Digital Behavior Modification System Using Intermediary Characters

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Solution Overview

Problem

Parents face challenges in modern times due to increased alienation from children, outdated methods for using third-party characters to encourage good behavior, and retailers' difficulty in accessing real-time data on children's preferences for toys and gifts, leading to ineffective behavior modification and sales strategies.

Innovation Solution

A system and method utilizing a mobile app that allows parents to monitor and modify their child's behavior through interaction with a fictitious character, providing a scoring system and reward options, while also collecting data for retailers on children's wish lists, using a global communication network to connect parent and child devices with a system server.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional third-party characters (Santa Claus, Easter Bunny) are used to encourage good behavior, then children's behavior can be improved, but these methods have not kept pace with modern technology and fail to engage children in the digital age

Engineering Contradiction:
Improveeffectiveness of behavior modificationVSAvoidadaptability to modern digital environment
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent replaces traditional mechanical/physical methods of behavior modification (physical toys, handwritten lists, in-person interactions with fictional characters) with a digital electronic system. Children interact with fictional characters through electronic devices (tablets, smartphones, computers), and the system uses digital scoring, electronic wish lists, and automated communication to maintain behavioral encouragement in the modern digital age.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system dynamically adapts to modern communication channels and interaction methods. Instead of static traditional methods, the system provides real-time digital feedback, allows children to interact with fictional characters through their preferred digital devices, and continuously updates based on child behavior data collected through the electronic platform.

Inventive Principle:
Principle #15Dynamics

2Reliability

If parents attempt more discipline to address bad behavior, then behavior control may be improved, but this further alienates the child from the parent

Engineering Contradiction:
Improvebehavior controlVSAvoidparent-child alienation
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The patent introduces a fictional third-party character as an intermediary between parent and child for behavior modification. The fictional character (Santa Claus, Easter Bunny, Tooth Fairy) delivers parental messages and feedback to the child, and collects wish lists and behavior data from the child. This intermediary approach maintains behavioral control while preserving parent-child relationships by avoiding direct confrontational discipline.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

Instead of the parent directly disciplining the child, the system inverts the communication flow by having the fictional character communicate parental expectations and feedback to the child. The parent sets guidelines and receives reports through the fictional character interface, transforming direct parent-child discipline into indirect communication through an engaging third-party figure.

Inventive Principle:
Principle #13The other way round (Inversion)

3Loss of information

If retailers want to access real-time data on children's preferences for toys and gifts, then sales strategies can be improved, but traditional methods lack comprehensive data collection capabilities

Engineering Contradiction:
Improveaccess to children's preference dataVSAvoiddata collection system complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The electronic system performs multiple functions within a single integrated platform: it encourages good behavior through fictional characters, collects comprehensive child preference data (wish lists, toy preferences, gift ideas), communicates between parents and children, and provides this data to retailers. This multi-functional system eliminates the need for separate data collection methods while capturing extensive information about children's preferences.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system continuously collects feedback from children through interactions with fictional characters, including wish list updates, preference selections, and behavior reports. This ongoing feedback loop provides retailers with real-time data on children's evolving preferences, allowing for dynamic adjustment of sales strategies and inventory management based on current child demand.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9011155B2Method and system for behavior modification and sales promotion
Publication Date: 2015.04.21 SKELTON JOAN M
  • US9011155B2 patent drawing
  • US9011155B2 patent drawing
  • US9011155B2 patent drawing

AI summary

A system for behavior modification and sales promotion includes a child computer device having a computer application stored thereon in a non-transitory computer readable memory. The computer application of the child computer device includes a graphical user interface allowing for a child to interact with a fictitious character. A parent computer device is provided having a computer application stored thereon in a non-transitory computer readable memory, the computer application of the parent computer device including a graphical user interface allowing a parent to control the fictitious character with which the child interacts on the child computer device. The system also includes a system server. The parent computer device, the child computer device and system server are connected by a global communication network.