ZOIO
An app that helps children build environmentally conscious habits

Timeline
Jan, 22 to May, 22
Team Members
4 members
My Responsibilities
Interaction Design
Visual Design
Illustrations
The Challenge
Humans are having an unprecedented impact on our planet that’s affecting its ecology in many ways from rising temperatures, plastic pollution, and declining wildlife populations to shrinking freshwater reserves, and more. Imagine you’re designing a solution that will help people have a more positive impact on their environment and our planet.
Target Audience
Through our user research, we figured that the best way to make sustainable environmentally friendly decisions is by building habits for humans from the very beginning of their lifetime
Stories
A 9 YEAR OLD
"who wore the mask constantly for a 25 hours flight to the US points out to people who were not"
A 7 YEAR OLD
"calling out their parents for not following Covid-19 protocol properly"
Hypothesis
"We believe that educating children between the age group of 7-12 in an engaging and fun way will lay the foundation for them to make environmentally conscious decisions in life. We will know this to be true when we find higher retention & engagement of our product."
Assumptions
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Children are not willing to learn about environmental protection because they find it too boring and uninteresting
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Children have a shorter attention span
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Children are very diligent about following instructions and protocols
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Children lose interest very easily when they don't find something fun and playful
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Parents do not want their children to get addicted to video games that don't add to their cognitive and intellectual development

Primary User
Chris
47 years old

Primary User
Simon
7 years old
Ideal User Scenario
Simon's dad, Chris, wants him to develop good habits of protecting the environment, so he begins to look for relevant apps, and came across ZOIO. After reading the description and recommending it to Simon. Simon starts to use the app and begins completing tasks every day. Simon finds interest in learning new things about the environment and shares those learning with his friends
Experience Map
Awareness
Consideration
Awareness
Usage
Awareness
Simon's father Mark is keen on educating his son about the environment and wants him to build sustainable practices to live more consciously
Journey
Through one of his friends, Simon gets to know about 'our app' and he decides to give it a try.
He then introduces this app to his son Simon, and feels glad that his son got excited seeing the app
Simon gets intrigued by the app and start playing Level 1
He was very happy to see that he was able to save the characters. He feels a sense of accomplishment and pride, which makes him hooked on to the app
Mark got quite impressed that Simon had started talking about the environment, and how he wanted to be a saviour and contribute to a greener and cleaner planet.
Actions
Mark downloads the app via app store/play store for Simon on his iPad
Registers on the app
Starts exploring the app
Continues to play and explore more
Implements what he learnt gets reflected in his habits
Starts playing
Experience
Confused
Hope/
Anticipation
Hope/Anticipation/
Excitment
Excitement
Determination/
Anticipation/Excitement
Habit/Determination
Touch-Points
Youtube
Social Media
App Store
Play Store
Website
Sign-up Page
Onboarding / homepage
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App
App
Word of Mouth
Daily Habits
Historically kids would learn about environmentally conscious decisions from their parents by going along with them to do daily chores like grocery shopping, going on a stroll with their parents, playing ball, etc.
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We kept the same analogy while working on the prototype, to give parents and kids similar real-world experience to avoid confusion.

The recipe to build eco-friendly habits

Illustrations


Illustrations and animations are the best way engage children

Pick a scenario to initiate the fun
There would be levels for each scenario for a kid to complete. Each level would comprise of series of easy tasks that would make kids be aware of their small actions in daily lives that could help them be more environmentally conscious.

An inviting gamification
To keep incentives strong to open the app and keep the user engaged; especially when the primary user is a kid, with a short attention span. Another problem arises, which is how to keep them engaged. And the solution is to make the learning fun by gaining something other than just the knowledge itself.
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Gamification helps to reward them with stars after completing each level to keep them going.
