Samsa

A smart wearable system designed to track symptoms and triggers for individuals experiencing panic and anxiety attacks, while incorporating gamification techniques to assist in calming them during episodes.

TED University

Interaction

UX

UI

IF Design Student Award Shortlist

Context

Anxiety disorders are among the most common mental health conditions, affecting over 284 million people worldwide.

Symptoms consist of racing thoughts, restlessness, difficulty concentrating, muscle tension, rapid heartbeat, and sleep disturbances.

Many people with public anxiety avoid crowded places, social gatherings, or speaking situations, which can impact their education, career, and relationships.
Many people with public anxiety avoid crowded places, social gatherings, or speaking situations, which can impact their education, career, and relationships.
Many people with public anxiety avoid crowded places, social gatherings, or speaking situations, which can impact their education, career, and relationships.

Can smart wearable technologies support people with anxiety during these vulnerable moments?

Can smart wearable technologies support people with anxiety during these vulnerable moments?

Can smart wearable technologies support people with anxiety during these vulnerable moments?

Details

Samsa consists of 2 physical products and an app.

One half collects data from the user using heart rate and blood oxygen meters combined with EDA sensors measuring galvanic skin response.

The other half acts as a fidget toy, only activated when there's a potential attack detected by the collector.

"Carrying comfort objects can provide reassurance in overwhelming environments."

"Carrying comfort objects can provide reassurance in overwhelming environments."

"Carrying comfort objects can provide reassurance in overwhelming environments."

Gamification shifts attention away from distressing thoughts and bodily sensations, reducing the intensity of anxiety, preventing spiraling negative thoughts.

Testing out the user flow of using the fidget toy.

Testing out the user flow of using the fidget toy.

Testing out the user flow of using the fidget toy.

A digital diary designed to foster self-reflection and reconnection, counteracting the avoidance tendencies often associated with anxiety.

A digital diary designed to foster self-reflection and reconnection, counteracting the avoidance tendencies often associated with anxiety.

A digital diary designed to foster self-reflection and reconnection, counteracting the avoidance tendencies often associated with anxiety.