The 'Phabit' Growing System Only Keeps a Plant Alive If the User Exercises
Mary Van Puymbroeck — July 5, 2017 — Eco
A design student from the Royal College of Art has created a gamified plant pot that only feeds and waters a plant if its owner exercises.
Created by Jen-Hsien Chiu, the 'Phabit' growing system is connected to an app that includes a personality quiz to better understand the user's habits. Once labeled as either an Upholder, Obliger, Questioner or Rebel, the user is challenged based on the common pitfalls of habit-building each type faces. If the user keeps up good habits, this gamified plant pot will feed and water a small wildflower growing inside of it.
Chiu found that in order to motivate people to maintain good habits, they needed an incentive. According to Chiu, non-living objects were "too boring for people" and they would loose interest and die. A living creature would make people feel too guilty if they failed, whereas a plant provides the appropriate level of incentive to form a good habit.
Created by Jen-Hsien Chiu, the 'Phabit' growing system is connected to an app that includes a personality quiz to better understand the user's habits. Once labeled as either an Upholder, Obliger, Questioner or Rebel, the user is challenged based on the common pitfalls of habit-building each type faces. If the user keeps up good habits, this gamified plant pot will feed and water a small wildflower growing inside of it.
Chiu found that in order to motivate people to maintain good habits, they needed an incentive. According to Chiu, non-living objects were "too boring for people" and they would loose interest and die. A living creature would make people feel too guilty if they failed, whereas a plant provides the appropriate level of incentive to form a good habit.
Trend Themes
1. Gamified Growing Systems - Integrating game mechanics into growing systems for plants and crops can motivate better habits and lead to increased yields.
2. Personalized Habits Quiz Apps - Developing apps that personalize habit-forming challenges for users can drive engagement and boost habit formation success rates.
3. Incentivized Behavior Models - Creating behavior models that provide incentives, such as plant growth, for positive habit-forming actions can lead to more successful outcomes.
Industry Implications
1. Agriculture - Gamifying growing systems for crops and plants can lead to increased yields and more efficient farming practices.
2. Wellness and Fitness - Personalized habit-forming apps that integrate game mechanics can help individuals stay motivated and engaged in forming healthy habits.
3. Gaming and Entertainment - Incentivizing positive behaviors through game mechanics in non-traditional industries, such as plant-growing, can provide new opportunities for the gaming and entertainment industry.
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