Sem A - Week 11
- Jan 15
- 1 min read
This week we refined our concept with the instructors, defined three core values - confidence, control, and ritual, and validated the idea using a simple physical clicker to simulate marking effort.
Due to the sensitivity of the topic, we tested the concept with four adult users rather than “invisible” teens. The tests showed that marking effort created immediate feelings of control and motivation, but that focusing on outcomes weakened the sense of success and risked gamification.
Conversations with a CBT expert reinforced that the tool must be part of a guided, reflective process with a meaningful adult. This led us to refine the concept into a wearable tool centered on reflection and dialogue rather than performance.



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