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