Paw & Footprints

Empowering households to take united action against climate change.

Empowering households to take united action against climate change.

Empowering households to take united action against climate change.

Timeline:
Oct 2023 - Jan 2024

Role:
Entire product design, from research to conceptualisation.

Tools:
Figma, Procreate

Introduction

Context

Polar bears were my favourite animal as a child. Now that they have become a symbol of climate change, I am inclined to explore ways to reduce our impact to protect life on Earth.

The Challenge

72% of global greenhouse gas emissions are from our lifestyles at home, contributing significantly to climate change. When unsustainable options are cheaper, more visible and available in society, we need a platform that unites us to reduce environmental impact.

About Paw & Footprints

Paw & Footprints is an app that mobilises users to be eco-friendly at home, through friendly competition, compelling illustrations and animations and learning about endangered and extinct species.

Researching the Current Climate

User Research

My intended users are young Gen Z and Millennials households, in the age bracket of 12 to 35 (as of 2024).

Key User Insights

#1

Individuals often misjudge which household action is the most effective in reducing impact.

#2

Financial concerns make it difficult for Gen Z and Millennials to continue investing in eco-friendly products.

#3

Despite Gen Z showing a high level of concern regarding climate change, they are utilising technology, particularly social media, over traditional forms of climate activism.

Key User Insights Persona-fied

I created personas to build empathy and represent each generation's interests and challenges to minimising their footprint.

Robin - Gen Z Individual

Robin - Gen Z Individual

Robin - Gen Z Individual

"I want to contribute to fighting against climate change."

"I want to contribute to fighting against climate change."

"I want to contribute to fighting against climate change."

About Robin

A university student studying fine arts. Every week, she draws 'en plein air', the surrounding environment outside.

Motivations

  • Little to no-cost methods to reduce carbon footprint

  • Track her sustainability behaviour

  • Learn about native and foreign specimen

  • Aesthetically-pleasing and easy to read

Jack - Millennial Individual

Jack - Millennial Individual

Jack - Millennial Individual

"Climate change is a serious issue, where its effect can be felt already."

"Climate change is a serious issue, where its effect can be felt already."

"Climate change is a serious issue, where its effect can be felt already."

About Jack

A corporate man with a young family, who enjoys visiting national parks and hiking.

Motivations

  • Convenient, low-effort and time-friendly methods that are catered to his busy lifestyle

  • Motivate his young family to join the effort

  • Easy-to-use interfaces

Exploring the Ecosystem

Market Research

Scouring online, I found My Little Plastic Footprint and One Small Step, two apps in the current market that directly encourage green household behaviour and educate about sustainability. I downloaded and explored their features.

My Little Plastic Footprint offers quizzes about plastic waste and plastic-free product alternatives.

One Small Step allow users to set goals, join community groups and learn courses about sustainability.

I also drew inspiration from Forest, a productivity app that applies gamification principles to their countdown timers, so users can grow virtual trees and earn in-game coins by not phubbing. With enough in-game coins , users can plant a tree in real life.

With over 1.5 million real trees planted, Forest is an example of how gamification garners the engagement and loyalty of users.

I furthered my research on gamification, aiming to learn about how users are motivated and committed to apps in the long term.

Key Market Findings

Gamification is the implementation of game elements to an app or system to make the completion of the task more fun, therefore enhancing the user experience. The psychology behind gamification includes:

Affordances that show achievement or progress such as badges and progress bars motivate users to complete their tasks efficiently to feel competent and accomplished.

Leaderboards establish social norms and competition, as users see other people are also completing the same tasks.

Free-to-join user communities within the app create social belonging.

Framing the Challenge

Problem Statement

A problem statement for the persona, Robin to direct the ideation process.

"Robin needs a platform that lists the specific steps to effectively reduce her environmental impact, keeps her motivated and educated on climate change and connects her with a community that encourages both individual and collective effort."

Ideation

Wireframes

I designed mid-fi wireframes to form the structure of the concept and gamified features of the app.

Home

Tasks

Customise

Leaderboard

Unlock

Information

Index

History

With mid-fi developing into hi-fi, I changed parts of the interface, with newer ideas. These wireframes were tested on users, providing me feedback.

Home

Tasks

Customise

Leaderboard

Unlock

Information

Index

History

Final User Interface

User Flow

This user flow shows key app features that would deliver the ideal experience for persona, Robin.

Concept

Concept

Concept

Save your animal pals from global warming!

Introducing a gamified to-do-list that will help you reduce carbon footprint, and learn about nature that surrounds us.

How might we encourage green household behaviour?

How might we encourage green household behaviour?

How might we encourage green household behaviour?

Leave green footprints on the environment, instead of carbon.

Designed to suit the user's current lifestyle with changes in progression, green household behaviour is encouraged through completing daily low- to no-impact tasks at home.

The more, the merrier! Team up with friends and family.

Foster connection and boost morale through friendly competition against other groups, where each individual task accumulates to a collective score.

How might we sustain green household behaviour?

How might we sustain green household behaviour?

How might we sustain green household behaviour?

Unlock and collect endangered and extinct species.

Upon completing all daily tasks in one day, users unlock a specimen, which they can add to their home page as customisation.

Everyday, the amount of tasks completed is recorded, creating a sense of personal achievement to continue.

How might we educate about environmental sustainability?

How might we educate about environmental sustainability?

How might we educate about environmental sustainability?

How each task influences the environment is explained.

This addresses the need for clear and accessible information about the specific steps individuals need to take to act against climate change.

Learn about endangered and extinct species.

Each time an endangered or extinct species is unlocked so is its information.

Prototype

Prototype

Prototype

Style Guide

Primary Colours

36441B

82955C

E9F4D3

The primary colours includes three shades of green, as it is associated with natural environments and sustainability.

Secondary Colours

F8BF25

FBE6B0

ECE1E1

FBD1D2

The secondary colours consist of yellow and pink, which has a positive and hopeful connotation and creates contrast against the green shades.

Typography

The font Karla has a sense of seriousness that is contrasted by the playfulness of Fredoka. The two styles suggest that there is hope in the serious issue.

Illustrations

The style of the illustrations is minimalistic, chalk-textured and rough on the edges. This is to make the app appear less intimidating and more welcoming, reflecting the simple mission of creating collective impact with individual actions.

Reflection

Reflection

Reflection

This project has allowed me to learn about climate change, beyond the surface level. It was interesting to learn about how some of our current generations perceive climate change, their behaviours and the methods used by existing apps and websites to educate and encourage user engagement.

During the prototyping phase on Figma, I was challenged with the smooth incorporation of the animations into the app. With each task completed, the animation on the Home Page needed to change accordingly. The contents of the app needed to update correctly, with each user action. In the end, I was able to achieve a prototype that demonstrates this successfully, by adding additional actions under each interaction.

In hindsight, if I were to continue developing this project, I would conduct user interviews with real people, in addition to my online research. This would help me gain a more accurate and thorough understanding of my target audience.