Juliana Kriskova

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Sumoga- Sustainable Movement Game

Introduction

Environmental issues motivated me to create a project that would encourage people to adopt pro-environmental behavior in an engaging way. I decided to design a mobile game to introduce key environmental topics to students and raise their environmental awareness.

Challenge : How to spread awareness about environmental issues
Solution : Create an engaging environmental game for children

My Roles

Start-up founder, UX Researcher, UX Designer, Game Designer, Team leader

Scope
  • Academic research
  • Design Thinking in the field
  • Founding a company
  • Game design
  • Product design and management
Time

2020 – 2022

Watch our brief trailer

Market Research

To understand the industry more deeply, I analyzed the Taiwanese mobile game market in my Master’s thesis and presented the findings at the International Conference on Knowledge-Based Economy and Global Management (2017). The research showed that the Taiwanese market is highly saturated and competitive, making it difficult for a serious game with an environmental focus to succeed commercially. I originally planned to target adults, but these insights led me to shift the focus to children and create an educational game that could be used in schools as part of environmental learning.

Methods

PEST analysis, SWOT analysis, Game industry experts’ interviews, Qualitative research

Challenge : Saturated mobile game market
Solution : Refocus on edu. games for children in classroom scenario

Design Research

I continued developing the project during my doctoral studies, researching children’s pro-environmental behavior and presenting my findings at the International Conference of Culture and Creativity (2018). I formed a team of students, and together we began designing and developing the project named Sumoga, short for Sustainable Movement Game. We received funding from Taiwan’s Ministry of Education (Sustainable Campus Project), and our team applied the design thinking process with children at the center to better understand how to build an effective environmental game.

Methods

Design Thinking

Design Thinking

Empathize

To understand environmental education in schools and assess students’ environmental awareness, we visited the Tainan Bilingual International Education Association. We began by interviewing four foreign teachers and used their insights to create an empathy map. Our guiding interview questions included:

What is the current environmental situation at elementary schools? What can be improved? Are students interested in environmentalism? What kind of games do students like to play?

Methods

Interviews, Collecting data through activities, Survey, Empathy maps

Obtaining data from the students presented a challenge to our team. We designed a series of fun activities, such as:

  • Draw as many good and bad things for the environment as you can
  • Circle good and bad things for the environment in the picture of the city
  • Interactive survey about the daily activities of the children with the sticker answers
  • Writing a letter to Mother Earth

Challenge : How to obtain data about the students?
Solution : Create series of fun activities

Sixteen third graders participated in these activities. They had a lot of fun and provided valuable data. The drawing and circling worksheets showed that the students had a relatively strong environmental awareness. The questionnaire was less reliable, as many children simply chose the “best” answers regardless of accuracy. The letters to Mother Earth, however, gave us rich qualitative insights. Students expressed their love for the planet, their regrets, and their hopes for the future. I organized these findings into an empathy map of the students.

Define

POV for teachers:

The elementary school teachers in Tainan’s bilingual school need more effective methodologies to teach students about the environment and sustainability. Students don’t understand the reasons and consequences of their actions well.

POV for students:

The third-grade students of Tainan’s bilingual school need tools and methodologies to help them learn to be more sustainable and environmentally conscious because they desire to help the environment but don’t know how.

Methods

Point-of-View

Ideate

Our team reviewed existing games and used several brainstorming techniques to spark ideas. This phase resulted in an early concept for an educational game with an environmental theme. The emerging idea combined an alien storyline with a simulation that helps players understand the impact of their daily actions on the environment.

Methods

Crazy Eight, Fishbone Diagram, Mindmaps

Prototype

To test the game concept, we created a low-fidelity prototype in the form of a paper board game for classroom use. Students drew cards representing different needs and had to choose whether to meet them in sustainable or non-sustainable ways. Their decisions directly affected the island, the happiness score bar, and the Earth health bar.

Methods

Paper prototyping

Testing

We first tested the game with a small group of three students. They enjoyed it, but they reached the maximum score too quickly. Based on this feedback, we adjusted the game balance and added unexpected events.

For the second round, all 18 students in the class participated. They formed teams and took turns playing. The overall feedback was positive, though some students became impatient while waiting for their turn, providing a useful insight for pacing and interaction design.

Challenge : Players achieved the maximum score prematurely
Solution : Improve the game balancing and add unexpected events

Methods

Interview, board game play, video recording, survey


Game Design and Development

As our understanding of students’ environmental awareness grew, we realized that most educational games lacked engaging content and mechanics. We used this insight to refine Sumoga into a time-management game where players learn by actively saving the world through a series of chapters. During this phase, our team joined multiple funded projects that supported the design and development of the game, and I founded Educality Co., Ltd. to lead the initiative.

In addition to overseeing the business side, meeting with investors and schools, shaping a sustainable model, and managing developers and illustrators, I continued researching children’s learning behaviors. I started an Earth Helpers Club at a local school, where I collected qualitative data such as letters to Earth, students’ visions of the future, and their reactions to environmental games.

Despite strong progress, we were unable to secure further funding in 2020 and had to pause development after completing the first two chapters. A desktop demo version of the game remain available below.

Play Demo
View video
Projects and fundings

MOE- Sustainable Campus Project 2018
U-Start 2020
Dreams Come True 2020
College Schools and Schools Promoting Innovation and Entrepreneurship Education Program 2021

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