Graphic Design Bachelor’s Thesis at Høyskolen Kristiania
Grade: A


Environmental awareness through the phone 

Through Heromiko, I wish to enlighten and awaken commitment to one of the largest environmental problems we are facing today and raise awareness about people’s actions in their daily lives. Today the game is focusing on Norway, however the idea could easily be expanded to other countries. The purpose is to clarify to society how important it is to take environmental responsibility now, especially for our children. For our future. I have created a digital tool for them. Because they are the ones holding the future in their hands.


The mobile game Heromiko turns the player into a plastic hero through missions in virtual and real life

With a goal of making young people aged 10-12 years more aware of the environment, the mobile game Heromiko was established. The player turns into a role as an environmental advocate and eventually ends up as a plastic hero whilst performing one mission after another in the elongated country of Norway. The goal is to clean up marine litter, prevent new litter from being wasted and save vulnerable animals along the Norwegian coast from the evil plastic pollution.


Inform and engage in environmental awareness

The game introduces the user for valuable statistical insight through its ten levels. In ascending order, the levels represent the largest extent of plastic waste in 2017 in the most exposed places in Norway. To reach new levels the player must, in addition to clean up the litter, collect knowledge skills about environmental ethics. This provides knowledge about which areas in Norway are most affected by marine sedimentation.


Contributes to a healthier future

With an entertaining, playful and interactive design, the app illustrates how individuals’ actions contributes to the disposal of marine litter along the Norwegian coast, what consequences this will have on the environment and what direct measures are needed to reduce the degradation and thus save marine life both below and above water. 


Virtual versus real-life missions

The missions in the game combine the virtual and real world. This stimulates physical activity as well as engaging the user in taking environmental responsibility. The plastic that is visualised in the game is based on reality’s most frequent plastic discoveries along the Norwegian coast, such as on beaches, sea bed, ocean and in a landscape of islands consisting of islets and trees. The missions in real life revolve around measures the player must do in his own life to reduce and or prevent marine litter. 


Quantitative and qualitative method

The design solution is based on a relevant theoretical foundation and extensive insight, where both quantitative and qualitative methodology for data collection on environmental themes, target groups and Design Thinking was used. Through usability tests of the demo, it was proven that the game achieved its purpose by appealing and entertaining, also it was deliberating and engaging for the target group to clean up the litter.