Rik Plastik

Graduation project


Concept development
Branding
Illustration
App design
UX/UI
Rik Plastik is an interactive learning platform aimed at kids 8-12. The platform looks at the plastic pollution problem and aims to educate its users in a fun and easy way.   





HiFi prototype


Click here to test the Rik Plastik app




The idea


Problem

The plastic pollution problem is one of the most pressing problems humanity is facing. Currently there’s more than 600 million tonnes of plastic garbage in our oceans. At least 9 million tonnes are added annually. At this rate, if we don’t take action, in less than 20 years, there will be more plastic than fish in our oceans. All this plastic in our oceans is called the plastic soup, and it needs to be cleaned up.  
Goal

Children are the future. It’s mostly them that will have to deal with the problems caused by former generations. Research shows that in this age group, there’s an increase in motivation to fight for climate change, but due to the many apsects of the problem they often don’t know where to start.

The ages 8-12 is a key period in the development of children. During this period they are curious and absord a lot. It is important that they know the seriousness of the plastic problem (and learn what they can do about it) early on.

Solution

The proposed solution is Rik Plastik, an interactive learning platform aimed at kids 8-12, which can be used in schools or at home.

Rik Plastik is an app designed for tablets, aiming to teach children about the plastic pollution problem and to offer simple sollutions kids can do themselves to aid in this problem. 

With a enjoyable narrative and a strong focus on gamification the app teaches it’s users this subject in a easy, fun and interactive way, keeping the user motivated. 






Who is Rik Plastik?


Rik Plastik is a plastic bottle. He is ‘from the darkside’ and saw the seriousness of this problem with his own eyes. Rik wants to dedicate the rest of his life to cleaning up the plastic soup. And he needs your help!

Rik is an approachable, friendly and enthousiastic character that guides the user through the learning process. Making him the perfect companion in the fight against plastic pollution.

By using a brand mascot that is easily recognizable, Rik really becomes the face of the plastic pollution problem. This helps keeping the brand on the topnof the users mind.

What is Rik Plastik?


Interactivity and gamification

The app is designed taking a lot of inspiration from videogames and other educational apps. That way, users can learn about plastic pollution feeling like they are playing. Gamification is proven to be beneficial in the learning process of the target group.

Tailor made for users aged 8-12
Kids are the future. It’s important that kids from an early age learn about the plastic waste problem. Kids of this age are curious and are searching for their interests, making this the ideal target group for the app.  

Designed for tablets
The ‘Apenstaartjaren’-report suggests that tablets are one of the most popular digital media used by the target group. Additionally, field research shows that tablets are commonly used for educational purposes making Rik Plastik the perfect compagnion inside the classroom. 




Branding



Name & Logo

Rik Plastik is the main character of the project, it’s a plastic bottle itself. The name rhymes and is easily recognizable. The logo is playful which fits the general look of the brand.

Color Palette

The plastic pollution problem is mostly visble in our oceans. The many shades of blue used throughout the branding, reflect on the many shades of blue you encounter at sea.

Typography

Degular is a playful typeface with many different weights. That way it doesn’t lose its readability, even when used in smaller sizes.



Tailor made illustrations



Throughout the application, Rik features many different poses and accessories. These tailor-made illustrations help explain sometimes difficult information and keeps users engaged with the content and the application.  



The App


Process




Personalization
Users can create and customize their own avatar. 
 

4 levels...
The journey is divided in 4 levels. Each level represents a place where the user encounters plastic in their daily lives. 


...each with 3 phases:
Each of the 4 levels consists of 3 phases. When a phase is completed, the user can advance to the next phase, just like in videogames.




Learn - phase
The first phase is the learn-phase. Here the user learns about the plastic waste problem in a clear way. The information is always accompanied with fun visuals which helps in the learning process.



Quiz - phase
After the information is learned, the newly learned information is tested by making a quiz.


Play - phase
After the quiz it’s time to play. The user solves a series of puzzels from the popular ‘match-3-format’, letting the user literally clean up the plastic soup.


Clean up the plastic soup!


Rik Plastik needs your help cleaning up the plastic soup. In this ‘match 3’-style puzzle game, users litteraty clean up plastic waste from the ocean. In each level, the user is challenged to remove a certain amount of pieces of plastic waste, in a limited number of moves. By combining 3 or more of the same items of plastic, they are removed from the board and replaced by other pieces of waste. Users have superpowers at their disposal to help them in this challenge, like a naval mine or a thunderstorm. 

Once a level is completed, users get rewarder with a number of plastic caps, the in-game currency. With this caps users can further costumize their character with new skins or buy new superpowers to help them advance in the game.  





Additionnal features 


Clear, visual information
‘Game progress map’ stongly based on videogames
Rik guides users through the app
Rewardsystem keeps users engaged

Costumizability with special avatar styles




Full HiFi prototype


Click here to test the Rik Plastik app








Process


Research


Problem 1: Plastic pollution 

Studying the brief and the background information, soon became clear the plastic pollution problem was very serious. I gathered information from multiple sources like The Plastic Soup Foundation , ...

Problem 2: Kids want a future

Kids have to deal with the problems caused by previous generations. Research shows a drop in knowledge about problems surrounding the environment, but a rise in motivation to do something about it. 


Solution


What
I decided to develop an interactive learning platform that is strongly based on the design of videogames. This way it doesn’t feel like users are learning. Gamification is proven to be beneficial in the learning process.
Target group
It’s the next generation that will have to deal with the consequences if nothing changes. Therefore it’s important that kids learn very early on the seriousness of the plastic pollution problem and the steps they can take by themselves to combat this problem. 



Character development


By adding a character to the learning platform, users are able to give the plastic pollution problem a face. It helps by keeping it in the top of their mind and gives the application a lot of possibilities.


Application development



Wireframe

Looking at the design of other interactive learning platforms and videogames, I decided to create one main hub where the user can easily acces all features of the app.

MidFi



HiFi


Full HiFi prototype


Click here to test the Rik Plastik app



alexanderpelsmaekers@gmail.com
tel: +324 76 86 90 79
BTW BE0800834770