2020 or bust
Shifting climate change from being something big, complex, and inaccessible, to something simple and actionable.
We may need to change the layout entirely so the app is more visually attractive. Given the initial design, we can observe that the colour scheme is not very harmonious, with various mixes of grey tones with intense neon colours. In addition, the information provided to explain the actions is very long and presented in an unwelcoming way. A solution to this would be the use of infographics or short explanatory videos to present the same content in a more engaging way.
The app currently runs into the problem that the goals aren't personalised and so what is expected of you is unreasonable, this could be solved with a survey when you first start up the app so that the user's starting emissions can be estimated and their goals can be set as fairly as possible.
The SDGs feel like goals that are out of the average person's control, it feels like only professionals, governments or large corporations are able to do anything about these problems. It is difficult for people to understand why they should have to do anything about them. This mentality will make the app, and the SDGs in general less attractive.
Each community would be able to create their own app. We are just creating a framework so each community could shape the app to make it suitable for their lifestyle. As an image, we are building shelves and the communities will put their own books in them.
To give communities more freedom in creating their own app we would need to let them create their own ways of reducing carbon emissions and different rewards for doing these tasks.
In China, there is a tradition that, every year before New Year, schools give such certificate to students who do well in study. Inspired by this, we will also give such certificate to users who do well in cutting carbon.
Gamification creates collaboration, urgent optimism and activates people.
Nevertheless, the aim is not to create a new game but to create 'one world' where one team (target of 500 million people) work together to end the climate crisis. Through the game participants are able to see how their individual actions and the small changes they undertake to reduce their carbon footprint add up on a global scale and help combating climate change.
We used the InVision website (https://projects.invisionapp.com/d/main#/projects/prototypes/11611082) for prototyping because it's free to use and intuitive.
This allows us to create a demo version of the app to use for testing before developing a fully functioning app (which would require more resources/technical skills than are available to us at the moment).
Starting to agree on what we want our users's priorities should be, and what features we should use in the app to encourage people to focus on these.
The game-like part of the app should be co-operative instead of competitive so as not to encourage cheating, the carbon saving should be split into sections, Energy, food, transport, and recycling. We have also included a section called public invasion in our prototype so that users can engage in the community.
After creating a prototype of what we wanted the features of the app to be, we started focusing on design, deciding on colour schemes and implementing them into our prototype with various designing tools, such as gravit designer and Indesign.
As we will be visiting TenCent in Shenzhen, we have been exploring ways to convince TenCent Games of commercial value of adding a connection to SDGs within their games/ have a link between their games and our app.
Potential for repopulising QQ Farm.
We have further developed the content, and added more actions to give more freedom to users to undertake carbon saving activities. This generic content will be accessible for the community leader who will be able to customise, add or delete any actions, depending on how relevant it is for the specific community.
Although the prototype is currently only in English, the content with the various actions has been translated into Chinese, which will help us when it comes to testing the prototyope in Beijing.
Incentive: explain the impact of their actions and the direct effect on reducing carbon
Incentive: also include info (if possible) on econ and health benefits
Currently no info that the first test subject did not know
Add parts: About us, Our mission, Contact, Find out more, link w SDG
Navigating through the app:
difficult , needs to be simpler
Confusing return option, easy to get lost
Incentive: How willing are they to complete these actions
Need to increase, if we’re already doing the action then why do I still need to use this app?
Incentive: to be part of a community, to compete, to play games, to get recognition for doing things
But need to be careful about too much incentive, then high risks of cheating
Testing the prototypeof the app and gathering feedback from other SDG summer school students on how easy it is to use the app and how clear it is to understand the content/ actions to be undertaken.
Questions asked for app evaluation:
Can you understand how to navigate the app?
Do you understand how to do these actions?
Do you know why these actions reduce carbon?
Would you be willing to do these actions/ how likely are you to do these actions?
What feedback to you have on the design/ aesthetic aspect?
How applicable do you think this is to you?
Have you learned anything new?
After getting feedback from other SDG Summer camp students, we rethought our design and decided to simplify it. Indeed, while colourful and lively, our initial design was too cluttered and messy due to the amount of details. We subsequently updated our old screens to a very basic green design.
To improve the app, we did some market research into what existing types of ecological apps there were, as well as their strong and weak points. In addition, we looked at the existing 2020 or bust app to see what we should keep and what to change. Some research also went to gamification techniques that have been and are successful in existence and we investigated how to implement these into our new version.
Presentation summing up our gamification market research: https://docs.google.com/presentation/d/13ghKO4nLnYXh64ySAQ_RZlX814OuvYfXLdm6Moevlr0/edit?usp=sharing