A serious game design project for behavior change that addresses the wicked problem area of sustainability.
i explored various wicked problem areas through research and problem mapping, using synthesis to identify key challenges and connections.
problem statement
Many people struggle to understand the long-term impact of their daily choices on the environment.
user research
The goal was to understand user attitudes, behaviors, and motivations on sustainability, analyzed through research.
Research reflection
Users are aware of and motivated to adopt sustainable behaviors but blocked by financial constraints, convenience issues, and information overload.
Game design solution
a narrative-driven game where players take on the role of Mars border officers, deciding which items meet sustainable practices. this approach transforms abstract concepts into tangible, engaging decisions.
Story
in a future where earth is destroyed, humanity starts over on mars with strict sustainability rules. players act as mars border officers, deciding which items travelers can bring based on their sustainability.
mechanics
players make decisions that impact the planet’s sustainability, balancing accuracy and strategy. daily streaks, limited fails, and competitive features encourage engagement and critical thinking.
feedback systems
players receive immediate feedback through visual indicators, points, and adaptive messaging. streak rewards, achievement badges, and failure summaries encourage engagement and improvement.
aesthetic
visual design started by exploring how other serious games were visually designed. this helped identify key elements that make games approachable and accessible while supporting their educational goals.
i chose a bubbly and fun aesthetic to create an inviting and enjoyable experience. this playful style contrasts with the serious theme of sustainability, making the game more appealing and accessible while maintaining its purpose.
playtesting
i created a prototype focusing on a small scope of the gameplay and conducted playtesting with players. their feedback included suggestions to make the game more challenging and to add an intro story to provide more context for the player.
summary
plan b addressed sustainability by combining engaging gameplay and education. it encouraged players to reflect on their choices, inspiring behavioral change through interactive storytelling and mechanics.