I developed an interactive, game-like experience designed to educate users on the effects of climate change. By engaging with the site, users can physically explore the consequences of their actions and learn how easy it is to 'Kill the Planet,' making complex environmental concepts more tangible and impactful.

Synopsis

Role Research | UI/UX | Motion Design

Software Adobe After Effects | Figma | Procreate

Duration 9 weeks

Kill the Planet

Kill the Planet

Kill the Planet

Role Research | UI/UX | Motion Design

Role Research | UI/UX | Motion Design

Duration 9 weeks

Duration 9 weeks

Software Adobe After Effects | Figma | Procreate

Software Adobe After Effects | Figma | Procreate

I developed an interactive, game-like experience designed to educate users on the effects of climate change. By engaging with the site, users can physically explore the consequences of their actions and learn how easy it is to 'Kill the Planet,' making complex environmental concepts more tangible and impactful.

I developed an interactive, game-like experience designed to educate users on the effects of climate change. By engaging with the site, users can physically explore the consequences of their actions and learn how easy it is to 'Kill the Planet,' making complex environmental concepts more tangible and impactful.

Synopsis

Synopsis

I wanted to show just how easy our actions can result in environmental consequences

I wanted to turn this issue into a game, making it both fun and impactful. The goal for the user is to try and kill the planet as soon as they can. Clicking a simple button can be the result of an entire fish population dying.

Climate change is easy to overlook when its effects aren't immediately visible

In a society desensitized to harsh media, addressing this issue in a way that grabs attention and encourages engagement can be challenging. How can we make conversations about climate change harder to ignore and easier to understand?

Climate change is an issue that is easy to overlook, especially when its effects aren't immediately visible. In a society desensitized to harsh media, addressing this issue in a way that grabs attention and encourages engagement can be challenging.

How can we make conversations about climate change harder to ignore and easier to understand?

I wanted to turn this issue into a game, making it both fun and impactful. The goal for the user is to try and kill the planet as soon as they can.

Clicking a simple button can be the result of an entire fish population dying. I wanted to show just how easy our actions can result in environmental consequences.

Research

Research

User Research - Comparative Analysis - User Personas

User Research - Comparative Analysis - User Personas

I noticed that the easiest and fastest way for young adults to learn about climate change was through certain environmental social media platforms.


The best way to get reliable information about climate change is through un-engaging websites.



I noticed that the easiest and fastest way for young adults to learn about climate change was through certain environmental social media platforms.


The best way to get reliable information about climate change is through un-engaging websites.



Where do people learn about climate change?

Where do people learn about climate change?

User Research

User Research

The main inspirations for this were Outrider and SpaceTour. I liked how both used a central interactive element, allowing users to engage with the information or ignore it without harming the experience.


Key Takeaways

  • Intuitive interactions

  • Prioritizing essential information

  • Balanced information-to-visual hierarchy

Comparative Analysis

Combining Information with Interactive Gameplay

Combining Information with Interactive Gameplay

Style 1

Style 2

Comparative Analysis

Refining the idea into the appropriate style that best matches the tone of the overall message.

Refining the idea into the appropriate style that best matches the tone of the overall message.

Style 1

I aimed for an apocalyptic style that conveys a strong sense of urgency. The earth illustration feels familiar yet slightly off, creating an unsettling atmosphere that reinforces the theme.


Style 2

While this style shares some similarities, it leans too far into a futuristic aesthetic. The futuristic look often evokes feelings of progress and hope, which wasn’t the intended message. Instead, I wanted to emphasize urgency and unease, which this approach didn’t fully capture.

Exploration

Exploration

Storyline - Sketches - Iterations

Storyline - Sketches - Iterations

To make this successful, I needed to develop a storyline that satirized human decision-making in a humorous way—pushing the irony just enough to highlight poor choices without sending the wrong message.


I drew inspiration from Exploding Kittens, as their style perfectly captured the playful yet satirical tone I wanted to achieve.

Storyline

Crafting an Ironic Narrative

Crafting an Ironic Narrative

I hand-drew every asset and sketched all the text

I hand-drew every asset and sketched all the text

I wanted this piece to feel cohesive and true to my style. Rather than using pre-made assets that wouldn’t blend seamlessly, I chose to create everything myself—ensuring both consistency and a higher level of quality.

I wanted this piece to feel cohesive and true to my style. Rather than using pre-made assets that wouldn’t blend seamlessly, I chose to create everything myself—ensuring both consistency and a higher level of quality.

Sketches

Option 2

Option 2

Option 1

Iterations

I explored different interactive elements to determine how users would engage with damaging the planet. A progress indicator provides real-time feedback, reinforcing cause-and-effect as their actions take effect.


These options didn’t make the cut

Option 1 lacked clear hierarchy, making the buttons feel unintuitive among other graphical elements.

Option 2 created confusion around the interactive elements—how they impacted the Earth and how multiple objects would react.

Seamless interactivity should feel instinctive, guiding users through engagement with minimal onboarding

Seamless interactivity should feel instinctive, guiding users through engagement with minimal onboarding

Execution

Execution

Refinement - Solutions - Key Features

Refinement - Solutions - Key Features

A quick intro motion graphic with voiceover explains the user’s objective, followed by step-by-step instructions on the easiest way to kill the planet.

Onboarding

Onboarding

To reinforce the game-like element and align with the main interaction, I incorporated three key causes of climate change.

Personality

Emphasizing user feedback, I incorporated sound effects for button clicks, boats, and trash splashing into the ocean, along with clear point additions for every action so the user is aware on how to "succeed".

Interactivity

This is the point when reality sinks in, revealing the irreversible damage to the ocean caused by the user’s actions.

Feedback

This is where users can explore more about overfishing and access external resources. By easing them into tough topics through engaging interactions, I aimed to capture those who might feel overwhelmed by heavy information upfront.

Educational

Overview

Overview

This project was so much fun! I deep-dived into user research, exploring how to integrate game-like UI into an educational setting.


My main focus was the real issue at hand—climate change—and how I could use ironic humor to teach people about it in an engaging way.


I’d love to see how this project could evolve with physical interactions, possibly as an exhibit experience.

I learned a lot, but I have a lot to learn

Takeaways

Climate change is easy to overlook when its effects aren't immediately visible

In a society desensitized to harsh media, addressing this issue in a way that grabs attention and encourages engagement can be challenging. How can we make conversations about climate change harder to ignore and easier to understand? ignore and easier to understand?

I wanted to show just how easy our actions can result in environmental consequences

I wanted to turn this issue into a game, making it both fun and impactful. The goal for the user is to try and kill the planet as soon as they can. Clicking a simple button can be the result of an entire fish population dying.