2006.
interact or using it more than once. The applied design is
[8] L. Graham, The principles of interactive design. Albany, NY: Delmar
consistent, simple, dynamic, yet still looked varied. Publishers, 1999, pp. 2-4.
[9] D. Benyon, P. Turner and S. Turner, Designing interactive systems.
REFERENCES Harlow, England: Addison-Wesley, 2005, pp. 52-62.
[1] A. Aritonang, Jutaan kematian anak dapat dicegah, Kompas, para. 1, [10] [9]W. Galitz, The essential guide to user interface design. Indianapolis,
November 11, 2012. [Online]. Available: http://www.kompas.com. IN: Wiley Pub., 2007, p. 5.
[Accessed March 1, 2015]

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