Karsten van VoorenBeveren, BE
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Voedselbank Game

A location-based mobile game about food banks for young people in Antwerp: real places in the city unlock mini-games about food waste.

Role
UX/UI design
Year
2024
Duration
About 12 weeks (late September to mid-December), in weekly sprints
Team
Team of 4
Type
School project (AP Hogeschool)
Tools
Figma, Code
Deliverable
A coded mobile game with a map; mini-games start when you arrive at a location
Two phones showing the Voedselbank game: the city map and the Sleep Finn mini-game

Challenge

Develop a location-based game in a team of four, around the theme "food bank". The target group was ours to choose.

Solution

A mobile game for young people (16–23) that takes them to real places in Antwerp, where mini-games teach them about food waste and food banks.

Result

A working game: the map and location triggers work, and the mini-games start on arrival.

Context

Young people are the biggest users of mobile games, they are often socially aware, and they respond well to gamification and interactive, educational content. That made them our target group: 16 to 23 years old.

The game's goal is awareness and education about food waste and poverty.

Research

Desk research
What a food bank does and the numbers behind it, trends in mobile games, business models, game genres, and location-based examples such as Pokémon GO, Ingress and Zombies, Run!
Target group
Research into young people and gaming, a persona and an empathy map.
Field research
We visited the food bank and interviewed staff, interviewed young people from our target group, and visited and photographed possible locations in Antwerp.

Key insights

  • Young people sometimes feel guilty when they throw food away.
  • They feel proud when they can contribute or help.
  • They already take part in collection drives at school or in their neighbourhood, and they spend a lot of time on social media.
Persona and empathy map of the target group

Process

We worked in weekly sprints with scrum meetings.

  1. 01

    Debriefing and mind map

  2. 02

    Desk research, persona and empathy map

  3. 03

    Concept and storyline

  4. 04

    Field research and pitch

  5. 05

    Feedback from the lecturers, concept reworked

  6. 06

    Sketches, mid-fi wireframes and user flow

  7. 07

    Design guide, hi-fi screens and mini-games

  8. 08

    Code: map and location-triggered games

Final design

01

City map with real locations

Places such as Antwerp Central Station, the Grote Markt, Het Steen, the MAS and the Groenplaats become stops in the game.

The Sleep Finn mini-game with food icons and a timer

02

Mini-games on location

When you arrive at a stop, a mini-game starts. In "Sleep Finn" you sort good food from spoiled food against the clock while a progress bar fills up.

03

One consistent game world

A design guide defined colours, buttons and text once, so every screen and mini-game feels like the same game and stays readable for a broad audience.

Voedselbank game mockup on two phones

Why it works

  • Real places in the city make the theme tangible: you play where it matters.
  • Short mini-games fit how young people play on mobile: quick sessions with instant feedback.
  • A friendly illustrated character (Finn) and clear food icons keep a heavy topic approachable.

Style guide

Colours

  • Success Green

    #5AD12D

    Progress, correct answers

  • Error Red

    #FF0000

    Wrong answers

  • Light Grey

    #E8E9E9 → #C8C8C8

    Game panel gradient

  • Track Grey

    #D9D9D9

    Empty progress bar

  • White

    #FFFFFF

    Tiles, text on photos

Typography

TitlesRubik Bold 36px
SLEEP FINN
LabelsRubik Regular 30px
Vooruitgang
TimerEgyptian Slate Pro Bold
TIJD 9:50Display font. Shown here in a similar slab serif, as Egyptian Slate Pro isn't available as a web font.

Components

Game tiles: food, correct, wrong
Progress bar
Timer and title on a location photo

Visual language

A blurred photo of the real location in the background, with a friendly illustrated character (Finn) on top.

Testing & iteration

After our pitch, the lecturers gave feedback on the concept. We reworked it before starting the sketches and wireframes.