چكيده به لاتين
Irregular consumption and disregard for environmental issues have put the human land, the only known human ecosystem at present, in serious danger, and consequently the lives of the creatures living in it. Saving the earth for a better life depends on sustainable behavior. By creating a platform for learning and practicing sustainable behavior, we can to some extent reduce the rate of land grabbing, the destruction of community originality, and consumer behavior. The purpose of this dissertation is to facilitate and guide children towards more sustainable behavior for a better life.Children, as the audience who have always been the most influential people in society, can be considered as a suitable target group for these pieces of training. In order to achieve this goal, Vijay Kumar's seven-step design method was used. In the first stage, to define the problem, the existing trends in society and public media were examined. Then, in the second stage, the study context was further identified by reviewing the theoretical and practical research of researchers, similar product samples, discussion in interested groups, and the use of interview tools. In the third stage, the process became more human-centered and a deeper relationship was formed with the study group, ie children.To achieve the goals of the third stage, first the stakeholders and participants of the research were identified and then they were interviewed semi-structured, then the tools of one day life and life cycle were used in order to gain a more complete knowledge of the child. In the fourth stage of the process, the studies were converged and a general summary of the studies was made in the form of persona creation, semantic profiles, and design principles. In stages five and six, in order to ideate and develop the idea, various ideation tools such as mind map, mind storm, focus group, role-playing, fast prototype, business canvas, and SWOT matrix were used, and finally in the last chapter, ie realization, The final product was made and analyzed in a pilot test with the help of five human factors tools and Nelisan usercentered method. The final plan seeks to provide a platform for children to play live, in this way learn sustainable behavior and its various dimensions scientifically, and in general, take a smooth path to generalize and visualize their teachings.