04
Consultancy
Tool Design + Information Design
2024
Tool Design + Information Design
2024
The core objective was to foster systems thinking and collective reflection on the real-world complexities of water and waste management. This method diverges from traditional teaching methods by utilising experiential learning for a diverse student cohort. My role focused on creating intuitive game mechanics and developing visually accessible materials to support both participants and facilitators.
In this game, participants are split into pairs racing against each other using their ‘spaceships’. Each round, they collect resources: energy, which powers their movement forward; debris, which is left behind on the track; and toxic waste, which, if not properly managed, is returned to the shared resource pool, leading to resource depletion. By using whole resource tokens, teams can apply the 4Rs to create new technologies that give them an advantage in the game. The tension between racing ahead and managing shared risks establishes a balance between competition and cooperation.
We developed several concepts and prototypes and conducted early playtests with children at a local library. These sessions highlighted literacy challenges among participants, leading to a highly visual game that minimised reliance on text-based instructions. This made the game accessible and inclusive, regardless of reading ability.