An interactive digital story that raises awareness about the environmental crisis, Be the Change.
Game design, concept design, app design, visual design
My role in the Project:
UI & UX design, logo design, prototyping (Axure)
Desk research, field research, expert interviews, focus groups
Helping students in making informed decisions and encouraging them to embrace more sustainable lifestyle choices.
Be the Change offers information to help university students navigate through environmentally-friendly options in day-to-day life, who may only sometimes be aware of the consequences of redundant waste. Be the Change emphasis how impactful our small choices can be to the environment.
Play from the perspective of Ezra or Blake, following an immersive storyline.
In Be the Change, as the interactor, you are seeing the world through the character’s eyes. The interactor acts out as though they are the character, which strengthens players’ emotional bond with the narrative and improves its narrativity. The story is thought-provoking enough to elicit eudaimonic appreciation from the interactors to learn more about the consequences of their decisions (try the prototype).
Simple but effective interface to show the state of players!
The interactor's decisions must have clear consequences and be meaningful. Local effectance has been integrated into Be the Change to accommodate this. When an interactor selects an option, the result is immediately made apparent by displaying the consequence.
A theory-based approach that resulted in an audience-friendly design!
The plot of the narrative revolves on a predetermined timeline of events where there are no major plot that drastically changes the storyline. Be the Change features a foldback structure and a branching plot. The interactor is aware of the environmental consequences and takes a variety of measures.
Informative aspect is backed up with scientific research & theory!
Be the Change demonstrates the seriousness of having a high carbon footprint and the consequences of creating too much waste. The players are exposed to factual information about their choices throughout the story, individually chosen from academic sources and carefully utilized to provide a better experience. Each individual scene has been thought through and justified with theory.
Extensive care to the prototyping process, protecting a well-structured flowchart for team-communication and presentation.
Figma was used to create the scenes during the prototyping process and develop an overall functionality. For each playable character, an individual storyline was constructed under three sections: red, yellow, and green - representing the overall states of the players. Regarding some challenges in the first stages of prototyping, a focus was on producing a prototype that could include around -/+150 scenes in total.