Shift Mobile: An OSU Student
Wellness Community
Designed by Gabe Tippery & Richard Wanjema - Spring 2011
Wellness Community
Designed by Gabe Tippery & Richard Wanjema - Spring 2011
"Every Single Day we Make Thousands of Choices. What time to wake-up, what to eat, how to get from A to B. Each has a unique impact that ripples throughout time. BUT what if there was a way to shift your perspective and capitalize on all those small opportunities?
That’s what Shift is about. Small impacts that, over time, enhance the well being of a student’s life. Shift is a journey through your collegiate experience. It’s a game about living well that’s fun, easy, most of all, engaging."
Site: http://shift.osu.edu
This mobile concept was developed as an interactive .pdf and as a standard slide presentation that could be used by the client to generate interest in the project and demonstrate the possible interactions and interventions that it could facilitate within an undergraduate student's daily life. The focus was on demonstrating possible interactions and capabilities of the system that would be developed. The goal was to produce images that could be used to tell a story. With this in mind, these were intentionally created with a low-level of branding so as to not deter interest based on aesthetic choices by the design team, but with a high enough level of fidelity that the viewers could realistically envision what Shift could become.
That’s what Shift is about. Small impacts that, over time, enhance the well being of a student’s life. Shift is a journey through your collegiate experience. It’s a game about living well that’s fun, easy, most of all, engaging."
Site: http://shift.osu.edu
This mobile concept was developed as an interactive .pdf and as a standard slide presentation that could be used by the client to generate interest in the project and demonstrate the possible interactions and interventions that it could facilitate within an undergraduate student's daily life. The focus was on demonstrating possible interactions and capabilities of the system that would be developed. The goal was to produce images that could be used to tell a story. With this in mind, these were intentionally created with a low-level of branding so as to not deter interest based on aesthetic choices by the design team, but with a high enough level of fidelity that the viewers could realistically envision what Shift could become.