Quack is a mobile game aimed at tackling carbon emissions and rising CO2 levels through growing virtual plants. Its aim is to provide a fun and educational platform where players can learn about the environment, and work together with other players to purify and clean their local area.
Quack improvises ways to connect with environment conservation activities. With every good environmental behaviour in the real world, players will receive in-game incentives. To engage players, Quack particularly focuses on the gaming experience, simulating a wonderful world where players can immerse themselves in nature. Players not only uncover beautiful and valuable plants through the game, but they also get a scientific understanding of them.
Explore the Quack’s design process and see the final design that embodies innovation, functionality, and aesthetic appeal.
For this project, I applied the Lean UX process because it aligns perfectly with my needs. Its lightweight approach makes it ideal for a small team, allowing for flexibility and rapid iteration. Lean UX fosters creativity by encouraging continuous experimentation and collaboration, helping me efficiently uncover innovative solutions.
By focusing on user feedback and minimizing waste, this framework ensures that I can refine my ideas effectively and adapt quickly, making it the most relevant and efficient process for my project’s success.
In the initial phase of the design process, I focused on thorough analysis of the brief provided by Ustwo company, aiming to grasp their requirements and expectations effectively. By gaining a comprehensive understanding of their requirements, I then embarked on user research to uncover problems faced by potential users that resonated with both Ustwo's objectives and my creative practice. This deep understanding of user needs and environmental concerns serves as the cornerstone for the subsequent design stages, ensuring that my solution effectively tackles real-world challenges.
To define the root cause problem for my project, I conducted a research journey to discover into this topic - climate change.To begin with, conducting research on various sources including CAIT climate data, World Bank datasets, and governmental websites, I gathered insights to gain a deep understanding of the insights and causes of the climate change.
Subsequently, I conducted the interviews with 20 individuals to consolidate diverse perspectives on the causes of climate change. This multifaceted research strategy not only equipped me with a nuanced understanding of the problem but also provided valuable insights essential for designing effective solutions tailored to the needs of users.
Greenhouse gas emissions by sector
in billions of tonnes of CO2 - equivalent
The findings from the user interviews highlighted a significant challenge: Most of interviewees are lacking of understanding regarding climate change and environmental issues. And this widespread vagueness is identified as the root cause problem that my project aims to solve.
By targeting this root cause of inadequate knowledge and awareness, Quack aims to empower individuals with the understanding necessary to engage meaningfully with environmental challenges and take proactive steps towards sustainable practices.
Root-cause problem:
Inadequate knowledge and awareness regarding climate change and environmental issues.
To solve the root-cause problem, I facilitated two ideation workshops involving 3 designers. The primary methodology thru the workshop is brainstorming, allowing diverse perspectives to converge and generate numerous ideas.Among these concepts created the "Rebuild the Earth" idea, laying the groundwork for our final solution - Quack.
Below is details of the final idea developed during the ideation workshop.
My design solution demonstrates a holistic approach, not only focusing on creativity, aesthetics, and user experience but also making positive impacts on our environment and society.Quack aims to educate users on the importance of environmental preservation, advocating for sustainable practices. By integrating features such as bio-degradable packaging and promoting the use of eco-friendly materials, my solution not only enhances user engagement but also fosters a good habit of protecting the environment.
My design solution demonstrates a holistic approach, not only focusing on creativity, aesthetics, and user experience but also making positive impacts on our environment and society.Quack aims to educate users on the importance of environmental preservation, advocating for sustainable practices. By integrating features such as bio-degradable packaging and promoting the use of eco-friendly materials, my solution not only enhances user engagement but also fosters a good habit of protecting the environment.
In the third stage of my design process - check, my task revolves around conducting user testing to evaluate the relevance and attractiveness of my idea to users.
The users' feedback serves as a crucial guide, enabling me to embark on an iterative journey towards refining and enhancing my concept.
By recruiting different participants for each test session, I ensure that I gain a comprehensive range of perspectives, enriching the evaluation process and fostering a more inclusive design approach.
Below is the consolidation of feedback from Juries
Feedback 1:
"Quack is a brilliant idea to protect our environment. Together with Lovely Concept, fantastic gameplay, and real-world linking... Quack is promised to create significant impacts on our society and nature."
Feedback 2
"The designer has expressed his wonderful & brilliant design skills such as colour harmony, drawing, painting... More importantly, his innovation is literally out of the box."
Quack Let’s green Our World, and tackle Climate Change!
Quack is a mobile game aimed at tackling carbon emissions and rising CO2 levels across the UK. Its aim is to provide a fun and educational platform where players can learn about emission levels, and work together with other players to purify and clean their local area. Starting on a virtual level will hopefully take real-world effect and encourage players to be more conscious of the environment, whilst picking up new habits from the game, and implementing them into the real world, hence making for a more clean and healthy environment.
The original idea of Quack comes from observations of the environment and scientific research on Climate Change, especially the Carbon Dioxide Map of The UK National Atmospheric Emissions Inventory (NAEI). One of the biggest problems we are facing nowadays is Carbon Dioxide emitting from vehicles and manufacturers and how it is negatively affecting the environment. This is one of the central causes of Global Warming that leads to horrible Climate Change over the world. Nevertheless, plants are nature’s treasure that helps us to mitigate air pollution and tackle Global Warming efficiently. According to research, a mature tree absorbs carbon dioxide at a rate of 48 pounds per year. In one year, an acre of forest can absorb twice the CO2 produced by the average car's annual mileage.
The gameplay of Quack focuses on tackling Climate Change by growing plants in the virtual world. In Quack’s World, the responsibility of players is to collect coins by completing environmental protection tasks. With collected coins, players can exchange plants from Quack’s shop. In the game, plants take an important role in purifying and cleaning players' local area by absorbing a certain Carbon Dioxide day by day. When a new level is achieved, players will get rewards correspondingly.
To catalyze positive changes in the real world, Quack is improvising many ways to educate people about the real environment surrounding them.
In-game, players get a reward for their positive environmental behaviour such as “Pick up litter”, and “1000 steps challenge”... These tasks are aiming to educate players and gradually build good habits as well. Furthermore, by incorporating the Carbon Dioxide Map from NAEI, players can have a big picture of the environmental problems happening in their local areas.
In reality, Quack is considered a bridge between the virtual and real worlds. With every good behaviour in the real world, players will receive in-game incentives. In detail, Quack proposes some eco-friendly activities, such as “using biodegradable packaging instead of plastic”, and “participating in real eco-protection activities to get in-game rewards”. All activities are listed in the Quack Event section, along with detailed instructions so that players may quickly find them and register.
To engage players, Quack particularly focuses on the gaming experience, simulating a wonderful world where players can immerse themselves in nature. Through the game, players not only discover beautiful and precious plants but also obtain scientific knowledge about them as well. Some examples of the information include, where it is commonly found, life span, the size, and other interesting facts. Furthermore, players can meet others in the virtual world, have a conversation, or showcase their favourite things.
In conclusion, Quack is not only an educational game but also a tool to catalyze positive change for people, society, and nature. Quack promises to have a good impact on nature through in-game education, creating awareness, and taking realistic actions to conserve the real environment in players' local areas.
Let’s give a hand to tackling Climate Change!