## Inspiration

On campus, students are always overly stressed. To promote the well-being of students on campus, or people in general, we created this little app to help everyone de-stress!

## What it does

This is a game that let people create their own figure "homework man", and can animate the figure by pressing the "do homework" button.

## How we built it

We built it using swift 4 using the touch function and UIButton.

## Challenges we ran into

Originally, we were working on designing another app. However, after we realized the complexity of building that app, we started to work on this game. The challenges we ran into when designing this game is mostly getting use to Swift, a language we are not familiar with.

## Accomplishments that we're proud of

We build a game... with Emojis in it!

## What we learned

The usage of Swift and Xcode.

## What's next for The Homework Man

We are planning to add more features, like dancing, or playing to animate homeworkman in various ways.
## Inspiration

The thought process behind the creation was to enrich the lives of
children. It was originally designed as a simple AR game that had a progression, reward system and an in-game store to enhance gameplay. But as the app was being developed, I then realized that the main purpose of my app could be used to help enrich the lives of a lot of children as it had a huge potential in educating them on various beneficial topics.

## How does it work

On the top left corner, a color is presented and the color changes every 2-3 seconds and the player needs to shoot towards the color that is presented to them. A tracker where it keeps track of the score and the wrong colors that were hit.

## how was it built

The app was engineered primarily with Swift and Xcode. Blender paved the way for the development assets which helped improve the overall quality and ARkit was used in the implementation and working of the app on the various devices
## Inspiration

We are all a fan of Carrot, the app that rewards you for walking around. This gamification and point system of Carrot really contributed to its success. Carrot targeted the sedentary and unhealthy lives we were leading and tried to fix that. So why can't we fix our habit of polluting and creating greenhouse footprints using the same method? That's where Karbon comes in!

## What it does

Karbon gamifies how much you can reduce your CO₂ emissions by in a day. The more you reduce your carbon footprint, the more points you can earn. Users can then redeem these points at Eco-Friendly partners to either get discounts or buy items completely for free.

## How we built it

The app is created using Swift and Swift UI for the user interface. We also used HTML, CSS and Javascript to make a web app that shows the information as well.

## Challenges we ran into

Initially, when coming up with the idea and the economy of the app, we had difficulty modelling how points would be distributed by activity. Additionally, coming up with methods to track CO₂ emissions conveniently became an integral challenge to ensure a clean and effective user interface. As for technicalities, cleaning up the UI was a big issue as a lot of our time went into creating the app as we did not have much experience with the language.

## Accomplishments that we're proud of

Displaying the data using graphs
Implementing animated graphs

## What we learned

* Using animation in Swift
* Making Swift apps
* Making dynamic lists
* Debugging unexpected bugs

## What's next for Karbon

A fully functional Web app along with proper back and forth integration with the app.