BILLY DUVALLE

®2024

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EcoPot Adventures: A Sustainability-Based Mobile Game

EcoPot Adventures: A Sustainability-Based Mobile Game

EcoPot Adventures: A Sustainability-Based Mobile Game

EcoPot Adventures: A Sustainability-Based Mobile Game

EcoPot Adventures: A Sustainability-Based Mobile Game

In response to the global focus on sustainability and the potential of technology to promote environmental responsibility, this project was focused on creating a mobile game app that teaches users about sustainability through hidden learning. The primary objective was to integrate entertainment, education, and awareness within the world of mobile gaming. This resulted in the sustainability-focused mobile game named EcoPot Adventures, which combines fun with sustainability responsibility and learning.

In response to a global focus on sustainability and the potential of technology and environmental responsibility, this report outlines the efforts taken to create a mobile game app that teaches its users about sustainability through hidden learning. The primary objective is to integrate entertainment, education, and awareness within the world of mobile gaming. To arrive at the finished design and product, the group conducted preliminary interviews to understand the target audience’s gaming and learning preferences, as well as their current knowledge about sustainability. The report details the most important outcomes of the interviews, and the analysis of the feedback. This feedback was further enriched by user testing of a low fidelity prototype of the game. The resulting game is a mix of user-centric features drawn from our participants’ thoughts and expectations.

In response to the global focus on sustainability and the potential of technology to promote environmental responsibility, this project was focused on creating a mobile game app that teaches users about sustainability through hidden learning. The primary objective was to integrate entertainment, education, and awareness within the world of mobile gaming. This resulted in the sustainability-focused mobile game named EcoPot Adventures, which combines fun with sustainability responsibility and learning.

In response to the global focus on sustainability and the potential of technology to promote environmental responsibility, this project was focused on creating a mobile game app that teaches users about sustainability through hidden learning. The primary objective was to integrate entertainment, education, and awareness within the world of mobile gaming. This resulted in the sustainability-focused mobile game named EcoPot Adventures, which combines fun with sustainability responsibility and learning.

In response to the global focus on sustainability and the potential of technology to promote environmental responsibility, this project was focused on creating a mobile game app that teaches users about sustainability through hidden learning. The primary objective was to integrate entertainment, education, and awareness within the world of mobile gaming. This resulted in the sustainability-focused mobile game named EcoPot Adventures, which combines fun with sustainability responsibility and learning.

Course

IMT4307 Introduction to Research in Serious Games and Gamification

Course

IMT4307 Introduction to Research in Serious Games and Gamification

Course

IMT4307 Introduction to Research in Serious Games and Gamification

Year

2024 Spring

Year

2024 Spring

Year

2024 Spring

keywords

Sustainability Environmental Awareness Game Design Usability Interaction Design Concept Design

keywords

Sustainability Environmental Awareness Game Design Usability Interaction Design Concept Design

keywords

Sustainability Environmental Awareness Game Design Usability Interaction Design Concept Design

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia S. Thorshaug

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia S. Thorshaug

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia S. Thorshaug

Software
Software
Software
Software
Software

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia S. Thorshaug

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia S. Thorshaug

Multiple phones displaying different pages from the game.
Multiple phones displaying different pages from the game.

Project Overview

Project Overview

The Problem

Many young adults understand the importance of sustainability but struggle to engage in sustainable behaviors due to a lack of knowledge, motivation, or difficulty in adopting new habits. There's also a gap between understanding that sustainability matters and taking action in everyday life.

The Problem

Many young adults understand the importance of sustainability but struggle to engage in sustainable behaviors due to a lack of knowledge, motivation, or difficulty in adopting new habits. There's also a gap between understanding that sustainability matters and taking action in everyday life.

Target Group

The group decided that the target audience for our sustainability app was young adults, which we have defined as those aged 20 to 35 years old. According to several research studies, young adults recognize the importance of incorporating sustainability into their lives. However, it can be challenging for younger individuals to be genuinely engaged, as it requires a behavioral change.

Target Group

The group decided that the target audience for our sustainability app was young adults, which we have defined as those aged 20 to 35 years old. According to several research studies, young adults recognize the importance of incorporating sustainability into their lives. However, it can be challenging for younger individuals to be genuinely engaged, as it requires a behavioral change.

Target Group

The group decided that the target audience for our sustainability app was young adults, which we have defined as those aged 20 to 35 years old. According to several research studies, young adults recognize the importance of incorporating sustainability into their lives. However, it can be challenging for younger individuals to be genuinely engaged, as it requires a behavioral change.

Our Solution

With our solution, we aimed to make sustainability and learning fun and engaging through our mobile gaming app, EcoPot Adventures. By aligning gaming experiences and principles with eco-friendly practices, we aimed to raise awareness of more sustainable day-to-day practices for everyday people, sparking inspiration among our users.

Our Solution

With our solution, we aimed to make sustainability and learning fun and engaging through our mobile gaming app, EcoPot Adventures. By aligning gaming experiences and principles with eco-friendly practices, we aimed to raise awareness of more sustainable day-to-day practices for everyday people, sparking inspiration among our users.

Our Solution

With our solution, we aimed to make sustainability and learning fun and engaging through our mobile gaming app, EcoPot Adventures. By aligning gaming experiences and principles with eco-friendly practices, we aimed to raise awareness of more sustainable day-to-day practices for everyday people, sparking inspiration among our users.

Project Overview

Project Overview

The Problem

Many young adults understand the importance of sustainability but struggle to engage in sustainable behaviors due to a lack of knowledge, motivation, or difficulty in adopting new habits. There's also a gap between understanding that sustainability matters and taking action in everyday life.

The Problem

Many young adults understand the importance of sustainability but struggle to engage in sustainable behaviors due to a lack of knowledge, motivation, or difficulty in adopting new habits. There's also a gap between understanding that sustainability matters and taking action in everyday life.

Process

We followed a user-centered design process, from in-depth interviews and affinity mapping to defining personas and iterating based on usability testing. Our solution combined gamification and hidden learning principles to address real user pain points around sustainable behavior. Throughout, we adhered to UX heuristics and accessibility guidelines to ensure both usability and inclusivity.

Process

We followed a user-centered design process, from in-depth interviews and affinity mapping to defining personas and iterating based on usability testing. Our solution combined gamification and hidden learning principles to address real user pain points around sustainable behavior. Throughout, we adhered to UX heuristics and accessibility guidelines to ensure both usability and inclusivity.

Affinity Mapping & Needs Analysis

The group used the Affinity Mapping method, categorizing the data into rewards, playing with others, dislikes, learning, time to play, likes with games, usage, sustainability, and UI, to identify patterns and potential solutions from the collected data.

Affinity Mapping & Needs Analysis

To gather user perspectives, we conducted interviews with 9 individuals between the ages of 22 and 31. These interviews helped identify the key themes and areas of interest, and what to focus on in terms of what our target audience was after. The group used the Affinity Mapping method categorized into: rewards, playing with others, dislikes, learning, time to play, likes with games, usage, sustainability, and UI. We then further categorized these notes. The information gathered... worked as a base for the high-fidelity prototype, as well as the personas.

Persona Development

The group created four personas that represented four different aspects within the chosen target group, which were labeled: The Busy Worker, The Relaxer, The Aware One, and The Gamer.

Persona Development

The group created four personas that represented the target group; The Busy Worker, The Relaxer, The Aware One, and The Gamer.

Prototyping & User Testing

Based on the insights, we designed a low-fidelity prototype that aimed to fulfill as many of the identified users’ needs as possible. This was followed by a set of user evaluations, during which we observed and interviewed five different potential users.

Prototyping & User Testing

Based on the insights, we designed a low-fidelity prototype that aimed to fulfill as many of the identified users’ needs as possible. This was followed by a set of user evaluations, during which we observed and interviewed five different potential users.

Functional & Non-Functional Requirements

We started defining possible functional and non-functional requirements by categorizing and prioritizing them based on research. These requirements helped establish how the mobile game's system should work.

Functional & Non-Functional Requirements

We started defining possible functional and non-functional requirements by categorizing and prioritizing them based on research. These requirements helped establish how the mobile game's system should work.

Application of UX Principles

The group ensured that EcoPot Adventures met seven of Nielsen’s Heuristics, which improved the interface's usability. Gestalt Principles were also applied during the design process, enhancing the arrangement of content within the interface and making it more comprehensible and aesthetically pleasing.

Application of UX Principles

The group ensured that EcoPot Adventures met seven of Nielsen’s Heuristics, which improved the interface's usability. Gestalt Principles were also applied during the design process, enhancing the arrangement of content within the interface and making it more comprehensible and aesthetically pleasing.

Affinity Mapping and Needs Analysis
Persona Development
Prototyping & User Testing
Functional & Non-Functional Requirements
Application of UX Principles
Affinity Mapping and Needs Analysis
Affinity Mapping and Needs Analysis
Persona Development
Persona Development
Functional & Non-Functional Requirements
Functional & Non-Functional Requirements
PROTOTYPING & USER TESTING
PROTOTYPING & USER TESTING
Applicarion of UX Principles
Applicarion of UX Principles

Process

We followed a user-centered design process, from in-depth interviews and affinity mapping to defining personas and iterating based on usability testing. Our solution combined gamification and hidden learning principles to address real user pain points around sustainable behavior. Throughout, we adhered to UX heuristics and accessibility guidelines to ensure both usability and inclusivity.

Process

We followed a user-centered design process, from in-depth interviews and affinity mapping to defining personas and iterating based on usability testing. Our solution combined gamification and hidden learning principles to address real user pain points around sustainable behavior. Throughout, we adhered to UX heuristics and accessibility guidelines to ensure both usability and inclusivity.

Persona Development
Persona Development

Read More

The group created four personas that represented four different aspects within the chosen target group, which were labeled: The Busy Worker, The Relaxer, The Aware One, and The Gamer.

Prototyping & User Testing
Prototyping & User Testing

Read More

Based on the insights, we designed a low-fidelity prototype that aimed to fulfill as many of the identified users’ needs as possible. This was followed by a set of user evaluations, during which we observed and interviewed five different potential users.

Functional & Non-Functional Requirements
Functional & Non-Functional Requirements

Read More

We started defining possible functional and non-functional requirements by categorizing and prioritizing them based on research. These requirements helped establish how the mobile game's system should work.

Application of UX Principles
Application of UX Principles

Read More

The group ensured that EcoPot Adventures met seven of Nielsen’s Heuristics, which improved the interface's usability. Gestalt Principles were also applied during the design process, enhancing the arrangement of content within the interface and making it more comprehensible and aesthetically pleasing.

Affinity Mapping and Needs Analysis
Affinity Mapping and Needs Analysis

Read More

The group used the Affinity Mapping method, categorizing the data into rewards, playing with others, dislikes, learning, time to play, likes with games, usage, sustainability, and UI, to identify patterns and potential solutions from the collected data.

The Solution

The Solution

The Solution

The primary goal of our game was to empower users to integrate sustainable practices into their day-to-day lives through an engaging and educational gaming experience. By blending entertainment and sustainability awareness, EcoPot Adventures aims to create a sense of responsibility and inspire positive actions towards sustainability. Through interactive and gamified challenges, we aimed to engage users who are not only entertained but enlightened and motivated to make more conscious choices towards a more sustainable lifestyle. The app aims to shine a light on sustainable concepts and make them accessible and enjoyable, thereby contributing to a collective effort towards a greener and more sustainable future.
The primary goal of our game was to empower users to integrate sustainable practices into their day-to-day lives through an engaging and educational gaming experience. By blending entertainment and sustainability awareness, EcoPot Adventures aims to create a sense of responsibility and inspire positive actions towards sustainability. Through interactive and gamified challenges, we aimed to engage users who are not only entertained but enlightened and motivated to make more conscious choices towards a more sustainable lifestyle. The app aims to shine a light on sustainable concepts and make them accessible and enjoyable, thereby contributing to a collective effort towards a greener and more sustainable future.
The primary goal of our game was to empower users to integrate sustainable practices into their day-to-day lives through an engaging and educational gaming experience. By blending entertainment and sustainability awareness, EcoPot Adventures aims to create a sense of responsibility and inspire positive actions towards sustainability. Through interactive and gamified challenges, we aimed to engage users who are not only entertained but enlightened and motivated to make more conscious choices towards a more sustainable lifestyle. The app aims to shine a light on sustainable concepts and make them accessible and enjoyable, thereby contributing to a collective effort towards a greener and more sustainable future.
The primary goal of our game was to empower users to integrate sustainable practices into their day-to-day lives through an engaging and educational gaming experience. By blending entertainment and sustainability awareness, EcoPot Adventures aims to create a sense of responsibility and inspire positive actions towards sustainability. Through interactive and gamified challenges, we aimed to engage users who are not only entertained but enlightened and motivated to make more conscious choices towards a more sustainable lifestyle. The app aims to shine a light on sustainable concepts and make them accessible and enjoyable, thereby contributing to a collective effort towards a greener and more sustainable future.
Core Concept

Our game builds on a foundation that the group refers to as hidden learning. By this, we mean teaching users without their active knowledge. With our take on the pet-raising simulation genre, as well as the foundation of hidden learning, our game aims to teach players about practicing sustainability in a personal, secret, and fun manner. These actions promote sustainable practices that players can apply in the real world.

Core Concept

Our game builds on a foundation that the group refers to as hidden learning. By this, we mean teaching users without their active knowledge. With our take on the pet-raising simulation genre, as well as the foundation of hidden learning, our game aims to teach players about practicing sustainability in a personal, secret, and fun manner. These actions promote sustainable practices that players can apply in the real world.

The Potimal

The central part of the game is a digital pet simulator, where players care for a pet and a plant. The player can name the pot (e.g., Potimal) and customize its form, as well as what flowers it should hold, creating an environment where the player can bond and develop care for it. As mentioned earlier, the pot and plant go hand in hand. The player needs to care for the plant to ensure their pot-pets’ happiness and wellbeing, which can be achieved by taking actions that promote the plant’s health, such as watering and providing it with sunlight.

Core Concept

Our game builds on a foundation that the group refers to as hidden learning. By this, we mean teaching users without their active knowledge. With our take on the pet-raising simulation genre, as well as the foundation of hidden learning, our game aims to teach players about practicing sustainability in a personal, secret, and fun manner. These actions promote sustainable practices that players can apply in the real world.

The Potimal

The central part of the game is a digital pet simulator, where players care for a pet and a plant. The player can name the pot (e.g., Potimal) and customize its form, as well as what flowers it should hold, creating an environment where the player can bond and develop care for it. As mentioned earlier, the pot and plant go hand in hand. The player needs to care for the plant to ensure their pot-pets’ happiness and wellbeing, which can be achieved by taking actions that promote the plant’s health, such as watering and providing it with sunlight.

The Potimal

The central part of the game is a digital pet simulator, where players care for a pet and a plant. The player can name the pot (e.g., Potimal) and customize its form, as well as what flowers it should hold, creating an environment where the player can bond and develop care for it. As mentioned earlier, the pot and plant go hand in hand. The player needs to care for the plant to ensure their pot-pets’ happiness and wellbeing, which can be achieved by taking actions that promote the plant’s health, such as watering and providing it with sunlight.

The Core Concept

Our game builds on a foundation that the group refers to as hidden learning. By this, we mean teaching users without their active knowledge. With our take on the pet-raising simulation genre, as well as the foundation of hidden learning, our game aims to teach players about practicing sustainability in a personal, secret, and fun manner. These actions promote sustainable practices that players can apply in the real world.

The Potimal

The central part of the game is a digital pet simulator, where players care for a pet and a plant. The player can name the pot (e.g., Potimal) and customize its form, as well as what flowers it should hold, creating an environment where the player can bond and develop care for it. As mentioned earlier, the pot and plant go hand in hand. The player needs to care for the plant to ensure their pot-pets’ happiness and wellbeing, which can be achieved by taking actions that promote the plant’s health, such as watering and providing it with sunlight.

What Makes it Different?

EcoPot Adventures includes features that set it apart from other similar games. We implemented what we previously referred to as “Hidden Learning”, which is a feature not many similar games have, where their main motive is to provide fun and relaxation for the users. EcoPot Adventures also includes fun and entertainment, but the minigames contain realistic practices that teach about how to be more sustainable. Another considerable part of EcoPot Adventures is the Potimal, which the user must take care of. This illustrates a real-life situation and its consequences, where failing to care for the environment or nature can have severe consequences.

What Makes it Different?

EcoPot Adventures includes features that set it apart from other similar games. We implemented what we previously referred to as “Hidden Learning”, which is a feature not many similar games have, where their main motive is to provide fun and relaxation for the users. EcoPot Adventures also includes fun and entertainment, but the minigames contain realistic practices that teach about how to be more sustainable. Another considerable part of EcoPot Adventures is the Potimal, which the user must take care of. This illustrates a real-life situation and its consequences, where failing to care for the environment or nature can have severe consequences.

What Makes it Different

EcoPot Adventures includes features that set it apart from other similar games. We implemented what we previously referred to as “Hidden Learning”, which is a feature not many similar games have, where their main motive is to provide fun and relaxation for the users. EcoPot Adventures also includes fun and entertainment, but the minigames contain realistic practices that teach about how to be more sustainable. Another considerable part of EcoPot Adventures is the Potimal, which the user must take care of. This illustrates a real-life situation and its consequences, where failing to care for the environment or nature can have severe consequences.

What Makes it Different?

EcoPot Adventures includes features that set it apart from other similar games. We implemented what we previously referred to as “Hidden Learning”, which is a feature not many similar games have, where their main motive is to provide fun and relaxation for the users. EcoPot Adventures also includes fun and entertainment, but the minigames contain realistic practices that teach about how to be more sustainable. Another considerable part of EcoPot Adventures is the Potimal, which the user must take care of. This illustrates a real-life situation and its consequences, where failing to care for the environment or nature can have severe consequences.

Test it!

Curious to see how EcoPot Adventures works? Test it on your phone by scanning the QR below! Please note that not all game features have been prototyped.

Test it!

Curious to see how EcoPot Adventures works? Test it on your phone by scanning the QR below! Please note that not all game features have been prototyped.

Test it!

Curious to see how EcoPot Adventures work? Test it by clicking the image below!

Test it!

Curious to see how EcoPot Adventures works? Test it on your phone by scanning the QR below! Please note that not all game features have been prototyped.

The Solution

The Solution

Visual Identity

Visual Identity

Visual Identity

The primary purpose of this course was to develop a solution that prioritized usability. However, the group decided to take it a step further by visualizing the concept through a high-fidelity prototype. As this went beyond the main scope of the project and due to time constraints, we utilized AI tools to assist with creating the logo and some illustrations, which allowed us to focus our efforts on refining the usability of the interface design.
The primary purpose of this course was to develop a solution that prioritized usability. However, the group decided to take it a step further by visualizing the concept through a high-fidelity prototype. As this went beyond the main scope of the project and due to time constraints, we utilized AI tools to assist with creating the logo and some illustrations, which allowed us to focus our efforts on refining the usability of the interface design.
The primary purpose of this course was to develop a solution that prioritized usability. However, the group decided to take it a step further by visualizing the concept through a high-fidelity prototype. As this went beyond the main scope of the project and due to time constraints, we utilized AI tools to assist with creating the logo and some illustrations, which allowed us to focus our efforts on refining the usability of the interface design.
The primary purpose of this course was to develop a solution that prioritized usability. However, the group decided to take it a step further by visualizing the concept through a high-fidelity prototype. As this went beyond the main scope of the project and due to time constraints, we utilized AI tools to assist with creating the logo and some illustrations, which allowed us to focus our efforts on refining the usability of the interface design.
Visual Style

The visual design follows a skeuomorphic-inspired style, featuring bright colors, soft shadows, and 3D-like elements. This approach was chosen to mimic real-world objects and enhance user familiarity, inspired by well-known mobile games such as Hay Day and Fishdom. The tactile and playful appearance aims to create an intuitive and engaging experience, particularly for visual learners.

Visual Style

The visual design follows a skeuomorphic-inspired style, featuring bright colors, soft shadows, and 3D-like elements. This approach was chosen to mimic real-world objects and enhance user familiarity, inspired by well-known mobile games such as Hay Day and Fishdom. The tactile and playful appearance aims to create an intuitive and engaging experience, particularly for visual learners.

Visual Style

The visual design follows a skeuomorphic-inspired style, featuring bright colors, soft shadows, and 3D-like elements. This approach was chosen to mimic real-world objects and enhance user familiarity, inspired by well-known mobile games such as Hay Day and Fishdom. The tactile and playful appearance aims to create an intuitive and engaging experience, particularly for visual learners.

Visual Style

The visual design follows a skeuomorphic-inspired style, featuring bright colors, soft shadows, and 3D-like elements. This approach was chosen to mimic real-world objects and enhance user familiarity, inspired by well-known mobile games such as Hay Day and Fishdom. The tactile and playful appearance aims to create an intuitive and engaging experience, particularly for visual learners.

Visual Assets

To create the illustrations, such as the pots and the logo, the group used Dall-E to generate them, which were then further edited within Illustrator and Photoshop before being added to the game. It was essential for the group to create pots that were appealing and charming, so users would connect with them more and develop a desire to interact with and care for them, which we believed would lead to increased engagement with the game.

Visual Assets

To create the illustrations, such as the pots and the logo, the group used Dall-E to generate them, which were then further edited within Illustrator and Photoshop before being added to the game. It was essential for the group to create pots that were appealing and charming, so users would connect with them more and develop a desire to interact with and care for them, which we believed would lead to increased engagement with the game.

Visual Assets

To create the illustrations, such as the pots and the logo, the group used Dall-E to generate them, which were then further edited within Illustrator and Photoshop before being added to the game. It was essential for the group to create pots that were appealing and charming, so users would connect with them more and develop a desire to interact with and care for them, which we believed would lead to increased engagement with the game.

Visual Assets

To create the illustrations, such as the pots and the logo, the group used Dall-E to generate them, which were then further edited within Illustrator and Photoshop before being added to the game. It was essential for the group to create pots that were appealing and charming, so users would connect with them more and develop a desire to interact with and care for them, which we believed would lead to increased engagement with the game.

Visual Identity EcoPot

Visual Identity

Visual Identity

Visual Identity EcoPot
Visual Identity EcoPot

Process

We followed a user-centered design process, from in-depth interviews and affinity mapping to defining personas and iterating based on usability testing. Our solution combined gamification and hidden learning principles to address real user pain points around sustainable behavior. Throughout, we adhered to UX heuristics and accessibility guidelines to ensure both usability and inclusivity.

Process

We followed a user-centered design process, from in-depth interviews and affinity mapping to defining personas and iterating based on usability testing. Our solution combined gamification and hidden learning principles to address real user pain points around sustainable behavior. Throughout, we adhered to UX heuristics and accessibility guidelines to ensure both usability and inclusivity.

Affinity Mapping and Needs Analysis

Read More

The group used the Affinity Mapping method, categorizing the data into rewards, playing with others, dislikes, learning, time to play, likes with games, usage, sustainability, and UI, to identify patterns and potential solutions from the collected data.

Affinity Mapping and Needs Analysis

Read More

The group used the Affinity Mapping method, categorizing the data into rewards, playing with others, dislikes, learning, time to play, likes with games, usage, sustainability, and UI, to identify patterns and potential solutions from the collected data.

Persona Development

Read More

The group created four personas that represented four different aspects within the chosen target group, which were labeled: The Busy Worker, The Relaxer, The Aware One, and The Gamer.

Persona Development

Read More

The group created four personas that represented four different aspects within the chosen target group, which were labeled: The Busy Worker, The Relaxer, The Aware One, and The Gamer.

Prototyping & User Testing

Read More

Based on the insights, we designed a low-fidelity prototype that aimed to fulfill as many of the identified users’ needs as possible. This was followed by a set of user evaluations, during which we observed and interviewed five different potential users.

Prototyping & User Testing

Read More

Based on the insights, we designed a low-fidelity prototype that aimed to fulfill as many of the identified users’ needs as possible. This was followed by a set of user evaluations, during which we observed and interviewed five different potential users.

Functional & Non-Functional Requirements

Read More

We started defining possible functional and non-functional requirements by categorizing and prioritizing them based on research. These requirements helped establish how the mobile game's system should work.

Functional & Non-Functional Requirements

Read More

We started defining possible functional and non-functional requirements by categorizing and prioritizing them based on research. These requirements helped establish how the mobile game's system should work.

Application of UX Principles

Read More

The group ensured that EcoPot Adventures met seven of Nielsen’s Heuristics, which improved the interface's usability. Gestalt Principles were also applied during the design process, enhancing the arrangement of content within the interface and making it more comprehensible and aesthetically pleasing.

Application of UX Principles

Read More

The group ensured that EcoPot Adventures met seven of Nielsen’s Heuristics, which improved the interface's usability. Gestalt Principles were also applied during the design process, enhancing the arrangement of content within the interface and making it more comprehensible and aesthetically pleasing.

Project Overview

Project Overview

Our Solution

With our solution, we aimed to make sustainability and learning fun and engaging through our mobile gaming app, EcoPot Adventures. By aligning gaming experiences and principles with eco-friendly practices, we aimed to raise awareness of more sustainable day-to-day practices for everyday people, sparking inspiration among our users.

Our Solution

With our solution, we aimed to make sustainability and learning fun and engaging through our mobile gaming app, EcoPot Adventures. By aligning gaming experiences and principles with eco-friendly practices, we aimed to raise awareness of more sustainable day-to-day practices for everyday people, sparking inspiration among our users.

The Problem

Many young adults understand the importance of sustainability but struggle to engage in sustainable behaviors due to a lack of knowledge, motivation, or difficulty in adopting new habits. There's also a gap between understanding that sustainability matters and taking action in everyday life.

The Problem

Many young adults understand the importance of sustainability but struggle to engage in sustainable behaviors due to a lack of knowledge, motivation, or difficulty in adopting new habits. There's also a gap between understanding that sustainability matters and taking action in everyday life.

Target Group

The group decided that the target audience for our sustainability app was young adults, which we have defined as those aged 20 to 35 years old. According to several research studies, young adults recognize the importance of incorporating sustainability into their lives. However, it can be challenging for younger individuals to be genuinely engaged, as it requires a behavioral change.

Target Group

The group decided that the target audience for our sustainability app was young adults, which we have defined as those aged 20 to 35 years old. According to several research studies, young adults recognize the importance of incorporating sustainability into their lives. However, it can be challenging for younger individuals to be genuinely engaged, as it requires a behavioral change.