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Sistry Mobile App

Sistry Mobile App - Sistry Mobile App case study cover image

About

I designed the Sistry Mobile App -- a gamified platform where young girls earn real rewards by showing up to homework sessions, leadership training, and voluntary work. Built as the next phase of Neighbourhood, a youth initiative I also designed, funded by Allmänna Arvsfonden and run by Ulriksbergskyrkan in Växjö.

Impact

Hope

Helping young people build motivation, confidence, and life skills through play

Services

Product Design, 3D

Industry

Social Impact

Neighbourhood has been helping young people in Växjö grow since its founding -- through homework sessions, leadership training, and voluntary work. I designed the original Neighbourhood platform, and when it was time to take the next step, I designed Sistry: a dedicated mobile app for young girls aged 16-19 navigating life in or around criminal environments.

At its core, Sistry is a task app dressed as something else entirely. The church runs the program. The app makes showing up feel like a choice, not an obligation. Girls sign up for homework sessions, leadership training, or voluntary work. The church marks attendance. The app turns that into XP, coins, levels, and real-life rewards they can actually spend.

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Challenge

The girls this program serves are skeptical of institutions. An app that looks like a scheduling tool or a government form would never get opened twice. It needed to feel like something they chose -- not something assigned to them.

The underlying system is simple: sign up, show up, get rewarded. But wrapping attendance tracking in a world that feels genuinely theirs -- 3D environments, leveling, unlockable rewards -- required every design decision to be carefully thought through.

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Solution

We built a gamified layer over a straightforward task system. Sign up for a homework session, leadership training, or voluntary work. Attend. Get marked present by a mentor. Earn XP and coins. Level up. Unlock real-life rewards purchased with earned coins.

The visual language is warm and playful. 3D worlds give the experience depth. Nothing about it signals 'program' or 'institution.' The complexity lives underneath -- the surface just says 'this is yours.'

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Outcome

The app bridges Neighbourhood's proven model with the digital habits of its audience. Every attended session becomes visible progress. Every completed task moves them forward. The reward system turns consistency into something worth showing up for.

Built in close collaboration with Ulriksbergskyrkan, their mentors, and volunteers to ensure the features reflect the actual daily reality these girls face.

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Feedback

“It has truly been fun and easy working with Pixelpappa. Things moved quickly, the results were great, and we were always met with a positive attitude. Exactly the way we want it.”

Jonathan Ekros

Project Manager at Ulriksbergskyrkan

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