[MinasCoders] eXpertGirls

Senior Division
Ribeirão das Neves, MG, Ribeirão das Neves, Minas Gerais, Brazil
Thunkable

Yvy: Clean land, vibrant life

Yvy is a mobile app that turns environmental awareness into real action. Through gamified challenges, users complete simple missions such as proper waste disposal and eliminating standing water, helping prevent issues like dengue. Actions are validated through photos and location, ensuring real impact. The app also includes a reporting feature for environmental issues and connects citizens, schools, and companies, turning everyday habits into environmental and public health improvements.

Technical Elements

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Learning Journey

Learning Journey

Our team learned how to turn an idea into a practical solution. One of the main challenges was adapting the project to focus on a single issue within sustainability, since initially there were many possibilities and features. This process required several weeks of discussion until we defined our focus on issues such as waste disposal and dengue. We also faced difficulties in validating real-world missions and ensuring app accessibility. In addition, changes in deliverables required more attention to summarizing texts without losing clarity, which improved our communication and objectivity.

Information Legitimacy Description

The team decided that the information collected was legitimate when it came from reliable sources, such as government agencies and recognized news outlets. We also verified the data by comparing it across multiple sources to ensure consistency. In addition, we prioritized recent information that was directly related to the problem we were addressing. This process of checking, comparing, and selecting data helped ensure that the information used in our project was accurate and relevant.

Bibliography

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Ethics

We considered ethics by prioritizing transparency, safety, and inclusion in the development of Yvy. We ensured the validation of actions through photos and geolocation, avoided excessive data collection, and included accessibility features such as voice commands, subtitles, and visual adjustments. We also aimed not to create pressure or guilt among users, but instead to encourage real and achievable actions in everyday life through education and gamification.

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