We connect humans.

The digital transformation of society is starting to get a hold in the social sector. We are augmenting child- and youth welfare and care with a digital interface between caregivers and clients.
New pedagogic options, better research.

State of Affairs 2020

The Statistische Bundesamt states1 that there is a rising amount of pedagogues, which accompany children and young adults up to the age of 27 both ambulant and stationary. Likewise, the Statistische Bundesamt reports2 that there are 37.000 facilities for child- and youth services. They employ 253.017 pedagogues and have a capacity of 309.358 clients.

Both ambulant and stationary care put caregivers under a lot of stress. This is worsened by cumbersome administration processes using software that is feature-driven, not user-centered4. Especially analogous processes related to clients reveal bottlenecks, a 2012 study revealed. It investigated the topic of stress and workload on youth work professionals. The study is a summary and analysis of numerous interviews that were conducted with said professionals. A recurring theme was found.

„Too much bureaucracy hinders good work.“

Distribution of qualified personnel by sector

Abb 1. Pedagogic support for people below the age of 27 in 20183

1 2018 erstmals über 1 Million erzieherische Hilfen für junge Menschen
2 Einrichtungen und tätige Personen (ohne Tageseinrichtungen für Kinder)
3 Verfahren zur Kindeswohlgefährdung 2018
4 Poulsen, I. (2012): Stress und Belastung bei Fachkräften der Jugendhilfe. Ein Beitrag zur Burnoutprävention: S. 51f. Springer VS

Featureset-Distribution of existing solutions by category

Abb 2. Featureset-Distribution of existing solutions by category (own representation)

Poulsens study also concludes that a lot of youth work professionals are unsatisfied with the existing tools provided for child- and youth service facilities. A lot of software solutions regarding such facilities were derived from retirement homes or care retirement homes. The software solutions are not state of the art. Technical capabilities, design and user-interfaces lack a user-centered approach. However, the even bigger problem is: they are designed for the adiminstration & management. No solution actually tries to improve or extend the stabilization process and caregiver-client relationship.

Development is feature-driven, not user-centered.

What is Gamification?

"Gamification refers to the use of game elements in areas of activity outside games.." - Deterding et. al (translated) 1

This general definition is often expanded to include the desired triggering of a flow experience. A flow experience occurs when the relationship between skill and challenge is perfectly balanced. Here the cooperation of the recipient is very important. At its core, the main concepts of gamification are the definition of clear goals, milestones and rules. This can be adapted precisely to the processes within a care-setting, as these follow the same basic idea. Further important points of a gamification concept are information transparency, i.e. a precise explanation of the reasons for success and failure. The set challenges are constantly adjusted (in our concept by caregivers and clients) and through (real-time) feedback, progress is available at any time. Our concept incorporates this mechanic in both directions.