Microsoft Design Expo 2020
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We Care
More Than Sugar.

Meet SweetPaw — An AR solution for people living with diabetes.

watch the demo video

Try an easier and happier life
with your virtual companion.

Get rid of the frustrating sugar-craving and feel being cared and supported — You deserve to be loved

craving Tackling

Take a bite.
See magic alive.

Reduce craving more effectively and entertainingly by visualizing effective therapy to vivid AR experience.

Efficacy-guaranteed therapy is enhanced by AR.
Imaginal retraining therapy is proved to be effective to reduce craving in a 384-people experiment. We help decrease the challenge of imagining positive experience while eating by visualizing it using AR.
Different food triggers different scenes.
Unlock different scenes when you eat different food. Rewire your trigger of happiness from desiring for sugar to wanting for healthy choices.
Carefully-designed surprises encourage users to discover and maintain healthy diets.
Additional interactions are triggered by ingredients, food colors and more. Surprises are designed every time users revisit the scene.
learn more about the therapy
craving tackling

Urgent desire.
Softly cared.

We understand that you may get attracted by sugar sometimes, that is why we provides an urgent brake. When a high-sugar food is detected, your virtual companion will show up and persuade you from eating them. The way of persuasions can also be customized based on users' preference and their health condition.

Learn more
support offering

Virtual friend.
Real Companion.

Support for people living with diabetes could be a cure for them to get back to a healthy and happy life. Your virtual companion will help track glucose level for you, exercise with you, shop with you, and be your friend who knows you better. In all, SweetPaw offers a soft care to help rebuild a healthy lifestyle for diabetes patients.

Our Design Process

The design is based on monthly research and true stories that we heard from people living with diabetes. Check the detailed process below.
1
status quo

Tremendous people in US suffer from diabetes.

"34.2 million people in the US have diabetes. That’s about 1 in every 10 people. 88 million adults — more than 1 in 3 — have pre-diabetes"

—— CDC Report, 2020

A significant increase of diabetes cases among youth shall also be awared.

Diabetes patients have higher risks being troubled by mental health issues, which also affected the illness in a negative way.

the problem

Diabetes patients fail to comply the exercises and diet regulations they need.

2
findings from user research

We got 53 responses from the survey and conducted 6 interviews of diabetes patients during research.

#1 People fail to comply good healthy diets due to the craving for sugar.

In the survey, we noticed that "limited food choices" challenges patients' daily lives and also causes stress. So we dug deeper into what it meant when it came to "limited food choices" in interview. We realized that, what people are truly troubled is "limited sugar". The craving for sugar bothers them a lot.

"When I feel depressed, I am constantly craving for cookies to comfort myself, but I would beat myself up after eating them."

— One of the interviewee with major depression

#2 Lack of support worsens the situation

The support from family and friends functions as a regulator to the craving behavior. Living with diabetes became easier with the support from family members and friends from our observation in interviews, yet many lack the support they need hence has worsened the situation.

"Sometimes I just need someone to tell me that they understand and care. Fighting diabetes for me has been a lonely journey."
— One of our interviewee
3
design solution

A solution to help patient break the craving loop with soft care.

Approaches to tackle craving

Imaginal retraining therapy as a long-term way to eliminate craving. Urgent brake as an emergent solution.

A friend to offer support

Your customized friend — Paw — will support you to build a healthy lifestyle with you.

tech stack
4
next steps
1
The estimate

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2
Your requirements

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3
Fine-tuning

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4
Product launch!

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Our team

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Meet KKPK Team

Our team has lots of talent.
Wei Kang
AR UX Designer
soft good designer

"climb the wave and dive deep."
Wei Kang is an AR UX designer and wearable technologist who combines soft goods and immersive experience. Using augmented reality as our "second" skin or avatar, Wei likes setting up emotional bonding based on storytelling to give users a beyond vision experience. In this team, Wei focuses on user research,  AR UX design, and art direction.

Fanyi Pan
Experience Designer
Architecture Designer

Fanyi is a multidisciplinary designer who was trained as an architectural designer at Syracuse University(2017). She is currently pursuing her Master's Degree in Interactive Telecommunication Program (ITP) at New York University, trying to break the boundaries between the physical and digital world. Her work ranges from practical and speculative architectural design, experience design, product design, and interactive installation.
In this team, Fanyi focused in preliminary research, user research, design solutions and AR experience design.

Rebecca Zhou
Creative technologist
Psychology-backed designer

Rebecca Zhou is a psychology-background creative with solid design and technical experience. She is good at organically converting cutting-edge scientific researches into creative design solutions. Previously, she worked as a creative technologist and UX designer in Alibaba.Inc and Lenovo Research. In this team, Rebecca focuses on preliminary research, user research, creative design solution and AR scene design.

Youngkun Li
Game Developer
Software Engineer

Youngkun Li is a game developer and creative software engineer with rich experience in game design and interactive coding. Before long he focused on building IOT systems that helped explore people's happiness in real life by connecting them together. Currently he contributes to combining art and engineering skills together to bring aesthetic experience to people, including but not limited to games and physical installations.