Cool World brings together different local and global players to positively reinforce good routine habits that preserve the environment and act to combat global warming.
The platform works similar to a game: it contains challenges and goals whose actions are worth points. Each time a challenge is completed, the user scores and gets closer to hitting a specific goal. Upon reaching the goal the user receives a bonus from one of the partner companies.
The target audience is young adults (18-35, but not limited to this age group) interested in the environment, sustainability and caring for the planet, but without much time or resources to do so; "undisciplined" environmentally conscious and wanting to do something about global warming.
We then have as stakeholders:
- End users, who personally and regionally undertake environmental actions in order to receive rewards;
- Partners of public and private initiatives that will provide regional information (city halls, municipal secretariats and other agencies by means of agreements) and rewards to users (usually private companies that will offer advantages for purchasing products or services and public agencies that will offer rebates on electricity bills, water, property tax, among others). The counterpart for partners is greater proximity to the target audience, association with environmental initiatives and the possibility of tax benefits for companies with environmental actions;
- NASA, which will (i) receive from us data obtained through partnerships with public agencies, which will generate a database of various regions on water consumption, light, waste disposal and other insights; and ii) will have its climate and environmental data disclosed on the Cool World platform and through digital marketing.
The technical part that supports the platform was done as follows:
Programming:
- Back-end: CSharp;
- Front-end/Mobile: Ionic with programming in HTML, CSS, Java Script and Putstrap.
Gamification:
- Well defined challenges (phases);
- Merit reward;
- Metrics