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.
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
Suppositions
Doubts
Solution Ideas
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!
Recycle Game
Idle recycles
GAMIFIED EDUCATION
Duolingo
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.
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.
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
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.
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.
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.
User Guide
Guide the user through their next actions during the learning process.