Eco Friend
Overview
What is Carbon Footprint?
The amount of greenhouse gasses released into the atmosphere caused by human activities. The greenhouse gasses trap heat in the atmosphere, which accelerates the heating of the globe. I wanted to explore the environmental impact of our carbon footprint on climate change and how we can offset our individual carbon footprint. I wanted to raise awareness on this topic through an app prototype.
Problem Space
How can gamification and the use of "living" animals be used to engage user's to take positive actions towards climate change and experience their carbon footprint?
Solution
My solution to this problem was to design an interactive app with the following objectives:
Use gamification and tamagotchi game elements (ex. Duo Lingo, PokemonGo etc.)
See how user's react to climate change when they have the responsibility of taking care of a "living" creature
Research
For my research I looked at existing successful gamified apps such as Duo Lingo and Pokemon Go and decided I would center my research creation around that. Having a virtual pet/Tamagotchi creates an emotional attachment between the user and objects. User's are also more likely to keep using an app if they know that a life is in their responsibility. Gamification adds a motivational and competitive element, gives the user control and a feeling of achievement.
Eco Friend App
Concept
The main concept of this app is to help people offset their carbon footprint by taking care of a cute pet
I wanted to include:
Points after completing a task that helps offset your carbon footprint
A streak system to encourage user's to take care of their pet
Have a leaderboard to see friends and other user's points
Moodboard
Wireframe Sketches
User Survey
How would you describe your experience with this app?
Would this app make you want to use it? Why or why not?
What do you think could be improved?
What do you think of the overall design of the app?
Methodology
Final Prototype
Final Iteration
Qualitative Method
I presented my app prototype to 5 people and asked them some questions on their user experience and gathered qualitative research with short and long answer's from the participants
Feedback
"Add weekly stats (ex "you've reduced your plastic waste by 15%")"
"Add a feature to buy accessories and clothes with points"
"You should have the new pet mourn over dead pet"