On September 14, 2018, the city of Manaus, located in the State of Amazonas, hosted the first edition of the Global Goals Jam event, the GGJ of Manaus 2018, focused on finding solutions for the impact of the UN Sustainable Development Goals for 2030. The three intense days of true , brainstorms and connections. All at an accelerated pace, enabling a series of concerns and attitudes, such as learned practices proposed from the beginning.


The first day, held at Samsung Ocean, located at the School of Technology of Amazonas State University (UEA), was surrounded by surprises since the beginning. Led by Camila Lima and organized by the Staff with the support of a group of volunteers, the first day brought together a group of 30 people from different areas in order to make the world a better place and of course to do a lot of networking. As a first step, Camila clarified the role of the UN Sustainable Development Goals (ODS) and brought tools that we would use over the next few days, such as Design Thinking and Scrum. The moments of inspiration were diverse, but one of the most relaxing was applied by one of the volunteers, who asked us to close our eyes and breathe deeply to slow down the thoughts. Undoubtedly, the ideas became less obscure and relaxation was general.

At the end of the first day as a criterion to form teams, we would have to direct us to the front of the questioning that awaken our will to find solutions and generate some sort of impact. Then our team, made up of four females, selected work for the ODS 5, entitled as “ ”, and answer the following challenge: “How can we encourage a change in behavior in everyday life of people in relation to inequality? “.

TEAM PHOTO: From the left to the right, Camila Falabella and Samara Nina, both designers, Déborah Nogueira, that studies MBA in strategic and business management, and Victória Guimarães, that studies computer engineering.

The GGJ staff reserved the September 18th to mentoring teams. This time we went to the Amazonas Sustainable Foundation (FAS), where we had the opportunity shows the team canvas information, map of stakeholders and the next questions that have been prepared for the questionnaire that would apply to teachers, commented on the online research and get feedback from mentors on the project’s progress. We conducted an online survey with a total of 224 responses, mostly women and other online survey of 16 participating teachers. To confirm the research on the male side, a field survey was carried out in some strategic points of the city for a diverse audience. In total, there were 33 respondents, mostly men.

Research forms answered.


Time to put your hands dirty, but this place is the Impact Hub Manaus, who received us for two intense days, September 21st and 22nd September. During Friday and Saturday, we stayed from 9 a.m. to 7 p.m. and perhaps a little bit more on the Impact Hub, completely focused on turning research results into action, determining how we would solve the problem of gender inequality, and setting up an MVP for pitch. Wow!

The 21st was marked by ideas and actions. As requested, we wrote down everything we absorbed during the research on white boards. At first we were made the mental map where we write some words and phrases that refer to gender equality research ideas, such as: “Do not believe it,” “Only woman is interested…”, “My grandmother does not leave I dishwasher”,”women washing dishes and men do the heavier work”, “ women should not only work but study”, “ women do not serve in charge”, “ put yourself in”, “ women should work, just like me! “,” Women stay at home is a thing of the past”, among others.

With the help of the method, we were able to organize thoughts and focus on the idea of the . Other methods employed were Theory of Change, feasibility matrix and business canvas.

Developing the methods.
Developing the methods.


Finally, for us to continue with the journey of GGJ Manaus, we must mention the solution that we have arrived after so much research, brainstorms and cups of coffee, Personeco! the game with answer question cards to spread learning about achievements, not only of men, but equally on the women present in four fields of society, being sports, entertainment, history and science. The idea is that the game is spread among young people from 12 years of age, both within the public and private schools, and outside, with friends and family, generating a closer approach that only game can achieve. The purpose is to convey that both genders have the same potential and accomplished great achievements in history, presenting women unknown so far to male supremacy in the various fields of knowledge in a playful and entertaining way. The game still comes with the “extra” field, which contains pranks, mime, among others.


To make the game accessible, the goal is that after be better formatted, we can make it available through a website, with the option of a paid version and a free version for printing, which can be done with the makers movement of his city. In the future, we also want to turn it into an app version with different games from the same purpose. So, everyone will have access to the game and learning it can provide, regardless of how it’s played.


The last day arrived and much of it was for the manufacture of the prototype and, as would be a board game, it was necessary that he was the closest the idea of origin. Because of the short preparation time, this was one of the most difficult times in which we had great concern about the contents of the cards, since we plan to form a reliable database regarding the information to be able to show them. However, with the available time it was not possible to conduct a thorough search. Still, believe it was important to take a sample of how the cards would be to see evaluators. For so it was made 10 cards with two questions per category for testing.

To fabricate the board, the designers of the group Camila and Samara, developed the cards, board and logo, after this project prints were made divided between the graphics and the maker responsible for the local movement. To have a base the board was glued on paper in Styrofoam, but the material thought in the future will be other and waterproof. The other part of manufacturing had the partnership of Makers Manaus, contributing to the pieces, as pins and the data as part of the construction of Personeco. They also gave us some gifts, as well as stickers.

MVP of the game board developed during GGJ.
Sticker printed by Moviment Maker Manaus.

Other surprises came as the last stage, the pitch presentation for some guests. To accomplish this stage there was not much difference than usual, we prepared everything together and with the same adrenaline rush ever. And of course, the mentors were there all the time to help us with feedbacks. At the end of the pitch, we write down suggestions and tips for future contests and edicts.

The tips were important to better define the next pitches, the idea of the product, how to present it more clearly, as well as the tip of expanding to interiors and other places, and the game can have numerous possibilities such as thematic games according to holidays, for example. The possibilities and games can be several, besides the connections that we had with these guests and the support of the same ones that will provide us after the event.


The first edition, the GGJ Manaus 2018 was surprising. We were happy to have found a team that managed to stay without great conflicts, to have had space to make connections, networking and put in place tools that we can use and deeper.

The volunteers were an essential point throughout the event, with great advice and opinions at every stage of the process. Undoubtedly, the diversity in the area of study of the volunteers, as well as the experience they have, was a positive point of the event. Moreover, the coordination of Camila Lima and all staff support made all the difference so did not stay discouraged in no time and we think all the time out of the box.


We are excited to meet you and find partners! For suggestions, networking, partnerships and any valid tip, please contact us through [email protected]

We thank the Global Goals Jam Manaus event and all the partners involved, thank you for everything! See you later!

*This article was written by four hands by “The Marocas” ( Camila Falabella, Déborah Nogueira, Samara Nina and Victoria de Souza Guimarães)

Keywords: Globalgoalsjam18; Design; Prototyping; Brasil; Amazonas; GGJManaus; ODS5; SDG5; Gender Equality.

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