Developing & designing an interactive application for teaching teenagers about sustainable fashion
Developing & designing an interactive application for teaching teenagers about sustainable fashion
Samenvatting
The Dutch Sustainable Fashion Week reaches many audiences with their message about sustainable fashion, but notably struggles to reach teenagers. Previous research done for the DSFW by Been et al (2019) suggested to them to look towards interactive application, such as e-learning or games to tackle this audience gap.
This report will tackle the creation & design of one such application, going through the whole process: What do the target audience want and how can they be reached? After initial research & a survey, early findings showed this to be the label scanner idea.
The label scanner was an idea where one could scan a label and then see what the materials & country in the label meant. After developing a prototype and testing that directly it took a sharp decline in popularity, potentially due to issues with the prototype, rather than the idea. Observations during the testing indicate that there was enthusiasm for the idea, but issues with the prototype soured the test.
Finally, the creation of the application – explaining each of the technical challenges of setting up this label scanner. How it is hosted, how a scanner would work. A future developer can come in and read these findings, creating their own version of the label scanner using them.
Organisatie | Saxion |
Opleiding | Creative Media and Game Technologies |
Datum | 2022-06-01 |
Type | Bachelor |
Taal | Engels |