The Save It Game
- Post by: Tobias Larsson
- 19th January 2025
- No Comment
Enhancing public awareness of water usage using AR
Programme: Mechanical Engineering
Course: Project in MT2573 : Transformative PSS Innovation
Corporate partner: RESIST project
Challenge: The challenge is to design and prototype an innovative and cost-effective solution that enhances public awareness of daily water usage and promotes mindful consumption behaviors using AR.
Solution: The project features an augmented reality game that educates participants about daily water usage, hosted at local festivals. The game utilizes a 3D-printed model of a house as the primary interface. When players scan a QR code on the model with a tablet, the AR technology displays common household appliances, such as showers, washing machines, and sinks, within the digital overlay. Participants press on these appliances to interact with them and are then presented with different ways of performing water-related tasks. Each choice demonstrates varying levels of water use. After completing these tasks, the game summarizes the total water used and compares it with the daily average of a swede. Plans for future development include providing personalized tips to users based on their gameplay choices, aiming to encourage more efficient water use behaviors.
Impact: The augmented reality game enhances public awareness of water conservation effectively by illustrating how daily activities impact water usage. This visualization encourages individuals to adopt water-saving practices, promoting sustainable behavior changes. Hosting the game at local festivals reaches a broad audience, magnifying its educational impact.
Prototypes: The development of the game involved several iterations, each aimed at refining the game’s functionality, enhancing user experience, and integrating educational content more effectively. The first prototype focused on basic interactions within a 3D model of a house in Unity, where users could interact with household appliance, to ensure functionality. Second iteration allowed the players to make different choices when pressing on the appliances. This added interactivity and made players engaged in the game. The final prototype incorporated a system that calculates the total water usage based on the choices made during the game, providing tangible feedback on the impact of those decisions. This feature aimed to educate players on how modifying everyday behaviors can lead to significant water savings.
Quotes from sponsor/partner: –
Project team:
- Linnea Lindgren, MSc in Mechanical Engineering
- Anabel Martignoni, Mechanical Engineering
- Gilles Quantin Decortis, Mechanical Engineering
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