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mockup world saved

World Saved

With the goal of educating children about the importance of sustainability, proper electronic waste management, and environmental preservation, while engaging them in a fun and stimulating experience, it was decided to create a mobile game for children that teaches about sustainability, electronic waste, and environmental conservation.

The representative image of the Double Diamond methodology

Methodology

The Double Diamond is a design approach that organizes the creative process into four phases: Discover, Define, Develop, and Deliver. This methodology helps ensure that the problem is well understood and that the solution is effective.

Discover

Understanding
the Problem

The journey of electronic waste begins with the production and distribution of devices from manufacturers to consumers.

Through usage, they reach the end of their lifecycle due to technological obsolescence, mechanical failures, or physical damage, leading to disposal.

 

Often, this disposal is inadequate, occurring in landfills or through incineration, resulting in the release of toxic substances and heavy metals into the environment, contaminating soil, water, and air, and posing risks to human health and ecosystems.

The lack of awareness about environmental impacts exacerbates this problem, perpetuating a cycle of unsustainable consumption. Informed consumers can make more sustainable choices by evaluating the negative consequences of their consumption decisions.

CSD Matrix

The CSD matrix is a tool used for analyzing and defining problems and solutions. It consists of three categories to be defined: Certainties, Suppositions, and Doubts. This matrix helps organize thinking and direct actions to solve problems more effectively. Based on the matrix, I usually create a list of general ideas that can be applied to possible solutions.

Certainties

In the image there are 2 post-its, the first one says: “E-waste is an important topic”. The second one says: “In schools waste is separated”.

Suppositions

In the image there are 4 post-its, the first one says: “Environmental education is not a mandatory subject in schools”. The second says: “Children with access to a smartphone or tablet often play on these devices”. The third says: “The repair of electronics tends to be expensive”. The fourth says: “People keep broken electronic equipment at home”.

Doubts

In the image there are 4 post-its, the first one says: “Do schools generally have robotics and/or computer science classes?”. The second says: “What do people do with household appliances and electronics when they break?” The third says: “Do people know about collection points for electronic waste in their cities?” The fourth says: “Are most people able to access selective waste collection?”

Solution Ideas

Na imagem há 2 post-its, o primeiro diz: “Exchange of services for electronic repairs”. O segundo diz: “Mobile game for children that teaches about sustainability, electronic waste, and environmental conservation”.
In the image there are 2 post-its, the first one says: “Turning the school into a disposal hub”. The second one says: “A website that displays electronic waste collection points in the area”.

Qualitative Research

A questionnaire was administered to 5 parents and their 6 children.

As a result, it was understood that all the children interviewed above the age of 7 usually play games on their cell phones, often have environmental education initiatives in schools, and tend to separate waste.

Most parents keep broken electronic equipment at home with the intention of repairing them in the future.

Benchmark is a process of comparing the performance, practices, or quality of products, services, or processes against recognized standards or industry leaders. Used to identify areas for improvement, benchmarking involves the collection and analysis of data to set goals and implement effective strategies. This method helps organizations achieve higher levels of efficiency and competitiveness.

MOBILE GAMES

Sort it Right!

Screenshots from Sort it Right!

Recycle Game

Recycle Game Screenshots

Idle recycles

Idle Recycles Screens

GAMIFIED EDUCATION

Duolingo

Duolingo Screenshots

Benchmark

Define

Target Audience

Children aged 7 to 14 from middle-class families who have access to a cell phone or tablet. No distinction of color or gender, and currently attending elementary school.

illustration of a boy

Brand

The visual identity was defined based on analyzed benchmarking, which inspired the logo. The versatile and colorful palette effectively communicates with the target audience, while the symbol was chosen to express sustainability.

E-waste (16).jpg
WORLD SAVED logo
design system_edited.jpg

Design System

Material Design DS is a set of guidelines, components, and tools developed by Google to create consistent, intuitive, and responsive user interfaces. It uses design principles based on paper and ink, combining classic design elements with technological innovations to offer a harmonious user experience across different devices and platforms.

Explore

Login screen
home screen
tela de cenários
game task

Wireframes

A low-fidelity prototype is an initial and simple representation of a product to quickly test concepts. For this purpose, wireframes are used, focusing on the structure and organization of elements.

Create

Final Prototype

Loading

Loading screen while the game graphics are being processed.

The high-fidelity prototype is the most accurate and detailed representation of how the interface will perform once the app is released. It simulates the final appearance and interactions, including visual elements, behaviors, and transitions, providing a realistic view of the user experience. This prototype is used to test and validate usability, ensure that all aspects of the interface align with the final design, and offer a concrete vision of the product before the final implementation.

Loading
Login screen
Login screen

Login

Login screens with email or quick access via social media, and a screen to create a new account.

Home

The initial screen shows the progress at the top, the progress bar, and items earned, as well as the scenarios and a highlight of the last scenario played.

Home
task

Task

Example of a problem to be solved by the player.

Scenarios

On the initial screen, it shows the progress at the top, the progress bar, and items earned, in addition to viewing scenarios and highlighting the last scenario played.

scenarios
The game

User Guide

Guide the user through their next actions during the learning process.

User guide
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