On the main dashboard, children can access each part of the app by just clicking on each sector. This real world represents his neighbourhood, with his school, the park, and his house.
For example, if the kid clicks on the school, she has access to his pet's liveliness during the day. He can add his own activity (at school or somewhere else) to compare it to his pet's. Educational messages pop up to help her understand how to take good care of him.
Clicking on the park leads the child to a map where a tracking of his pet creates an influence zone that teaches him how animals territories work.
He can add his friend's pet territory (yep, even if it's a rabbit) to understand that if an animal goes over it, it will become its territory.
He can contact his friends through this option to organize walks, or he can dual them to earn back his pet's territory.
The tracking (on the house) just informs him where the pet goes during the day. It can help in case of a runaway, or parents can use it to track their kid if they let him walk the pet alone.
OUR ANSWER
An ecosystem divided in two elements : a collar and an app.
The first element is a sensor-embedded collar which contains a GPS, a 3G chip to send data
and an accelerometer.
The collar communicates with the second element : the Kid'n Pet application thanks to it's 3G chip. The datas are made understandable for kids so they can understand their pet's rhythm.
ANALYSIS
Nowadays kids want pets because they are cute, fluffy, and cuddly. Truth is once they have one, their parents have to look after it.
In fact, kids don’t take care of their pet because they simply can’t! They tend to think of it as a plush-toy and don’t understand that love and cuddles are not enough. They have to go outside, run, do their business, eat and sleep - they have their own rhythm.
Caring about your pet, is to care about its needs.
PROBLEMATIC
How could we, thanks to the familial tablet, help a kid to understand and learn how to be involved in the caring of the house pet ?
Context : A 4 months project, in order to experiment all the methodological steps of creating a project. A teamwork project.
Subject : An outdoor smart device.
Problematic : How can we, thanks to the familial tablet, help a kid to understand and learn how to be involved in the caring of the house pet ?